Need testers for new editor

I think I have located where the checkbox for the Teleport and Telepad part are located in the biq (special actions).

6unitsvc0.png


However, the standard orders are not the same between the warrior "No teleport" and the others. Did you change something there?
Normally, this section is not supposed to be used. So I'll make a test version of the editor with Teleport and Telepad, and you'll have to tell me if ignoring this, and jsut using the special actions, is working.
I will also need a test version with "Legal units telepad" and "Legal buildings telepad" if I want to find where it's saved.

And also a save with a building with and without telepad option.
 
I know I have been on this website for years and heared about Teleport and >Telepad, BUT since it sounds science fiction I haven´t pursued any interrest.

However when it´s brought up in your editor I just need to know what happens with this stuff.
Can it be used to any good things in normal scneario/mods ???

Happy New Year to you Steph and I hope you really finish this Editor and some of your great mod ideas.
 
Thanks to Madeira, I have located the problem with my editor when using 64bits system.
The registrey is HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Infogrames\Conquests instead of HKEY_LOCAL_MACHINE\SOFTWARE\Infogrames\Conquests

and so my editor couldn't locate the installation folder, and couldn't locate the pcx with the civ colors (hence error when initializing it!).

I have updated the editor to look for both entries. I cannot release it yet, It's not stable as I'm working on the expanded editor.
 
Damn, I guess I've got the same error as Madeira. 8.0 worked for me, 8.1 crashes. Does anybody still have 8.0 for me to work with as a temporary solution?

Spoiler :

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

************** Exception Text **************
System.MissingMethodException: Method not found: 'System.String System.Windows.Forms.OpenFileDialog.get_SafeFileName()'.
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.openToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.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: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Steph_CivIII_ExpandedEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/GAMES/!Civ-Tools/StephEditor/Steph_CivIII_ExpandedEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.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.
 
I have all of the editor iterations ... didn't delete any as next ones came out. Can send via email to you if provide same. I'll send PM
 
No. I put some of Shiro's Japanese units into my game with V.8.0 yesterday and when I wanted to continue today, I saw you had a newer version online, downloaded V.8.1, replaced the older editor file - and bang! got this error.
 
What is your system? When do you get the error exactly? And does it happen with any scenario?

Windows XP Prof. SP3

Right at the start.

Yes.
 
hi , &#305; am a complete computer illiterate that happens to like Civ3 , and trust me &#305; feel so out of place in this thread but is there a button or switch that &#305; should be pressing about this ? &#305; really would like to have the error checking system since my entire modding experience to date involves adding two units to a map - where &#305; placed a cattle here and gems over there - and one of the units plays but crashes the game when looking at the civpedia .

as &#305; said &#305; am totally new in this , get easily confused , &#305; can't even tell my XP's brand but &#305; loaded the #c2000 thing too . If it is two or three steps that &#305; can manage &#305; would like to know . &#305; am really aware of my limitations and know perfectly well the editor will be put to good use by those who can , but &#305; just want to give a try .

only if it is a simple task that can be managed by me . The first line is unfortunately very real .

best wishes
 

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I think I have located where the checkbox for the Teleport and Telepad part are located in the biq (special actions).

6unitsvc0.png


However, the standard orders are not the same between the warrior "No teleport" and the others. Did you change something there?
Normally, this section is not supposed to be used. So I'll make a test version of the editor with Teleport and Telepad, and you'll have to tell me if ignoring this, and jsut using the special actions, is working.
I will also need a test version with "Legal units telepad" and "Legal buildings telepad" if I want to find where it's saved.

And also a save with a building with and without telepad option.

Here was the settings for the warriors, Standard Orders in the editor were all the same, perhaps I missed something. Here were the 3 units with their settings.

The 3 units had no abilities selected or civs.

Warrior with No Teleport
Spoiler :
WarriorNoTeleport.jpg


Warrior with Teleport
Spoiler :
WarriorTeleport.jpg


Telepad Unit
Spoiler :
WarriorTelepadUnit.jpg


Perhaps the Telepad unit included changed something?

I will make a test version BIQ with only 2 warriors, 1 normal warrior, and 1 with telepad option.

I will make the save games as well.. and send them over in a bit.

Thanks for looking at it for all of us.. if you have other things to do, please put this on the backburner... there is no rush, and it is much appreciated.

Tom
 
I know I have been on this website for years and heared about Teleport and >Telepad, BUT since it sounds science fiction I haven´t pursued any interrest.

However when it´s brought up in your editor I just need to know what happens with this stuff.
Can it be used to any good things in normal scneario/mods ???
A study on Teleportation by Blue Mafia, et al, lays it out pretty clearly. Good to check your sample biq against all the combinations they mention (for example a unit that has both teleport & telepad on).
 
don't forget the test biq with the teleport options for buildings, and the Legal units telepad and legal bdlgs telepad

Ok, so in test BIQ I have 3 units. A warrior with nothing, a warrior as a telepad, and warrior that has teleport (enabled to bldg and unit telepad). And 3 bldgs, Palace, bldg with nothing, and bldg with telepad. I think the Palace has to stay? I can delete it and try loading a game.

Is this ok? I will send saves over, unless you want it seperated to make it easier to find (since you must see the exact spot that is changed), in which case I have them seperate BIQ's and Sav's as well. For instance, one BIQ with unit only going to legal BLDG Telepad, and another going only to legal Unit Telepad?

Tom
 
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