Well that is good to hear. I'll keep watching and waiting. Thanks for the responses!
ThrakaAndy
I played an 8 hour straight multiplayer game of Empire Earth. Don't say it would take too long for multiplayer, allow me to decide how much time I want to spend playing multiplayer games. There shouldn't be an issue with saving games either. I know a group of 6 players who have been playing a Civ multiplayer game for about 3 weeks. They don't mind it, they have fun doing it. It's a shame because this game seems pretty good but I only really devote my game playing
I don't want to buy this game if it doesn't have multiplayer I love playing Age of Wonders multiplayer with my group of friends. I don't need a big long singleplayer story line, I find that boring and pointless so the only thing I really want is multiplayer. I couldn't find a mention of multiplayer on the forthcoming game. Thanks, Thraka
I just tested it to see if it worked with rebellions string file and it did. Being an older program (4 years now?) it still worked which was good. Just playing around it in it I can see how useful it would be to someone doing string editing. I also had an idea for an alternate view of the string data which may be useful.
Updated the links. I had not burnt out, I just haven't played Sins in a VERY long time. However, I just got rebellion and started coming back to the forums.
Sorry. Got sideline and forgot because of family i had much vacation time off spending with them. :) I'll get back into this soon. Maybe auto patching is a better term. Someone just needs to download the full thing and run the installer. It will detect what version is already installed and follow the upgrade instructions, or just do CRC checks on the files and anything that doesn't match it updates. Don't know yet. Thats the future. :)
I'm looking at redesigning the engine a bit. I want to make the install experience more flexible, especially for detecting existing versions of a mod, and upgrading. Possibly, I can see the long-term future of the installer being an installer for each mod where 1) When you run the installer from outside the mod directory, it does the normal install 1a) It also installs itself to the mod directory (it's only like a couple 100k) 1b) Adds shortcuts for the installer 2
Sure! I'll get on to doing all these suggestions tomorrow and have a new build for you guys to play with. The latest string editor tool has code that handles the 64-32 reg searching, so no worries. :)
%localappdata% I made a mod installer over a year ago, but never got any feedback: https://forums.sinsofasolarempire.com/302726 It's probably outdated now. But I think it was pretty open ended with how you wanted to configure your mod. But what you're posting seems more of a mod manager, not stand-alone installer. <img src="http://img88.imageshack.us/img88/6857/screenshotpp7.png" alt="http://img211.imagesh
Sorry for the long delay. Lots of personal things and been having too much fun doing other things. This is practically a complete rewrite of the tool from the ground up. I hope it helps everyone out. It's much faster and flexible than before. It does require .NET 3.5 SP1
I'll go grab the source, and update it, find the problem and fix it. I'll post when I'm done.
Anyone?
Haven't heard any responses on this yet.. I've uploaded a build that is the same but pops up a bunch of message boxes during load to hopefully nail the loading issue. Like I stated before, make sure you have installed Sins and you have .net 3.5 framework. [link="http://www.playtactical.com/files/Sins/StringEditor/StringEditor1.1.zip"]1.1 Test Build[/link]
Vista 64 that may be problem. The only thing the program does on load is init dll's, load paths where files will be contained and load up the english.str file. I'll tighten up the exception handling (i wasn't concerned with it at first) and see what we can find out. When it crashes, can you paste in all the details from the crash window? (if any)
Sorry been in hospital because some family is in there. It requires .NET framework 3.5. If you don't have this and you're running the application and getting the crash, check to see if installing it will fix the problem. [link="http://www.microsoft.com/downloads/details.aspx?FamilyID=333325FD-AE52-4E35-B531-508D977D32A6"]Download .NET 3.5[/link] If you do have .NET 3.5 (verify the folder %windir%\Microsoft.NET\Framework\v3.5\ exists) and get the crash can you give
Anyone using this yet? I need feedback or I'll just be moving on to other editor related things :)
It would be nice to have modding sub forums for Tools and Released Mods while leaving the normal Modding section for questions. This eliminates the need for someone to maintain a master list of tools\mods.
Sorry fixed all those things :)
String Editor 2.0 The features included in this release are: Loads\saves english.str file from the game directory Edit existing and create new strings <span style="fo
Yah 1.3 is here! Some people had asked me to put on an option (that I originally proposed) to allow the user to choose if they would like to install textures to the game directory or the mod directory. Well I decided against that because I felt this was too much of an important flaw in the modding system that the developers would eventually address it and address it soon. And my predication came true! :) [B]Patch 1.3[/B] [quote]-------------------------------------------------------
The managed libraries are definitely little helpers just for the galaxy forge stuff, but they don't really supply much :(
Interesting thanks for the investigation!
Jascob what you need to do is delete the folder to remove it. If you copied the new textures into the game folder you need to restore those, if you copied the games textures into the mod folder then deleting the mod folder takes care of that. I figure you didn't copy the textures anywhere which is why it's not working correctly. You should read the readme that came with the mod. The games folder is named Distant Stars something or the other and resides in: XP: %userprofile%\Local Se
Hey Bink, I actually just started making this same tool as part of a whole tool suite I was thinking up. Good work! Do you happen to know what the rules are around duplicate IDs? Because loading into my tool it caches the ID's and it found about 1000 duplicates!! Maybe a dev somewhere will enlighten us!
I'll throw it up and do some more testing :) It was a volcanic planet, it was just the defending fleet. I also would finish colonizing an astroid 1 jump away and send that colonizer to across two systems in the opposide direction. The crash happens around these 3 events some how so I'll try and track it down. I also was not playing as TEC but the race that has the Temple of Harmony. Sorry for not describing all this stuff before ;)