Need testers for new editor

Version 0.7.8 is up.

Lee request:

In the unit filter, possibility to filter on the "ignore terrain cost" option.

An old request, I think from Ares:

In the unit filter, possibility to filter on the name of the unit or the civpedia entry. Use of "*" Supported; Example : *Sword* will show French_Swordsman and British_Swordman.

In the building filter, possibility to filter on the name of the building or the civpedia entry. Use of "*" Supported; Example : Ca* will show Cathedral and Catacomb
 
Version 0.7.8 is up.

Lee request:

In the unit filter, possibility to filter on the "ignore terrain cost" option.

An old request, I think from Ares:

In the unit filter, possibility to filter on the name of the unit or the civpedia entry. Use of "*" Supported; Example : *Sword* will show French_Swordsman and British_Swordman.

In the building filter, possibility to filter on the name of the building or the civpedia entry. Use of "*" Supported; Example : Ca* will show Cathedral and Catacomb

howdy steph,

hot diggity, dude! [*grin*] thanks lots ...

take care,
lee
 
howdy steph,

um, er, i think i found a bug. [*grin*]

the new "units filters" dialog is the same size [1024x619] in 078 as it was in 077 ... BUT that leaves the ok/cancel button off the bottom of the dialog. lookee ...
steph-editor_-_v-0.7.8_-_units-filter-dialog-size-problem_-_2009-08-17.png

take care,
lee
 
Strange, it IS bigger on my computer

howdy steph,

sorry! it was apparently some odd interaction between your util and my dual-monitor setup. when i opened 078 on the main monitor, switched it to the 2ndary and THEN opened the "units filters" dialog it all worked fine.

since then - no mater how i access the dialog - it works correctly.

sorry for the bother and thanks for your time! [*blush*]

take care,
lee
 
howdy steph,

i'm seeing a glitch. however, _this_ time i think i'm seeing something you haven't reached yet - not an actual bug! [*grin*]

steps ...
- start c3c editor
- open the original c3c BIQ
- enable = uncompressed & custom player data
- in "scenario properties" set number of players to 20 [default is 8]
- save file with new name
- start stephed 078
- open above saved file
- look at game tab/player options/number of players and see 10

i presume that, like the other custom player data, you simply haven't reached that part of the game yet. is that so? plus, of course, i'm hoping you'll get to that part of the editor before i actually need it ... [*grin*]

again, thanks for the util! i'm really enjoying it.

take care,
lee
 
I haven't added the custom player part, as there are a few things I'm not sure I understand correctly in the format.
However, my editor should not modify this part, except to update it when something changes (ex: reorder a civ).
So if you enter with 20 players, you should end with 20. I'll have a look at it when I'm home.
 
Not sure if this is a known issue or not. Just downloaded the latest version, never tried it before.

When I try to open any biq file (even really basic ones with nothing changed from the defaults, which is why I didnt bother to include a sample biq as an attachment) I get the following error:


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

************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
at System.IO.BinaryReader.ReadInt32()
at Steph_CivIII_ExpandedEditor.Objects.Version.Read(BinaryReader reader, Stream stream)
at Steph_CivIII_ExpandedEditor.Objects.VersionSection.Read(BinaryReader reader, Stream stream)
at Steph_CivIII_ExpandedEditor.Objects.Scenario.Read(String FilePath)
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.Open(String FileName)
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.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.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(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/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
Steph_CivIII_ExpandedEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/civ3/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'm on a pretty vanilla windows xp 64bit installation. Ive tried running in compat mode for 2k and xp, no joy. Thoughts?
 
I haven't added the custom player part, as there are a few things I'm not sure I understand correctly in the format.
However, my editor should not modify this part, except to update it when something changes (ex: reorder a civ).
So if you enter with 20 players, you should end with 20. I'll have a look at it when I'm home.

howdy Steph,

the incorrect info shown in your 078 util has no effect on the actual BIQ - even if i do a save with the wrong player count shown, it still has the right info in the BIQ. i presume you've got an initialization glitch somewhere. [*grin*] perhaps you could put "null" or "n/a" or some other "not yet done" indicator in those fields and then leave them grayed out for now?

take care,
lee
 
I read http://stephane.f.david.free.fr/CivMod/Tools/Civ3ExEditor.htm was there more that I missed? :confused: I wasnt aware that biqs were compressed by default.



Any links explaining how to do so? I don't know much (anything) about the internals of the biq format.

howdy gentimjs,

doing a search in this forum for "how to uncompress biq" finds oodles and oodles of answers to that q. [*grin*] here's one ...

- open the standard c3c edtor
- open the BIQ file you wanna uncompress
- select view/options
- UN-check "compress bic files" [yes, that's yet another error in the editor!]
- save the file

take care,
lee
 
What would happen if you allow (in your editor) upgrade unit A to B , and B to A (circle). Would game crash ?
I wanted to this in normal editor, hoping unit A could upgrade to B, or vice versa, back and forth anytime I want. I thought both units won't appear in production menu.
However editor doesn't allow such things.

If it worked I hoped to make units like:
-druid able to shapeshift into bear.
-infrantry unit re-equipping (assault rifle/sniper rifle)
-air unit refiting with more fuel to get extra range, at the cost of firepower.

etc.
 
What would happen if you allow (in your editor) upgrade unit A to B , and B to A (circle). Would game crash ?
I wanted to this in normal editor, hoping unit A could upgrade to B, or vice versa, back and forth anytime I want. I thought both units won't appear in production menu.
However editor doesn't allow such things.
etc.
The game will very likely crash.
Imagine this.
When you go to the city view, the game shall look at the unit list, and see what you can build.
It finds that you are allowed to build a warrior (available to your civ). Then it sees that the warrior upgrades to swordsman. It looks at swordsman, and sees you can build it (available to your civ). Then it sees swordsman upgrade to medieval warrior, and sees you can build it (available to your civ).
So if you have the tech for medieval warrior, it will propose you to build it, and the the warrior is NOT available.
As you can see, it looks up the upgrade path to find the most advanced one you can build.
Now, if Swordsman upgrade to warrior, it will do
Warrior - Sordswman - Warrior - Swordsman.... warrior -swordsman...
and will probably end in an infinite loop and probably a crash.
 
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