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  • #31
    Is the default project (default.ced) really in c:\Activision\CTP2\ctp2_data\CTPEd\ - that's the only file it should be accessing at that stage.

    I can make the error more informative. The fact that it quits is primarily a safety measure - it's much easier than trying to recover from a sudden lack of project file. Nevertheless, I'll try to fix it.

    I knew there would be bugs, but I didn't think it would be this bad... My apologies to everyone. Please don't give up on me...

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    • #32
      OK, I should probably make this more clear: The ProjectPath in the ini file is essentially only used for locating default.ced (and also as the default directory when saving.opening projects). Yours points to c:\Activision\CTP2\ctp2_data\CTPEd\ (by means of the %c abbreviation), but since you said you had installed in another directory I suspect that might be wrong.

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      • #33
        (Chain posting again, I'm sorry)
        To address your concerns I have released v0.2.1. Full copy available at same place as before, update at:
        [Edit: File removed - obsolete]
        (unzip into installation directory)

        Changes in this version:
        Reworded the incorrect version error.
        Made the path not found error which some people have experienced more clear.
        If you try to open an invalid project file then the program no longer crashes.
        Reworded the readme to make it clearer.
        Added a structure file for govern.txt.

        BigMc: For you, I have created a zip containing most of the relevant files at:

        This comes with no setup proram, unzip this into your preferred installation directory and try to run. You may be lacking in some .ocx files - if that is the case then tell me, and I shall provide them.
        Last edited by J Bytheway; August 17, 2002, 15:35.

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        • #34
          Originally posted by J Bytheway
          I knew there would be bugs, but I didn't think it would be this bad... My apologies to everyone. Please don't give up on me...
          This project is so handy to modders that I would say to you:

          "Dont give up on us just because things went bad!"
          "Kill a man and you are a murder.
          Kill thousands and you are a conquer.
          Kill all and you are a God!"
          -Jean Rostand

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          • #35
            I found a little bug while editing govern.txt. Whereby when i try to open the file in my project, it doesnt recognise any of the ProfessionalUnits fields under any of the governments.
            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
            CtP2 AE Wiki & Modding Reference
            One way to compile the CtP2 Source Code.

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            • #36
              Whoops - must have missed one of the fields. Sorry... I foolishly forgot to check that it actually worked . Does that mean, then, that you've actually got past the start-a-project phase?

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              • #37
                heh yeah it does. I sorta of created a new .txt document named it what my project was (unknown) and then changed it to a .ced file. Then opened it and went from there. Dont ask me why i did it like that, it solved something at the time though So far its saved me helluva lot of typing

                So far there have been a couple of bugs, but no more than youd make typing the whole lot out.
                Last edited by Maquiladora; May 16, 2002, 07:56.
                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                CtP2 AE Wiki & Modding Reference
                One way to compile the CtP2 Source Code.

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                • #38
                  I'm working currently on finishing off structure files for all those data files which are present in the GL. Just hit a problem with the Wonders because they have to have an article in gl_str.txt, which my interface doesn't cater for at present. Next step after that may be a GL defragmenter - the way it is edited currently tends to leave the entries in the wrong order, and doesn't get rid of the obsolete ones.

                  Maquiladora: Glad to see someone's making progress at least, even if you cheated . What do you mean by a 'couple of bugs'? Anything I could assist with, or just your typing errors. If anyone wants it it would be extremely easy to incorporate something that cross-checks all the fields to make sure they refer to real things. e.g. every ObsoleteAdvance really is an advance. Would that be useful?

                  Martin, Pedrunn, Big Mc: Any progress. I might actually make a ini file generator to work out the paths like Pedrunn suggested (which is much harder than it sounds). I really can't believe the amount of trouble that file is causing...

                  Keep the feedback coming please.

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                  • #39
                    Originally posted by J Bytheway
                    Martin, Pedrunn, Big Mc: Any progress. I might actually make a ini file generator to work out the paths like Pedrunn suggested (which is much harder than it sounds). I really can't believe the amount of trouble that file is causing...

                    Keep the feedback coming please.
                    Actually i did not even tried after the second attempt. But after reading Maquiladora's posts i got excited again.
                    I'll keep you informed.
                    "Kill a man and you are a murder.
                    Kill thousands and you are a conquer.
                    Kill all and you are a God!"
                    -Jean Rostand

                    Comment


                    • #40
                      Originally posted by J Bytheway
                      Maquiladora: Glad to see someone's making progress at least, even if you cheated . What do you mean by a 'couple of bugs'? Anything I could assist with, or just your typing errors.
                      Ok well the one main bug ive come across is when editing units.txt. I wanted to create a new archer and so i thought the easiest way to save all the field typing would be to copy the default archer from the original units.txt and paste it into a clear field id just inserted at the top, and then edit as i needed. So, i did this but when the file was exported and i looked at the new archer (UNIT_ARCHER_TES) it altered this in its list.....

                      ExertsMartialLaw
                      DeathEffectsHappy
                      CanReform UNIT_ARCHER_TES {
                      Sound SOUND_ID_REFORM_CITY
                      Effect SPECEFFECT_REFORMCITY
                      }

                      that was under the new archer, and under the one id copied it from it altered that one too, which i thought very weird, to...

                      DeathEffectsHappy
                      CanReform UNIT_ARCHER {
                      Sound SOUND_ID_REFORM_CITY
                      Effect SPECEFFECT_REFORMCITY
                      }

                      same effect really. That was using the copy/paste method, creating a new unit straight off the bat it did the same thing except when CanReform was turned off it did the same next to all the other variables, like SlaveUprising , InvestigateCity etc.. which if you create lots of units then export to find all that, can be kind of annoying. Luckily i only made 3 new units all with the same bug happening so it wasnt hard to go down and fix all 3 and the 2 original ones id copy/pasted from.

                      The only others ive tried are advances.txt and buildings.txt which worked great.
                      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                      CtP2 AE Wiki & Modding Reference
                      One way to compile the CtP2 Source Code.

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                      • #41
                        Curious. I think I know what the problem is. Shouldn't be too hard to fix. (Famous last words?)

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                        • #42
                          OK I got it to work afterwards I I replaced

                          ProjectPath %c\CTPEd\

                          by

                          ProjectPath C:\Activision\mods\CTPEd\
                          in the CTPed.ini.

                          Another problem I see is that you have for example in the unit.txt to many entries, it would be better if they would be listed in one colunm instead in lines, so that you have the scroll bar on the right instead on the bottom. Another option that would be good would be the possibility of rezizing the entry list window so that I can see the full names of the entries in the text file.

                          In the window I would rename the Append button to Add like in TileEdit and it is more common.

                          But this way is much more powerful to edit text files, I just realized that I forgot two entries for TERRAIN_GRASSLAND_GOOD_ONE (yeah I made a structure file for the Goods.txt), but actual this doesn't matter, as these entries doesn't work anyway in CTP2. But this tool give you the overview about one DB.I think I will use the prerequisite and consequence field for showing me the required terrain and the other goods on that terrain. But to this later.

                          I think I have also to say something to the Great Library but to this one later.

                          -Martin
                          Civ2 military advisor: "No complaints, Sir!"

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                          • #43
                            Originally posted by Martin Gühmann
                            Another problem I see is that you have for example in the unit.txt to many entries, it would be better if they would be listed in one colunm instead in lines, so that you have the scroll bar on the right instead on the bottom.
                            Hmm.. I can see the advantages of that. Perhaps I'll make it optional to do so. The main thing I was trying to do with the current interface was fit as much as possible into a small space. This is because I'm working on 800x600 resolution, so I have problems fitting much on the screen.

                            Another option that would be good would be the possibility of rezizing the entry list window so that I can see the full names of the entries in the text file.
                            You can already do that - that's what the grey rectangle is for between the list of entries and the section for fields.

                            In the window I would rename the Append button to Add like in TileEdit and it is more common.
                            I was trying to make it clear that the new entry will be added at the end of the list. Add seemed a bit too general.

                            But this way is much more powerful to edit text files, I just realized that I forgot two entries for TERRAIN_GRASSLAND_GOOD_ONE (yeah I made a structure file for the Goods.txt), but actual this doesn't matter, as these entries doesn't work anyway in CTP2. But this tool give you the overview about one DB.I think I will use the prerequisite and consequence field for showing me the required terrain and the other goods on that terrain. But to this later.
                            At the moment you could have problems with gl_str.txt when editing the goods and/or terrain - this is an issue which I have fixed in the newest version (not yet released).

                            The prerequisite field can, at present, only refer to other entries of the same file - this would require them to refer to entries in different files. That wouldn't work. I could change that - I'll try and remember to have it on a list of things to do.

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                            • #44
                              Update v0.2.2

                              Updated to v0.2.2. Full install as before, update at:
                              [Edit: File removed - obsolete]

                              New in this version:

                              Made the comments associated with fields appear in the status bar
                              Made structure files for goods.txt, wonder.txt, terrain.txt, speceffectid.txt
                              Corrected errors in govern.txt structure file
                              Fixed bug in editing of gl_str.txt for terrain/goods
                              Added support for articles (for wonders)
                              Updated other structure files to reflect new system
                              Made small changes to CTPEd.txt
                              Fixed other misc minor bugs (including that found by Malquiladora)

                              If you've made any structure files yourself, then you should know that you might have to alter them. If they are of format 1 and the following line is 't':

                              t //Whether this file references GL entries (see below)

                              Then you must add the following directly underneath:

                              f //Whether the entries have an article

                              (If you wanted this true you would also need to add an article suffix as demonstrated in wonder.ces)
                              Last edited by J Bytheway; August 17, 2002, 15:39.

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                              • #45
                                Ok, i installed the update, but i cant open my project made from the previous version. Was this intended/unavoidable? And if so is it fixable somehow?
                                I also cant create a new project under the new update. It gives me this error in both instances-

                                run time error 1035
                                filed allows multiple but has no arguments
                                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                                CtP2 AE Wiki & Modding Reference
                                One way to compile the CtP2 Source Code.

                                Comment

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