Need testers for new editor


Well, I want to change this one unit, Galleass, into a Cog, because I've found another place in my mod where the Galleass is better suited and so want to move it there.
So, because I'm not changing the stats, all I change to turn the Galleass into the Cog is the name, the index and the PRTO.
But when I come to change the PRTO, after entering in the new PRTO 'PRTO_Cog', if I switch to another unit and back again the Galleass/Cog, it still reads 'PRTO_Galleass'.:sad:

You get where I'm coming from?
 
I've corrected the PRTO problem.

For information, when making the new version with buttons and independant windows, I had to reconnect manually all the events, and I may have missed a few.

That was the case here: the "text changed" event of the PRTO was not connected to the function that is supposed to handle that.

If you see something similar, don't hesitate to tell. It's easily corrected when I know the problem exists.
 
I had a minor problem with the new version steph. In the scenario screen on the bottom right where it shows the time scale,
First# turns = # months each From (Date) To (Date)
I have
First 1 Turn = 1 Month From (1656/01) To (9981/01)

Here's a Pic View attachment editor.zip
 
Version 0.8.1 is up.

I did it sooner than planned as I just realized why some file couldn't be uncompressed...

  • Correction of a bug preventing the correct updates of the dates in the scenario properties
  • Correction of a bug preventing changing the civpedia entry of a unit
  • Compressed files with a space in the name should now uncompress properly.
Warning : do not try to open a saved game, it's still a work in progress and will not work yet.
 
What message do you get exactly about the index?

Sorry for the delay, here's the error I get, havent tried with your new version yet.

Spoiler :
System.ArgumentOutOfRangeException: O índice estava fora do intervalo. Tem de ser não negativo e inferior ao tamanho da colecção.
Nome do parâmetro: index
em System.ThrowHelper.ThrowArgumentOutOfRangeException()
em System.Collections.Generic.List`1.get_Item(Int32 index)
em Steph_CivIII_ExpandedEditor.Objects.City.BuildItem(Scenario scenario)
em Steph_CivIII_ExpandedEditor.Forms.FormCITY.UpdateCities()
em Steph_CivIII_ExpandedEditor.Forms.FormCITY.UpdateForm()
em Steph_CivIII_ExpandedEditor.Forms.MainEditor.UpdateForm()
em System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
em System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
em System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
em System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
em System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
em System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
em System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
em System.Windows.Forms.Control.WndProc(Message& m)
em System.Windows.Forms.ToolStrip.WndProc(Message& m)
em System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
em System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
em System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assemblagens carregadas **************
mscorlib
Versão da assemblagem: 2.0.0.0
Versão Win32: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Steph_CivIII_ExpandedEditor
Versão da assemblagem: 1.0.0.0
Versão Win32: 1.0.0.0
CodeBase: file:///E:/Jogos/Steam/steamapps/common/sid%20meier's%20civilization%20iii%20complete/Conquests/Scenarios/Steph_CivIII_ExpandedEditor.exe
----------------------------------------
System.Windows.Forms
Versão da assemblagem: 2.0.0.0
Versão Win32: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Versão da assemblagem: 2.0.0.0
Versão Win32: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Versão da assemblagem: 2.0.0.0
Versão Win32: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
mscorlib.resources
Versão da assemblagem: 2.0.0.0
Versão Win32: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
System.Windows.Forms.resources
Versão da assemblagem: 2.0.0.0
Versão Win32: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_pt_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------

************** Depuração JIT **************
Para activar a depuração just-in-time (JIT), o ficheiro .config para esta
aplicação ou computador (machine.config) tem de ter o
valor jitDebugging definido na secção system.windows.forms.
A aplicação também tem de ser compilada com a depuração
activada.

Por exemplo:

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

Quando a depuração JIT está activada, qualquer excepção não processada
será enviada para o depurador JIT registado no computador
em vez de ser processada por esta caixa de diálogo.


Most of it is in portuguese and I have no time to translate, something about the index being out of range, must be not negative and lower than the size of the collection (direct translation).
 
Your editor is terrific Steph... I am now using it for everything I do, except for map making obviously. The editor saved me many many many hours of work when I had to duplicate over 150 units. Doing it one by one would have been a Nightmare.

I have not been in the editor much lately at all, so now that I have begun actually creating some of the scenaros, I loaded it up... and it is much better and easier to use than the other.
Just want to say Thanks!

Tom
 
Steph, no bugs encountered at all.. but I was wondering, if I open a BIQ with your editor and make changes, will it keep the Teleportation settings I made for units with the hacked editor?

I could just test it and see, which I probably will in a now, but figured I would just ask to ask.

I would think it would, since those settings should be stored in the BIQ also. I will test it out in a bit, if someone already asked this question, sorry to bring it up again, for I may have missed it.

Tom
 
The biq contains some "unknown" parts, which I usually just read and save as is.

So I hope you will not lose the teleportation settings.

However, if they are stored in a "flag" list, it's possible you lose it.

What you can do to help is send me a small biq, with one unit with teleporation on, and the other with teleporation off, and make it the only difference.

I can then locate the teleporation in the biq and add it to the editor.
 
Your editor removes the possibility of teleportation. Whenever I change my mod, I always go into the hacked editor afterwards, load it up, add teleports and save again.
 
I still have no clue why the editor doesnt work for me, anyone using it with win7? Could it be because im using the steam version of Civ3 complete? Does the editor need to be unziped to a specific folder?

I get the same error even with firaxis scenarios so its not a problem with my mod. Also already had the C++ redistributable 2005 since some games also install it, unless its something different.
 
The biq contains some "unknown" parts, which I usually just read and save as is.

So I hope you will not lose the teleportation settings.

However, if they are stored in a "flag" list, it's possible you lose it.

What you can do to help is send me a small biq, with one unit with teleporation on, and the other with teleporation off, and make it the only difference.

I can then locate the teleporation in the biq and add it to the editor.

View attachment Teleportation.rar

Okay, I had to make 3 units. All 3 unit are exactly the same (with almost nothing selected), except for 1 has No Teleport, 1 has Teleport, and 1 has Telepad (which is needed for unit to teleport to).

All other units and buildings are deleted. I could delete pretty much every single thing in the BIQ if it makes it easier for you; let me know and I will do so.

Is very much appreciated!

Tom
 
Back
Top Bottom