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Messages - BradUffner

Pages: 1 ... 12 13 [14] 15 16 ... 25
196
If my submission to the token library was accepted that UNDERGROUND_DEPTH thing may be my fault, due to not really understanding how to set those kind of things.  :-\
No I've checked it and it's formatted right. The problem seems to be that the program isn't stopping you from inputting integers that are beyond the accepted ranges. I've checked a couple of other areas where an integer should be limited and they suffer from the same problem.

Also one more thing, the [SYN_INGESTED] token currently has no "allowed on" or "usage" areas. Whenever I try to add a usage area I then get the message "Unhandled exception has occurred in this application". Clicking on the "details" button does absolutely nothing different from clicking on "Continue". The other [SYNDROME_X] tokens appear to function fine though.

Edit: Another thing! Currently there are a few values which can technically accept negative values (Namely the [MATERIAL_VALUE:X] token). I was just wondering if your "integer" argument would naturally allow for those or no (considering that the limits were fixed that is).

Edit2: And another! I seem to have some problem at times getting the changed definition to send to the website. As far as I can tell if you just change the arguments on a thing that already has at least one argument defined then it doesn't send to the website when you click "save". If the token doesn't have any arguments defined or if you change the description then it sends, but if it has some arguments defined and you only change the arguments it doesn't send. The same thing also appears to happen if I only edit the "allowed on" field without changing the description field.

Edit3: One more! Anytime that I create an ALL:ALL usage token it changes the current displayed information for the token to unknown and blanks out all of the fields in the editor until I redownload the token definitions (after it has been applied).

Final Edit: I just noticed that if I right-click anywhere in the definition editor that isn't in a field then I have the "Customize Layout" option. Selecting this then opens up a menu that looks a little complex for the average user to be intended to open and looks more like something you would be using to edit the layout so I wasn't sure if you wanted it to be able to be accessed.

Sorry for dropping all of these various bugs/questions into your lap overnight! I guess that's what I get for throwing up 200-300 more token definitions in the middle of the night when nobody else is online. Anyways, I'm out for the night!

Thanks for the bug reports!  I'll try to get fixes out for the most important ones first.

Apparently the Argument Grid decided to just stop validating input entirely at some point.  It just let me put in the value "cat" on something that is an integer only.  I'm not sure when that broken. UPDATE Found and fixed the problem for next version.

Far the items that were just questions:
It will accept negative numbers just fine, but you have to change the typeData to allow it.  If the typeData is blank it will only accept posative values. To accept negative numbers use something like "-1000000 1000000".  Thinking about this now I see that I need to add a better way (so you don't need to know the full range).  What do you think of setting typeData to "+-" to allow the full range of positive and negative numbers?

197
Beta 3.1 has been released in the first post.
It fixes both bugs listed by Tecknojock.

198
I'ts probably related to the changes that I made that allow you to add new objects via the clip board.  I'll  have both of these fixed asap.

The ability to create new object is actually fairly

Or..., it could be related to the fact that I left the code blank in that sub <facePalm/>  At least it's an easy fix.

199
The new object button doesn't seem to be creating objects. It throws the prompt, but after I hit create, the object never shows up.

EDIT: Maybe I'm doing something wrong. I tried it in Beta 1, 1.1, 1.2, 2, and 3 and in none of them could I create a new object, or at least none that I could find. 

Also, when I try to import from a raw file without a graphics folder, the program crashes, but placing an empty graphics folder in the raw resolves this.

This is the exception thrown when you try and import when a graphics folder is not located in the raw directory:
Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'F:\PortableApps\Dwarf Fortress\raw\graphics\'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler)
   at System.IO.Directory.InternalGetFileDirectoryNames(String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
   at System.IO.Directory.InternalGetFiles(String path, String searchPattern, SearchOption searchOption)
   at RawExplorer.RawLibrary.parseDirectory(String directory) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawLibrary.vb:line 104
   at RawExplorer.RawLibrary.parseRawDirectory(String directory) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawLibrary.vb:line 99
   at RawExplorer.RawExplorerForm.mnuLoadRaws_Click(Object sender, ItemClickEventArgs e) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawExplorerForm.vb:line 129
   at DevExpress.XtraBars.BarItem.OnClick(BarItemLink link)
   at DevExpress.XtraBars.BarItemLink.OnLinkClick()
   at DevExpress.XtraBars.BarButtonItemLink.OnLinkAction(BarLinkAction action, Object actionArgs)
   at DevExpress.XtraBars.ViewInfo.BarSelectionInfo.UnPressLink(BarItemLink link)
   at DevExpress.XtraBars.Controls.CustomLinksControl.OnMouseUp(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at DevExpress.XtraBars.Controls.CustomControl.WndProc(Message& msg)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 (RTMGDR.030319-2300)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
RawExplorer
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/RawExplorer.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.232 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Common
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/Common.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
DevExpress.Utils.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.Utils.v11.2.DLL
----------------------------------------
DevExpress.Data.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.Data.v11.2.DLL
----------------------------------------
DevExpress.XtraTreeList.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraTreeList.v11.2.DLL
----------------------------------------
DevExpress.XtraEditors.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraEditors.v11.2.DLL
----------------------------------------
DevExpress.XtraGrid.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraGrid.v11.2.DLL
----------------------------------------
DevExpress.XtraBars.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraBars.v11.2.DLL
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
DevExpress.XtraLayout.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraLayout.v11.2.DLL
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.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.

It's probably related to the changes that I made that allow you to add new objects via the clip board.  I'll  have both of these fixed asap.

200
Beta 3 is now available in the first post!
I managed to get the material token working far easier than I was expecting, which is the main focus of this version.
Many other bugs have been cleaned up as well.  Raw Explorer should no longer crash when it encounters an undefined token (sorry about that).

The Material picker is still a little wobbly, it will sometimes allow you to select invalid combinations depending on the order you choose them.  If you always go from top to bottom it should be ok.  This will improve as time goes on.  It also doesn't support materials in reactions that use "GET_MATERIAL_FROM_REAGENT" just yet, that'll be in the next version.  Support for item tokens is coming next.

201
Fun with Editors!
Spoiler (click to show/hide)


More options:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

It's smart enough to know that if you are editing a Creature you can't use "LOCAL_PLANT_MAT", and no "LOCAL_CREATURE_MAT" when editing plants.  The reaction materials are also only available when editing a reaction object.

202
Wow, that was easier than I thought!
Spoiler (click to show/hide)
There are still several kinks to work out, but it's not looking like it will be too hard to do after all.

The hardest part was parsing the token and correctly interpreting the dynamic arguments.  Now that that's out of the way I can build a really nice editor for it.

203
I think I have a solution worked out that will properly handle the Material type arguments for tokens.  It's going to involve quite a bit of refactoring and rewriting to make it all work together, so the next release will probably be a week or more away.  I have branched the code so that I can make bug fixes to the current Beta 2 version without issue as I work on the next version.  This is going to add a new argument type to the definition editor (material).

Does anyone know of any other tokens that act the same way as materials do, as far as them being made up of a smaller number of "sub tokens"?

*UPDATE*
It looks like "item" types behave almost the same way http://dwarffortresswiki.org/index.php/DF2012:Item_token.  My plan should cover those as well.  I just need to make a new argument type for each kind of token argument that can do this.

204
This version has additional syntax for some of the more advanced definitions.
the BODY_DETAIL_PLAN token for example, is defined as having 1 argument that pulls it's values from the body_Detail_plan objects.  However the usage it's self is defined as being a list args type (meaning it has an unfixed number of arguments), with typedata "[lookup:tissue:~self~]".  This means that every argument after the 1st(fixed) argument is a lookup of a tissues defined on the current object. This is what lets BODY_DETAIL_PLAN look like "VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE".

*UPDATE*
Finally managed to find the documentation on the "material" argument type that's been giving me so many nightmares here http://dwarffortresswiki.org/index.php/DF2012:Material_token.  Ok... I think I can make this happen...

205
Beta 2 has been released! Download is in the first post.

206
It's amazing what you discover when you accidentally hit a key combination sometimes....  I thought I had notepad focused and hit ctrl-F, but the token grid in raw explorer was focused instead. It popped up a little search panel that I never knew was built in to the grid!  So, yeah, new feature! yay!
Spoiler (click to show/hide)

207
Exactly, LOCAL_CREATURE_MAT is part of the material.
So LOCAL_CREATURE_MAT:UBERFLESH is treated as one argument, like INORGANIC:IRON would be.

Well... That makes things more interesting.  I'm not sure how I'm going to handle that.  It's definitely going to involve a rewrite of the argument parser since splitting of the argument string in to an array delimited by ":" and using the index won't cut it any more.  Well, that's a problem to be solved another day.

208
Also I want to make sure that I understand BODY_DETAIL_PLAN correctly.  It's always the objectId of something from the body_detail_plan, followed by a variable number of arguments?  Where are the values of those arguments drawn from (materials?), ie, when I populate the list box of available choices for those arguments, what should they be?

209
Ok, I need some more help from an experienced creature modder with understanding some of the tokens so that I can come up with a syntax for defining them.

I'm looking at tokens like "TENDONS" and "BLOOD".  The wiki ways they have 2 arguments, a material and a healing rate, but all instances of them I've seen in the raws have 3 arguments with the 1st always being "LOCAL_CREATURE_MAT".  Is the wiki just wrong about the arguments, or does the local_creature_mat act as a flag in some way and combine with the 2nd argument to say "draw this material from the local object", and get treated as a single argument by the game?  Can there be things in there other than LOCAL_CREATURE_MAT?

210
Good news Everyone! </farnsworth>
I figured out what was stopping the incremental search feature (the thing that lets you type in the grid and it moves to matching rows, like explorer in windows) from working.

As an example of how it works...
Typing "cas":
Spoiler (click to show/hide)

pressing ctrl+down arrow to move to the next instance (ctrl + up/down arrows are used to navigate between matching rows):
Spoiler (click to show/hide)
Pressing ctrl + down arrow once more would move it to the next CASTE token in the list.

I've still got a few more bugs to fix up, and features to polish off before releasing this version, but it's looking good for tomorrow.

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