Need testers for new editor

Does this mean you won't be working on a map editor to go with it? :(
A map editor isn't so easy to do, as there's a concept of continent that is not document.
At least, I'll make the cities / preplaced units editable via lists, I'm not sure I can do a real map editor.

And as I said, I'll do mostly what I need for my own mod. After that, the pace will slow a bit, as I also want to work on my game. I cannot work only on the new editor for months.

I'll probably try to make a map editor, but it will probably not be soon.
 
I found another resource-related bug besides the one we discussed in email: resources can not be moved, with the insertion option not working. You can set a resource as an insertion point, but can't move others after the insertion point.

EDIT: I am also now getting the same error I was getting with the resources, with the civilizations...I would send the biq, but you already have it.

EDIT AGAIN: I compressed and then re-uncompressed it and it worked fine.
 
I found another resource-related bug besides the one we discussed in email: resources can not be moved, with the insertion option not working. You can set a resource as an insertion point, but can't move others after the insertion point.
Oups, I forgot to enable the menu... Corrected.

EDIT: I am also now getting the same error I was getting with the resources, with the civilizations...I would send the biq, but you already have it.
Can you be more specific? What error? The index when selected the last added government? Or the crash when trying to open it with the regular editor?
In the later case, as you are telling me it happens with the same fiel, I wonder if there is not soemthing it that file that create a side effect. I tried to add resources, building, governments from another file, and when selecting the last one or loading in regular editor it works fine

EDIT AGAIN: I compressed and then re-uncompressed it and it worked fine.
Do you mean after you compressed/un-compressed the problem was solved, or that you just try to see if compressing/uncompressing creates problem?
 
I should have been more clear. The "index out of range" error I was getting when selecting the last resources in the list.

And, compressing and uncompressing it solved that problem.
 
-Victory points, disasters and locked alliances addeds
-When adding a new resource, the list was completlty filtered. You add to use “reset filters” to see the resource.
-Change of resource type from Bonus to other is now save properly
-Bug when reanming a resource corrected
-The "move resource to insertion" menu is now enabled when it should

Only the players and spaceship left to do...

And adding the filters to some pages...

But I think next step will be a tech tree editor.
 
When I try to load a scenario (for a test, I used the World War II in the Pacific Conquest), it crashed and said

"Unhandled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. It you click Quit, the application will close immediately.

Unable to read beyond end of the stream."

If I click continue, I can't select anything.
 
Yeah, you need to uncompress your file you are working with.
I got chewed out for this.
Spoiler :
Why do people never read the doc?

COMPRESSED FILES ARE NOT SUPPORTED
In the regular editor go to View, and select options, uncheck compress files, and save again. Then open in Steph's editor.
 
Yeah, yeah guilty. Just trying to help. And I think it was more like the 578795th would be user.:p
 
Not that it's important, but AFAIK the BIQs and SAVs are compressed with zlib and can be uncompressed easily. I think both PiC and C3MT do this, though with an external command-line program someone posted here on CFC or Apolyton (SAVExpnd.exe)

As for map editing, there's already a 3rd party map editor called MapTweaker, though it doesn't offer anything past copy & paste and map cropping. It supports continent data apparently. Maybe you could get the source from the author? One thing it doesn't do properly is the graphic data, that is, it produces flat, unconnected tiles, so the file has to be re-saved in the original editor so that the tiles connect. That may be a bigger problem than continents.

I haven't moved anywhere with the barbarian cities, unfortunately. They're always empty and resisting, which defeats the purpose :(
 
I send an email to Gramphos to ask info about compression, he didn't answer yet.

For the map, I already retro engineered how the connection worls when I did the first draft of SSS. I've lost the source code due to a virus, but I know how to do it.

However, it will take time, and I'm falling behind my schedule on other projects. So it's not very high in my priority list.
 
Why do people never read the doc?

COMPRESSED FILES ARE NOT SUPPORTED

@Ward: making them obsolete may not work. I tried that, but the building was removed only from the cities that were on the map when I discovered the tech rendering them obsolete.

When I created a new city, they were back...

I already extracted the files.
 
Version 0.4.5 is up.

It corrects the locked alliance (it worked well only if all the civilizations were playable, now it should work with only some playable civ).

And more importantly, first version of the tech tree editor.

First, in the tech page, click on the Tech tree builder button
TTB_5.jpg


When you select an era and a civ, you get the corresponding tech tree, and the list of tech available to this civ for this era. So civ specific tech tree will be editable easily. If a tech is not visible in the tech tree (ex X, Y = -1000), then it is listed in red.
TTB_1.jpg


When you select a tech (in the list or graphically), it turns to a blue background.
TTB_2.jpg


If you select, keep the mouse button pressed, and move, you see a red rectangle
TTB_3.jpg


When you release the mouse button, the tech is moved where the rectangle was when you released.
TTB_4.jpg


Alternatively, you can use the keyboard to move a tech. First, select it in the list. Then lcick on one of the button of they num pad.
1, 2, 3, 4, 6, 7, 8, 9 move the tech in the corresponding direction (by increment of one each time you press the key). To move faster, hold the CTRL key, and the tech is moved by increment of ten each time you press the key.

If you press the 5 key, the tech is centered (middle of the screen).

If you press the 0 key, the tech is reset to (0,0) (top left of the screen).

And if you press the del or backspace key, the tech is removed from the tech tree (ie set to -2000, -2000). To quickly see it again, select it, and press 0 or 5.

Enjoy!
 
The biq and the Editor are extracted.
Did you try to go in the View / Options menu in the editor, uncheck the "compress BIC files" checkbox, save your scenario, and try to open it with the editor?
 
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