Need testers for new editor

I can't help if you don't translate the message you get

it is something ı get regularly when ı try work programmes . It should be something like the application could not be started properly (0xc0000135) Press OK to finish / close it down .
 
something ı can't answer , though as it seems ı will have to take my computer to a repair shop as it is really starting to slow down there is a possibility that ı will have it installed .
 
Here is the BIQ and the SAV's.

SAV's:
View attachment SAV-Teleportation.rar

SAV-BldgUnitsNormal.SAV - 2 Cities on the map, 1 Rome, 1 Egypt; each with 1 unit. Each city has Palace, and a building that does nothing at all (nothing checked and all values 0). Unit also does nothing (has standard orders checked, nothing else).

SAV-BldgUnitsTeleport.SAV - Same as above, cities have Palace, but the building has 'acts as a general telepad' checked. The unit now is exactly the same but has 'Teleportable' checked and has both the Telepad Unit and the Building selected under Legal Unit Telepads and Legal Bldg Telepads.

SAV-BldgUnitsTeleport2.SAV - Exact same as the SAV directly above but the unit is the Telepad Unit instead of the Teleportable unit which is placed on the map.

BIQ:
View attachment Teleportation2.rar

Contains 3 units. 1st unit has nothing selected except for all the standard orders.
2nd unit is the same as the first but also has 'Teleportable' selected. Also has under Legal Unit Telepads and Legal Bldg Telepads both selected.
3rd unit is a Unit Telepad. Same as the first, but with 'Telepad' selected and has a value of 50 for 'Telepad Range'.

Palace: Coast 10, Culture 1, and center of empire selected.
Building 1: Nothing at all selected, all values 0.
Building 2: Same as Building 1, but with 'Acts as General Telepad' selected.

----------------------------------------

I hope I made these the way you need them, if not, I will re-upload corrected ones.

Tom
 
Can you change a bit Teleportation2, adding 2 teleportable units and 2 general telepads, and a last unit with only some of the units and telepads selected as legal ?
I need one unit with everything selected, one with only some selected.

Also, please post screenshots (or put it in the zip) of how you configured it in the editor, so I can check I get the same.

While you are there, perhaps an additional unit with only charm selected, and a building with only charm barrier. It probably does nothing, but if I can find where it is, I will know that this part of the save is not usable for my expanded game.
 
Can you change a bit Teleportation2, adding 2 teleportable units and 2 general telepads, and a last unit with only some of the units and telepads selected as legal ?
I need one unit with everything selected, one with only some selected.

Also, please post screenshots (or put it in the zip) of how you configured it in the editor, so I can check I get the same.

While you are there, perhaps an additional unit with only charm selected, and a building with only charm barrier. It probably does nothing, but if I can find where it is, I will know that this part of the save is not usable for my expanded game.

Sorry it took so long! I will put up SAV's also shortly.

View attachment RevisedTeleportation2.rar

------------------------------ BUILDINGS

Spoiler :

Building (Palace) - I think this bldg is required in game
00Palace.jpg


Building w/ Nothing Selected
00BldgNothing.jpg


Building General Telepad
00BldgGeneralTelepad.jpg


Building w/ Charm
00CharmBldg.jpg



------------------------------ UNITS

Spoiler :

Unit w/ Nothing Selected
00WarriorNothing.jpg


Unit Telepad
00TelepadUnit.jpg


Unit w/ Teleport 1 (Legal Telepad is 'Unit Telepad')
00WarriorTeleport1.jpg


Unit w/ Teleport 2 (Legal Telepad is 'Building General Telepad')
00WarriorTeleport2.jpg


Unit w/ Teleport 3 (Legal Telepad is both Unit and Building Telepads)
00WarriorTeleport3.jpg


Unit w/ Charm
00CharmUnit.jpg



Tom
 
I think I've located where the charm and telepads are stored in the biq, I can (I hope) read and save it properly now.

I'm updating the corresponding pages in the editor to allow editing it, which requires handling some more interaction (like if you delete a building, remove it from the list of legal telepad in the unit page).

I should have a new version ready this evening. Extensive testing will be required!
 
Version 0.8.2 is up.

- Support added for charm and teleport options. I consider this a kind of beta : I tested it, but I don't know charm and teleport very well, so please test it and report potential problems.
- Warning : saved game and expanded game management are work in progress, do not try to use them yet!
 
Not sure what causes this for v 082:

But I open the uncompressed biq in your editor, and only make a copy of a unit with teleportable and unit telepad option selected. I save it and everything is fine.

But when I try to open in the Cracked editor (or regular editor) to edit map, I get the Windows Error Message:
Civ3ConquestsEdit MFC Application has stopped working

I know that this does not help you any... but I don't believe a log can be created for something like this. The previous version works fine for making unit copies, I would guess it has a problem somewhere with charm/tele settings? Perhaps it cannot find something?

How could I go about trying to get more info on what is happening here?

I will do some more tests to see what happens... anything you can think of that might be able to narrow what could be causing this, let me know and I will do. (Unless it is the dreaded Vista monster :devil:).

Tom
 
I think I know where is the problem.

To confirm it, can you try to make a biq with telepad or charm on, but with the "legal unit telepad" or "legal building telepad" empty, by this I mean nothing selected inside.

This should work.

Then, try to select one item. Then I suppose it will not work.

My editor is more stable than the regular editor.

Normallly, in the file you have something like
- number of legal telepads
- for each legal telepad, a integer = index of the unit (or building).

This is enough to read and save.

But for the regular editor, you also have at the beginning "total size of the data for this unit". I forgot to update the computation of this part when I added the telepads.
In my editor, it doesn't matter... But in the regular editor, if it's not correct, it shouldn't work.

If you can confirm the symptom, I have already corrected it. I should release the correction a bit later, with the expanded game settings enabled, and I walso want to improve a bit the pediaicons checking.

Because now, I'm looking for the entry in only one file, but I think civIII is checking each file one by one?
 
I think I know where is the problem.

To confirm it, can you try to make a biq with telepad or charm on, but with the "legal unit telepad" or "legal building telepad" empty, by this I mean nothing selected inside.

This should work.

Then, try to select one item. Then I suppose it will not work.

My editor is more stable than the regular editor.

Normallly, in the file you have something like
- number of legal telepads
- for each legal telepad, a integer = index of the unit (or building).

This is enough to read and save.

But for the regular editor, you also have at the beginning "total size of the data for this unit". I forgot to update the computation of this part when I added the telepads.
In my editor, it doesn't matter... But in the regular editor, if it's not correct, it shouldn't work.

If you can confirm the symptom, I have already corrected it. I should release the correction a bit later, with the expanded game settings enabled, and I walso want to improve a bit the pediaicons checking.

Because now, I'm looking for the entry in only one file, but I think civIII is checking each file one by one?

I did this, and as you predicted, it worked fine in regular editor when none of the options for telepad units/bldg's were selected.

When one of them are selected, it now brought up a Civ3QEdit error:
Seek failed on c:\(directory path)\(filename).biq

The other biq I used had many units with telepad in them, and the above error did not show, it just couldn't run and got a vista error msg instead. I will try to recreate it to see why that happened, and if it was perhaps just from the unit count or not.

Tom
 
Tom mentioned the "dreaded Vista monster". I've found that turning off UAC ("User Access Control") seems to by and large do the trick. Caveat: as this works alongside Windows Defender, it will slightly weaken your PC's defenses, but, if you're being sensible and running decent AV and AM software (not to mention ideally a hardware firewall) the relative loss should be insignificant.

Best,

Oz
 
I think I found a bug. I was playtesting one of my Mods In Progress when I noticed something weird - Italy found a new Iron Resource - offshore. Later Egypt discovered a new Whale resource in the middle of the Arabian Peninsula.

I popped it open in the Firaxis editor, and sure enough all resources are now all available in all terrains. This was not the case before I opened up the biq in your new editor, tweaked some terrain values (not resources), saved and exited. Not a bog deal, it will take me a half hour or so to fix, but thought you should know it did do something screwy to the Biq - I just hope there are no more ugly surprises like that.
 
Did you remember what you changed in the terrain or resources?

I will look into it this evening.

And there could be ugly surprises, that's why I need testers: to find them, and why it's still a version 0.8 and not a 1.0.
 
Hey Steph,

I've just installed the latest version (0.8.2) and an unhandled exception comes everytime I try to open anything with it. I'm not selecting any file yet, clicking on "File>Open Scenario" brings up the 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.MissingMethodException: Method not found: 'System.String System.Windows.Forms.OpenFileDialog.get_SafeFileName()'.
at Steph_CivIII_ExpandedEditor.Forms.MainEditor.OpenScenario(Boolean Expanded)
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:///G:/Jeux/-=%20Civilization%203%20=-/Outils/Steph's%20Expanded%20Editor/version%200.8.2/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.


SEE is installed in G:\Jeux\-= Civilization 3 =-\Outils\Steph's Expanded Editor\version 0.8.2 folder and Civ3 is in G:\Jeux\-= Civilization 3 =-\Installation. Register entries point to the right locations. Version 0.7.10 works fine on my computer.
 
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