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RE: Time of Fury editor 1.04 released

 
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RE: Time of Fury editor 1.04 released - 3/29/2012 9:48:46 AM   
Agent S


Posts: 1289
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
could you please step me through how to edit sea nodes, connections and define ports.
with a series of screen grabs. i'm still getting errors.
while the additional tool buttons are a definite improvement, i must still be doing something wrong, with the creation sequence.

_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to Agent S)
Post #: 31
RE: Time of Fury editor 1.04 released - 4/1/2012 1:17:02 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
It seems that player, when creates something new, must do :

1-Add the element
2-To set the parameters in data windows
3-Only after that, return in the concerned list (left windows)
4-Select the concerned element in the list
5-Then, place it on the map (by sample : city, port,etc)

If after step N°2 there is one click on the map : it causes crash (editor is immediatly blocking, nothing works : mouse blocked, screen blocked, etc)

Hope it may help.


< Message edited by welk -- 4/1/2012 8:45:54 PM >

(in reply to Agent S)
Post #: 32
RE: Time of Fury editor 1.04 released - 4/1/2012 2:58:34 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
For Doom : Founded a probable xml error in the file named "polish" (in the new editor).

I tried to open this xml file to see the content as xml, and internet explorer, trying without result to openthe xml file, return me a error message concerning that :

<ValidateScenario>Sprawd


It seems there is an incorrect line

Translation of the message (using my automatic translator)

The XML page can not be posted(shown)
Impossible to post(show) the entrance(entry) XML by using the sheet of style XSL. Correct error, then click the button Update or re-try later.


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

An incorrect character was found in a contents of text. Error of treatment of the resource file:///C:/Program Rows...

< ValidateScenario > Sprawd


< Message edited by welk -- 4/1/2012 3:00:04 PM >

(in reply to welk)
Post #: 33
RE: Time of Fury editor 1.04 released - 4/1/2012 3:23:01 PM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
Status: offline
This is a file to support Polish language, so there is no need to take care about it.

(in reply to welk)
Post #: 34
RE: Time of Fury editor 1.04 released - 4/1/2012 6:19:18 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Ok.

The "new in work editor works fine (not explored all functions, thus, I will do that after my 2.O classic mod release

Just made an attempt for the fun : My Czechoslovakia is very poor but system works

Question, Doom : what means "capital coordinates" for countries (it seems that these coord. are not the coord of the capital city.)

And second point : what is "zero terrain" in editor (impassible terrain ?)

And third point : must a new country to have a capital ? If yes, where enter the coordinates of this capital ?






Attachment (1)

< Message edited by welk -- 4/1/2012 6:43:38 PM >

(in reply to doomtrader)
Post #: 35
RE: Time of Fury editor 1.04 released - 4/1/2012 7:18:05 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Wish list for editor :
* Possibility to add text on map (i.e : if creation of Quatar depression was allowed, may be good to write this name of the concerned impassible terrain

* Naval zone classified by alphab. order (and in general, use of this classification for all elements that are not classified by a way or other in the editor)

* Double-click on a unit in list = automatic sélection of unit on map
(idem for all elements in editor : cities, etc)

*Impassible terrain needed (by sample, to create Quatar depression, or high impassibles mountains, etc Please, give us this impassible terrain



Actual pb with the editor :

In general, seems more stabilized that old versions, but :

*Function relations does not work at all
* The editor does not cover the entire map (tried to create a sort of Quatar depression with a inactive country = "Tuva"), and seen that in the editor, I could not go enough in south to cover all lines (in game, there are 3 or 4 hex line in south that are not covered by the editor map). Probably same pb in the east (no pb in the editor for north and west of map, the black border of map are visible, not south and east border)
*Pb with new cities connexions : when I create a new citie, after entered the parameters of this city, the city appears ok in the left list. Then ,I may open ok the connexion windows. But the ps is : the new city does not appears at all in the list of "start point" connexion cities. If I enter manually the name, an,d try to establish a connexion with a near city, then there is error message exception (in french, translation in this thread). The pb does not come from the connexion function itself : it works fine with pre-existant cities. Just the pb with new cities, wich do not appears in list of reliable cities (as starting point, evidently).


Consult the end of this message for more details on the appeal of the debugging
Just man - à-temps ( JIT) in the place of this dialog box.

************** Text of the exception **************
System. NullReferenceException: The reference of object is not defined in an authority of an object.
In ToFEdytor.CityDiagramEditor.AddLC_Click(Object Sender, EventArgs e)
In System.Windows.Forms.Control.OnClick(EventArgs E)
In System.Windows.Forms.Button.OnClick(EventArgs E)
In System.Windows.Forms.Button.OnMouseUp(MouseEventArgs Mevent)
In System.Windows.Forms.Control.WmMouseUp(Message& M, MouseButtons button, Int32 clicks)
In System.Windows.Forms.Control.WndProc(Message& M)
In System.Windows.Forms.ButtonBase.WndProc(Message& M)
In System.Windows.Forms.Button.WndProc(Message& M)
In System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& M)
In System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& M)
In System.Windows.Forms.NativeWindow.Callback(IntPtr HWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assemblys loaded(charged) **************
Mscorlib
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.239 ( RTMGDR.030319-2300)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Time Of Fury Editor
Version of the assembly: 1.0.2.0
Win32 version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/Slitherine/Time%20of%20Fury%20Editor_last_version/Time%20of%20Fury%20Editor.exe
----------------------------------------
System. Windows. Forms
Version of the assembly: 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
Version of the assembly: 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
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.258 built by: RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Microsoft. Xna. Framework
Version of the assembly: 4.0.0.0
Win32 version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
Microsoft. Xna. Framework. Graphics
Version of the assembly: 4.0.0.0
Win32 version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
System. Windows. Forms.resources
Version of the assembly: 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.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
Mscorlib.resources
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.235 ( RTMGDR.030319-2300)
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
System. Xml
Version of the assembly: 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
----------------------------------------
System. Drawing.resources
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.1 built by: RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing.resources/v4.0_4.0.0.0_fr_b03f5f7f11d50a3a/System.Drawing.resources.dll
----------------------------------------

************** Debugging JIT **************
To activate the debugging just man - à-temps ( JIT), the file of configuration for this
Application or this computer ( machine.config ) has to have value
JitDebugging defined in the section system.windows.forms.
Application must be also compiled with the debugging
Activated.

For example:

<Configuration>
< System.windows.forms jitDebugging = " true " / >
< / configuration >

When the debugging just man - à-temps is activated, not administered exceptions
Will be sent to the debugger JIT registered on the computer
Rather than to be administered by this dialog box.







< Message edited by welk -- 4/1/2012 7:40:29 PM >

(in reply to welk)
Post #: 36
RE: Time of Fury editor 1.04 released - 4/1/2012 8:30:57 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Wish lit :

*Undo button is absolutly neede in the editor, please. To work without is a nightmare

Pb in editor :
*Founded how to create ports : First create city as "port" in cities windows. Then, go in the sea node windows and create a new sea node that will be the port of new city-port (you have to enter coordinates of the city-port, and coordinates of the port himself, for each side). Also, the ports of the cities-port are little sea nodes (right ?)

To make a test, I created a new city port in 136-71, on the south baltic see, and classified it as "port". Then, I opened the sea node window, and created a new sea nod named "port BBB". When I tried to establish a connexion : this new sea node appears in the list, but when I create the connexion with sea nod south baltic,; I get error message (eexception error). In addition, when I try to create first the "port BBB" with coordinates, the editor say me "bad port" (but the coordinates are exacts (see image , please). Grrr... I have spent 2 hours on this pb without any solution, I doubt lot of players unexperimentd in modding will take the same time to work with . This editor is not verry intuitive, I have to say, and would need a readme documentation. Not a critic, I think it has needed some work, but this engine is a little few complicated to use for some parts...

Screen : my city-port (named BBB) is at 136-71 on map. I want to create the port himself in 135-71 (for player) and 134-70(for ennemy)



< Message edited by welk -- 4/1/2012 8:44:09 PM >

(in reply to welk)
Post #: 37
RE: Time of Fury editor 1.04 released - 4/1/2012 8:41:55 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
SCREEN
Hre is the screen of the pb. In addition, couild you say to me what are the 2 cursors (sea node size )



Attachment (1)

< Message edited by welk -- 4/1/2012 8:44:16 PM >

(in reply to welk)
Post #: 38
RE: Time of Fury editor 1.04 released - 4/1/2012 8:53:08 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
In following is the error message

< Message edited by welk -- 4/1/2012 9:03:48 PM >

(in reply to welk)
Post #: 39
RE: Time of Fury editor 1.04 released - 4/1/2012 8:54:36 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
When I tried to establish connection between BBB and south baltic sea, message error :(translation of french)

Consult the end of this message for more details on the appeal of the debugging
Just man - à-temps ( JIT) in the place of this dialog box.

************** Text of the exception **************
System. NullReferenceException: The reference of object is not defined in an authority of an object.
In ToFEdytor.SeaEdgeEditor.AddButton_Click(Object Sender, EventArgs e)
In System.Windows.Forms.Control.OnClick(EventArgs E)
In System.Windows.Forms.Button.OnClick(EventArgs E)
In System.Windows.Forms.Button.OnMouseUp(MouseEventArgs Mevent)
In System.Windows.Forms.Control.WmMouseUp(Message& M, MouseButtons button, Int32 clicks)
In System.Windows.Forms.Control.WndProc(Message& M)
In System.Windows.Forms.ButtonBase.WndProc(Message& M)
In System.Windows.Forms.Button.WndProc(Message& M)
In System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& M)
In System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& M)
In System.Windows.Forms.NativeWindow.Callback(IntPtr HWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assemblys loaded(charged) **************
Mscorlib
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.239 ( RTMGDR.030319-2300)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Time Of Fury Editor
Version of the assembly: 1.0.2.0
Win32 version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/Slitherine/Time%20of%20Fury%20Editor_last_version/Time%20of%20Fury%20Editor.exe
----------------------------------------
System. Windows. Forms
Version of the assembly: 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
Version of the assembly: 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
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.258 built by: RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Microsoft. Xna. Framework
Version of the assembly: 4.0.0.0
Win32 version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
Microsoft. Xna. Framework. Graphics
Version of the assembly: 4.0.0.0
Win32 version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
System. Windows. Forms.resources
Version of the assembly: 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.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
Mscorlib.resources
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.235 ( RTMGDR.030319-2300)
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
System. Xml
Version of the assembly: 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
----------------------------------------

************** Debugging JIT **************
To activate the debugging just man - à-temps ( JIT), the file of configuration for this
Application or this computer ( machine.config ) has to have value
JitDebugging defined in the section system.windows.forms.
Application must be also compiled with the debugging
Activated.

For example:

<Configuration>
< System.windows.forms jitDebugging = " true " / >
< / configuration >

When the debugging just man - à-temps is activated, not administered exceptions
Will be sent to the debugger JIT registered on the computer
Rather than to be administered by this dialog box.




< Message edited by welk -- 4/1/2012 9:12:55 PM >

(in reply to welk)
Post #: 40
RE: Time of Fury editor 1.04 released - 4/1/2012 8:56:37 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
A little few discouraged with the editor. What did I wrong ? But on the other hand, this is the only part that does not work properly, other parts seem be ok and simple to use. But ports definition and sea nodes edition = Grrr...

< Message edited by welk -- 4/1/2012 9:10:13 PM >

(in reply to welk)
Post #: 41
RE: Time of Fury editor 1.04 released - 4/1/2012 9:06:12 PM   
rosseau

 

Posts: 1027
Joined: 9/13/2009
Status: offline
Nothing. It crashes on me all the time.

(in reply to welk)
Post #: 42
RE: Time of Fury editor 1.04 released - 4/1/2012 9:11:11 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
What version have you ?

(in reply to rosseau)
Post #: 43
RE: Time of Fury editor 1.04 released - 4/1/2012 10:13:11 PM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
Status: offline
welk,
Did you created city first?

(in reply to welk)
Post #: 44
RE: Time of Fury editor 1.04 released - 4/1/2012 10:21:10 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Yes, I created the city as a port. Then, tried to edit the sea node for the port (with message : "bad port" when saving), and the connexion to the south baltic sea. The port appears in connexion windows (at the inverse of what happends for cities : I made report in above posts concenring cities connexions), but to establish the connexion causes exception error. It seems to be, at this time, the only problematic part of editor, the other parts seems to work properly (I will try more complete and in details when all port functions/sea nodes will be ok and free of errors bugs messages). As general observation, I have to say it would be good to have a little "readme manuel" for using the editor.



< Message edited by welk -- 4/1/2012 10:23:40 PM >

(in reply to doomtrader)
Post #: 45
RE: Time of Fury editor 1.04 released - 4/2/2012 12:06:34 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Perhaps founded a tip/way to add impassible terrain in game, and will try it later to create Quatar depression : 1/ To create eyecandief file (png and CSV) with "impassible mountains" graphs, having adapted depth ârameter 2/ In the editor, place water on the same concerned hex (like "rock on water that are in grand campaign scen, south of Italy, to figure little only decorative islands : the terrain is water but display is rocks (or other graph you want).


Doom, please, could you answer to the questions that are added in the above post onf this thread (questions added in addition of bugs reports) : these question are :

* what means "capital coordinates" for countries in cities edition windows (it seems that these coord. are not the coord of the capital city.)

* what is exactly the utility/use for "zero terrain" in editor ?

* must a new country to have a special capital ? If yes, where enter the coordinates of this capital ? If not, I suppose that cities main supply source have in game this function, right ?



< Message edited by welk -- 4/2/2012 11:23:56 AM >

(in reply to welk)
Post #: 46
RE: Time of Fury editor 1.04 released - 4/2/2012 11:23:07 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Concerning the port creation pb: I made a test and created a city-port named BBB in "cities" CSV, and in addition I created a new sea node for the BBB port in Sea nodes CSV.

In game, the new port appears ok, but it does not work : when I select move fleet in a fleet screen, all other ports of south Baltic are highlighted except BBB port.

Is it a normal situation for a polish games developper to block german ports ?

< Message edited by welk -- 4/2/2012 11:24:40 AM >

(in reply to welk)
Post #: 47
RE: Time of Fury editor 1.04 released - 4/2/2012 11:26:29 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
screen of test




Attachment (1)

(in reply to welk)
Post #: 48
Creation of sea nodes - 4/2/2012 11:40:46 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Agent S : I followed the process of creation for sea node as this :

1-Opened editor sea nodes windows
2-Used the add sea node button
3-Definited the sea node (0 for the 2 cursors, it was not a port) and position graph (player and ennemu)
4-Selected the new sea node in the left list in main editor screen, and added hexagons for the new sea node on map
4-Tried to save this new sea node after modification and... error message exception (translation here)

text of error message :--------------------------

Consult the end of this message for more details on the appeal of the debugging
Just man - à-temps ( JIT) in the place of this dialog box.

************** Text of the exception **************
System. FormatException: The size of the chain of entrance(entry) is incorrect.
To System. Number. StringToNumber (G-string str, NumberStyles opt, NumberBuffer& Number, NumberFormatInfo info, Boolean parseDecimal)
To System. Number. ParseInt32 (G-string, NumberStyles style, NumberFormatInfo info)
To System. Convert. TOINT32 (G-string been worth)
In ToFEdytor.DatabaseEditor.UpdateSeaNodeDatabase()
In ToFEdytor.DatabaseEditor.SaveModifiedSeaNodeButton_Click(Object Sender, EventArgs e)
In System.Windows.Forms.Control.OnClick(EventArgs E)
In System.Windows.Forms.Button.OnClick(EventArgs E)
In System.Windows.Forms.Button.OnMouseUp(MouseEventArgs Mevent)
In System.Windows.Forms.Control.WmMouseUp(Message& M, MouseButtons button, Int32 clicks)
In System.Windows.Forms.Control.WndProc(Message& M)
In System.Windows.Forms.ButtonBase.WndProc(Message& M)
In System.Windows.Forms.Button.WndProc(Message& M)
In System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& M)
In System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& M)
In System.Windows.Forms.NativeWindow.Callback(IntPtr HWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assemblys loaded(charged) **************
Mscorlib
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.239 ( RTMGDR.030319-2300)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Time Of Fury Editor
Version of the assembly: 1.0.2.0
Win32 version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/Slitherine/Time%20of%20Fury%20Editor_last_version/Time%20of%20Fury%20Editor.exe
----------------------------------------
System. Windows. Forms
Version of the assembly: 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
Version of the assembly: 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
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.258 built by: RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Microsoft. Xna. Framework
Version of the assembly: 4.0.0.0
Win32 version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
Microsoft. Xna. Framework. Graphics
Version of the assembly: 4.0.0.0
Win32 version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
System. Windows. Forms.resources
Version of the assembly: 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.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
Mscorlib.resources
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.235 ( RTMGDR.030319-2300)
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
System. Xml
Version of the assembly: 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
----------------------------------------

************** Debugging JIT **************
To activate the debugging just man - à-temps ( JIT), the file of configuration for this
Application or this computer ( machine.config ) has to have value
JitDebugging defined in the section system.windows.forms.
Application must be also compiled with the debugging
Activated.

For example:

<Configuration>
< System.windows.forms jitDebugging = " true " / >
< / configuration >

When the debugging just man - à-temps is activated, not administered exceptions
Will be sent to the debugger JIT registered on the computer
Rather than to be administered by this dialog box.




(in reply to welk)
Post #: 49
RE: Creation of sea nodes - 4/3/2012 12:49:26 PM   
Agent S


Posts: 1289
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
will give it a try, but still very confused.
thanks for the work.

_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to welk)
Post #: 50
RE: Creation of sea nodes - 4/3/2012 1:14:15 PM   
Agent S


Posts: 1289
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
could not do it.
frustrating

_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to Agent S)
Post #: 51
RE: Creation of sea nodes - 5/19/2012 5:08:24 AM   
Agent S


Posts: 1289
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
will there be an update to the editor once the excitement of 1.02 has receded?

_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to Agent S)
Post #: 52
A Little Help Please - 11/2/2012 4:47:44 PM   
Omnius


Posts: 398
Joined: 6/22/2012
From: Salinas, CA
Status: offline
I downloaded and installed that XNA file and then downloaded and installed the initial 1.04 zip file. I then tried to install the 1.04b update but every time I get an error message about not finding the proper pathing. When I go into the ToF editor all I get is a black blank screen for the most part and I see the terrain boxes and one selection box below them. I see no pull down menu commands on the top.

I'm using Windows 7 and am perplexed why this editor program installation didn't work properly. I sure hope someone can get me squared away as to getting this editor properly installed and working.
Thanks,

Omnius

PS: Is there a preferred folder where this program is supposed to be installed to/from? I started it up in my downloads folder and that's where it placed the program and that doesn't seem correct to me, I was hoping that it would give me the proper pathing.

< Message edited by Omnius -- 11/3/2012 3:37:27 PM >

(in reply to Agent S)
Post #: 53
RE: A Little Help Please - 11/8/2012 3:44:40 PM   
Omnius


Posts: 398
Joined: 6/22/2012
From: Salinas, CA
Status: offline
Would someone please give me a little help figuring out how to install the editor properly please? It doesn't seem to install with an internal pathing routine and the 1.04b patch keeps giving me some error message about incorrect pathing. Or is the editor kaput and not worth messing with?
Thanks,

Omnius

(in reply to Omnius)
Post #: 54
RE: A Little Help Please - 11/8/2012 6:14:15 PM   
Peter123

 

Posts: 203
Joined: 2/13/2010
Status: offline

quote:

ORIGINAL: Omnius

Would someone please give me a little help figuring out how to install the editor properly please? It doesn't seem to install with an internal pathing routine and the 1.04b patch keeps giving me some error message about incorrect pathing. Or is the editor kaput and not worth messing with?
Thanks,

Omnius


To avoid conflicts with Windows directory permissions I put the editable copy of the scenario in the desktop. When I make some changes I copy the changed files (usualy the map) to the game folder for testing.
I employ the Editor for everything map-related;otherwise I edit csv files. Keep a backup your scenario.
And definitely, it works:




Attachment (1)

(in reply to Omnius)
Post #: 55
RE: A Little Help Please - 11/8/2012 6:15:29 PM   
Peter123

 

Posts: 203
Joined: 2/13/2010
Status: offline
Screen




Attachment (1)

(in reply to Peter123)
Post #: 56
RE: A Little Help Please - 11/12/2012 9:15:32 PM   
Omnius


Posts: 398
Joined: 6/22/2012
From: Salinas, CA
Status: offline
Peter123,
Thanks for the advice on using the editor but it seems that I still have no more information than I had before. You talked about putting the scenario files in the desktop but forgot to mention where you've installed the editor program to. That's the information I need to figure out. When I did the installation from my downloads folder it just parked the program there too and that just doesn't seem correct. I'm looking for more detailed info on how to install the editor as to what folder it goes in. The problem I encountered once inside the program was that I had no way to access any kind of pulldown menu item that would give me the choice of what file to edit.

I sure wish that Wastelands would be kind enough to give some detailed installation instructions beyond the totally inadequate amount they've given. The 1.04b update couldn't even find the correct pathing to update the original editor install even though it was also launchuing from the very same my downloads folder the edtior was installed to. I even installed that XNA Windows program before doing the editor install.

I hope the editor is useful for more than map related issues. Changing the map isn't a priority for me, changing events and getting rid of those damned frozen units is. I really don't want to mess with csv files since that means learning the whole prorgamming lingo to know what the heck I'm doing.
Omnius

(in reply to Peter123)
Post #: 57
RE: A Little Help Please - 11/13/2012 9:39:19 AM   
Peter123

 

Posts: 203
Joined: 2/13/2010
Status: offline
quote:

ORIGINAL: Omnius

Peter123,
Thanks for the advice on using the editor but it seems that I still have no more information than I had before. You talked about putting the scenario files in the desktop but forgot to mention where you've installed the editor program to. That's the information I need to figure out. When I did the installation from my downloads folder it just parked the program there too and that just doesn't seem correct. I'm looking for more detailed info on how to install the editor as to what folder it goes in. The problem I encountered once inside the program was that I had no way to access any kind of pulldown menu item that would give me the choice of what file to edit.

I sure wish that Wastelands would be kind enough to give some detailed installation instructions beyond the totally inadequate amount they've given. The 1.04b update couldn't even find the correct pathing to update the original editor install even though it was also launchuing from the very same my downloads folder the edtior was installed to. I even installed that XNA Windows program before doing the editor install.

I hope the editor is useful for more than map related issues. Changing the map isn't a priority for me, changing events and getting rid of those damned frozen units is. I really don't want to mess with csv files since that means learning the whole prorgamming lingo to know what the heck I'm doing.
Omnius


Just following the instructions of the first post I get a proper installation:

Extract the Time of Fury 1.04.zip anywhere you want and you should get a working version of the editor (1.04 a) (running as administrator).
Extract the update 1-04 b.zip and replace the old Time of Fury Editor.exe(1.04 a) with the new one (1.04 b).

I employ the Editor not only to make the map but for anything map-related, e.g. to create, edit and deploy units.


This event will unfreeze all frozen units for the countries you like (param0=1 for Poland, 2-Germany,3-USSR, and so on):

<event eventID="1" countryID="3" visibleByPlayer="0" oneTimeChecking="1">
<title> No frozen units</title>
<options>
<option optionID="1" chanceAI="100" >

<effects>
<effect method="Country.UnFreezeAllUnits" param0="1"/>
<effect method="Country.UnFreezeAllUnits" param0="2"/>
<effect method="Country.UnFreezeAllUnits" param0="3"/>
</effects>
</option>
</options>
</event>


< Message edited by Peter123 -- 11/13/2012 10:32:11 AM >

(in reply to Omnius)
Post #: 58
Still Not Working - 11/19/2012 5:12:55 PM   
Omnius


Posts: 398
Joined: 6/22/2012
From: Salinas, CA
Status: offline
Peter123,
I tried yet again to get the 1.04b editor working to no avail. I deleted the program from my first install and tried to get it working with a new installation to the time of fury game folder from the saved installation files on my computer. I even tried just running the download to do the install directly rather than saving the files. I finally got the original and the 1.04b file in the my documents area but they do not work. I even went back and reinstalled, via the repair option, the XNA file after seeing the XNA error messages. Neither the original or the (b) version get past those annoying XNA error messages.

Every time I go into the editor program I get an XNA error message about some kind of system-null error. Any time I try to do anything inside the editor program I get an XNA error message about something being too big over the 2056 file size or something. All I get is a lot of black screen with the terrain type boxes showing on the left but there are no pulldown menu selection along the top menu bar where I could load a file or do some command. I did see that I did get the (b) version of the application file replacing the original.

I'm so frustrated that this installation just isn't so nice and simple as it should be. I've tried many times to get the install correct and never once have I succeeded. I sure wish doomtrader would give me some sage advice as to how to make this editor work properly with a proper installation. The install routine should give me the proper default pathing without me having to browse to find a location, unless I want to install it somewhere else.

I am wondering if the editor can edit anything else but the map, which seems to be all you use it for. I'm more interested in editing events, or starting tech levels and stuff like that. If the editor doesn't help us do that then it's pretty worthless.

Thanks so much for the tip on editing the frozen units, one of these days I may be able to figure out how to do that if I ever get the editor working or find the inclination to figure out the "programming" instruction language that controls events. Since I like to play all countries manually will this fix work for all countries or would I have to name each country separately?
Thanks,

Omnius

< Message edited by Omnius -- 11/19/2012 5:15:19 PM >

(in reply to Peter123)
Post #: 59
RE: Still Not Working - 11/19/2012 8:12:09 PM   
Peter123

 

Posts: 203
Joined: 2/13/2010
Status: offline
Actually no installation is needed for me, just to extract the files, so it must not be an installation issue.


quote:

ORIGINAL: Omnius

Since I like to play all countries manually will this fix work for all countries or would I have to name each country separately?
Thanks,

Omnius



Separately. I suggest you to edit the landunits.csv (or air or naval) with OpenOffice or similar, you can instantly change to zero the freeze time for all countries:




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(in reply to Omnius)
Post #: 60
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