I have caught a bug in the current v1.0.1 release. If you open a file and edit a line, but do nothing else, it won't prompt you to save it if you close it. I forgot to clone an object :(. It is fixed in the v1.0.2 dev release. -Ian
jjz-
Teaser shots of the value lister working with values.def from my other thread:
Can't help ya there :P I don't even mod this game. I did for like 2 days. I am just coding an editor to read stuff. I have no idea what the actual stuff means.
The generator I have yet to release also gives the associated entity files for anything that has an associated file. When such a values.def file is used with Sins Editor, it will allow the user to open the entity file associated with that value, if one exists. It will open the entity file directly in sins editor, just like any other file. I will release it in a while, I am currently busy with work. I will integrate this functionality into sins editor v1.0.2, as stated
So, I am interested in seeing some feedback. Has anyone used the editor, and if so, how is it working for you? Any outstanding usability issues? Bugs? Speed issues?
I'm in your cables, rais'n the EMI.
I updated the program to better parse integers, arrays of integers, and floats. This way you don't get a bunch of random floats, integers, and doubles. You just get 0.00000 for a float, [ 0, 0, 0, 0 ] for an array of integers, and 0 for an integer. I also sped up the parsing a bit. Program/Values.def download: http
To me, it looks retarded to have fighters always outside the carrier. The people piloting those fighters must get tired. And the fighters must wear down mechanically. It would make a lot of sense to keep them stationed inside the carrier unless an enemy is nearby. In fact, I don't understand why sins keeps the fighters and bombers outside. Why aren't they automatically docked unless you ask them to undock or an enemy is near by? That makes much more sense.
I'm in your server, steal'n your frags.
I am lazy. I hate doing work that involves a huge amount of time just to collect information. After doing this for an hour, I had an idea. Why spend time doing this when I can modify a shortest path algorithm to actually catalogue all entries and values for any number of entity files? I went through with my idea and it worked. The result is a 356 kb file that consists of all possible entries for an entity file and all possible values for each entry. No more searching for anyon
Sorry, the keys won't be rebindable. I don't want to spend time adding usability features to the editor when I never intended to actually make one in the first place. The only reason I am making one is so people can add/remove definitions easily. I rapid-developed the editor, something I wanted to complete in one day. It is already finished. Today, I am going to now integrate the values into the input dialog for editing entries and values. Right now, I am working on something at the m
agostinho bennett, you can try my newly released Sins Editor.
http://img185.imageshack.us/img185/5660/sinseditordefeditorii9.jpg The first part of the editor is complete. Just to inform you folks, because the values.def editor is more of a developer tool than a regular uesr tool, it won't have all the nifty drag / drop, right click menu, f
I have updated the values.def to reflect what I added from ProgressBar's files. Also, I will have a special v1.0.2 Developer Edition version out before the v1.1.0. The only changes this version will make is adding in the basic template file parser and adding a built in values.def editor that will make managing the system I have set up much easier. You will be able to very easily add or remove definitions as you see fit. Please also use this version to submit full values.def files to m
Also, for those of you who are interested in helping, here is a list of templates KitKun created for Sins Editor. If anyone feels like adding to that list (In the exact same format used by KitKun, where "TemplateEntrenchment" is added to the file name if it is a template for an entrenchment version of the file, and "TemplateVanilla" is added to the file name if it is a template for a vanilla version of the file. <a title="http://sinseditor.blacklotushq.com/Pre%20Release%
Yeah, I know Zanth :). I will do so in v1.1.0. Anyway, fellas, I took the time to compile a values.def file. For anyone who wants to help add values, please take a look at this file http://sinseditor.blacklotushq.com/Pre%20Release%20Files/values.def As you can see, headers that go in
The order matters a lot. I tried changing it before, and it resulted in a crash. Also, if you remove something or modify something incorrectly and then convert it to binary, the converted file is completely corrupted.
StCobalt, yes, I know; however, I do not want to spend the time compiling a list when that time can be spent adding new features. I don't have much time, so when I do get time, I want to be productive. Having others who don't have access to the source or don't know how to code help out with things like this, while I continue to add features, is extremely productive and allows for a much faster release of the program. KitKun, since I can add things dynamically to the complete lis
Hi, I have a favor to ask of anyone willing to do this. For v1.1.0, I want to have a list of valid values for each type definition in an entity file (eg: entityType "Ability";"Buff";"Ship", etc). Obviously number values are not taken into account. To do this requires a lot of looking up valid values and whatnot, which will greatly increase the time it takes for me to get v1.1.0 out. What I would like from someone (or multiple people), is a list of all valid valu
Here it is. v1.0.1 It can parse constants files; however, I have disabled that. The reason being: The hybrid treeview/listview custom control I use, while being very useful in some areas, is also poor in others. Mainly it has a bad insertion algorithm, and it seems to have serious problems handling large views. The constant file loads and is parsed correctly and can be displayed by the program; however, if I try to scroll, the program does not like that. The
6 hours on a small map? You gotta be turtling or something :P. If you want to win "fast" (an hour to an hour and a half), you should try to get 6 or so good planets at the very beginning, while making sure you aren't losing too much profit on each planet. Try to colonize in a way that keeps openings to your empire limited, so you can focus on having your fleets at the edge of your empire, instead of having to devote protection to each planet and asteroid. This lets you
Too bad their ships look like toys :P.
Dude... why don't you just update to v1.12?
Hmm... technically, it is usable and it will allow modding; however, I don't want to release the download link for v1.0.0 and deal with bug reports of things I already fixed. There are quite a few improvements in v1.0.1, so it is better to wait for it to be released. It should be a day or two. So khill9981 and dchan1936, give it a day or two. ;).
Nah, it is only the boss's fault. There is no reason for me to give it to a bunch of people who have nothing to do with the issue.