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IndieStone - Visual Tech Tree Editor


Hi,

May be this thread will be intresting for you.

Are you planing to show source files? It will be interesting for me how it works inside.

Spoiler Bug: After closing Edit db for info window does not updated :

After closing Edit db for info window does not updated
Steps to reproduce:
1. click Edit db for tech
2. Change value
3. Close edit window
4. observe info window
5. Change focus to other tech
6. Restore focus to edited tech

Observed result:
On step 4 there is old data
On step 6 there is new data

Expected result:
On Edit db info window updated.
 
Just checking this out because I'll start editing techs some time soon. Great tool!

Two small gripes: Firstly, would it be possible to add a tooltip to the units and such unlocked by techs so you can tell which is which. Ideally, the tooltip would show the localised name and ID. And secondly, all unit icons seem to be duplicated or sometimes even tripled or quadrupled. Is this only me?
 

Attachments

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nah not open source at the moment, would want to do a pass over it to make sure it's all tidy and smart before loads of people were looking at the code :D was very much going for quick updates over super tidy. I could send it over though if you PM me your email it would be much appreciated! :D

It's C# VS 2010 btw, that debuggable your end?
 
nah not open source at the moment, would want to do a pass over it to make sure it's all tidy and smart before loads of people were looking at the code :D was very much going for quick updates over super tidy. I could send it over though if you PM me your email it would be much appreciated! :D

Ok, I can do that. On the topic of PMs, I sent you one earlier today ;)
 
Yeah sorry not got around to replying to that yet. ;D We're staying away from such sharing at the moment as the code is undergoing a massive rewrite that we've yet to announce on the thread, it's really not in a state to share at the mo sorry :/ shouldn't be long before it's there though will let you know.
 
Ok, the units appearing twice for me was to do with me having backup files in the xml folder, which the tech editor read in alongside with the original files. Be sure to move backups out of your steam folder, which is good practice anyways because Steam deletes files without warning under certain circumstances (such as you re-installing the steam client for example). The alternative is creating a whitelist of files to read but this is potentially messy because it doesn't necessarily include DLCs and has to be kept up-to-date when patching, so removing your backups is probably a better idea.
 
Ha amazing. Wish that occured to me but it would certainly explain why it was such a rare yet reoccurring problem. :D

Thanks for your help alpaca! :D
You're welcome.

It didn't occur to me, either, before I saw the backup file in the loaded file list while debugging.

On the other hand, you might want to catch duplicate entries that just have a different ID. Technically the game uses the ID as primary key but a lot of tables reference unit type so it's probably safe to assume you won't have the same unit type twice.
 
Ok, the units appearing twice for me was to do with me having backup files in the xml folder, which the tech editor read in alongside with the original files. Be sure to move backups out of your steam folder, which is good practice anyways because Steam deletes files without warning under certain circumstances (such as you re-installing the steam client for example). The alternative is creating a whitelist of files to read but this is potentially messy because it doesn't necessarily include DLCs and has to be kept up-to-date when patching, so removing your backups is probably a better idea.

Awesome, that was my problem too. I had a couple backup copies of the whole XML folder in various states.
 
Hi lemmy,

I'm having some bugs when loading projects and so on. Can't be bothered to do a debug atm (busy doing stuff) but I can describe the problems in case you get around to it.

- If I add a tech, say fishing, and then click on "New from Civ5 Tree", the technology is kept in the tree. Similar issues when trying to re-load a previous project.

- Clicking on "Clear all techs" visually removes all links between techs, units and so on, but not the techs themselves

- I get... erratic output. For example, the tech tree editor generates a HistoricRankings even though I didn't change anything there

Also, you should add to the OP that you can remove tech requirements by right-clicking on them
 
I love you.

...and an error :/

Spoiler :
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Oyunlar\Sid Meier's Civilization V\CivilizationV.exeAssets\Gameplay\'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonInit()
at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler)
at System.IO.Directory.InternalGetFileDirectoryNames(String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
at System.IO.Directory.GetFiles(String path)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.LoadDir(String s)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.Load()
at IndieStoneTechEditor.TechTree.FirstUpdate()
at IndieStoneTechEditor.TechTree.panel1_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Baal%20Adramelech/Desktop/IndieStoneTechTreeEditor0_9/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Baal%20Adramelech/Desktop/IndieStoneTechTreeEditor0_9/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 
Sifaus: at a guess, a path that should be set to your install base dir is set to the executable instead - 'C:\Oyunlar\Sid Meier's Civilization V\CivilizationV.exeAssets\Gameplay\' should be 'C:\Oyunlar\Sid Meier's Civilization V\Assets\Gameplay\', so guessing something is set to 'C:\Oyunlar\Sid Meier's Civilization V\CivilizationV.exe'when it should be 'C:\Oyunlar\Sid Meier's Civilization V\'
 
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