[TOOL] [DISCONTINUED] Empyrion Playfield Designer Alpha7 v1.36.1 [deprecated version]

Discussion in 'Planets & Playfields' started by jmcburn, Feb 16, 2017.

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  1. jmcburn

    jmcburn Rear Admiral

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    Thx for your feedback. :)

    The problem is, that 'Always/Threshold' does not exist in playfield.yaml. So on (re-)entering the editor or (re-)opening the yaml, i have to guess what dropbehaviour should be set.

    So based on follwing settings i assume, drop behaviour is 'always':

    • If amount is greater or equal than 5000 (Wouldn't work in empyrion, if set to a lower value)
    • If threshold is zero.
    If amount is set between 0 and 1 and also threshold between 0 and 1, i assume dropbehaviuor is threshold.

    Any other combination of those two values will give you 'undefined', which results in an empty combobox.
    So it's not really a bug, but sort of a known issue, i cannot really solve (at the moment)

    Edit: Search: possible in next version. ;) On top of the PlayerItemsSelector there will be a 'Filter' field. And the possibility to disable preview items to accelerate the listbox for the pros out there. :D.

    Hope that helped. :)

    /jmc
     
    #281
    Last edited: May 14, 2017
  2. zamirathe

    zamirathe Lieutenant

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    Well, you just explained why the always option wasn't working for me. I was trying to set it to very small ore amounts. Now I know. Thank you for considering my suggestion. :)
     
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  3. zamirathe

    zamirathe Lieutenant

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    Bug found today. If you set only a FreshStart, it saves correctly to '#FreshStart: x'. Close the program and reopen the playfield. It loads it into Easy.
     
    #283
  4. jmcburn

    jmcburn Rear Admiral

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    Thx for your feedback. :)

    Sort of known issue and talked to the devs about it. This can't be resolved really until the devs introduce '#Easy', '#Medium', '#Hard' tags like they did with '#FreshStart'. I simply can't tell the groups apart on opening, so i pick the first one and it goes into easy, the second one into medium, and so on. If you don't define all three difiiculty groups, something's always gonna be wrong. According to the devs, one item has to be set in every group (for now), except for #FreshStart.
    I could differentiate #FreshStart from the others because of it's tag though. Maybe i'll change that in next release, but you still would have to define all of the three difiiculty groups.

    /jmc
     
    #284
  5. zamirathe

    zamirathe Lieutenant

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    I noticed that the tool doesn't define the 3 groups unless you do put something in it. I get this and it does work as I would expect. A new game I get nothing and doing fresh start after death gives me the load out, which in this case is intended.

    Code:
    ['#FreshStart: Drill, Chainsaw, BioFuel:3, ConstructorSurvival']
    Maybe if there is nothing still have it insert the '' to indicate no load out for that difficulty? So it would write this.

    Code:
    ['', '', '', '#FreshStart: Drill, Chainsaw, BioFuel:3, ConstructorSurvival']
    Then your method of grabbing each one in sequence should still work and show there is nothing in Easy, Medium, or Hard. I have not tried this with a manual edit though to see if Empyrion will even read it. I will try it after work tonight.
     
    #285
  6. Taelyn

    Taelyn Guest

    I think i did try it once to not set up every group. Only one. U get all kinds of errors on game start.

    If u read what jmc said. The devs told him u HAVE to setup items
     
    #286
  7. jmcburn

    jmcburn Rear Admiral

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    Thx for your ideas and suggestions. :)

    I tried sending an empyt List ('') to the parser, but that's not as easy as you might think. I have no direct control over the yaml output. I just deliver the object i want to write into the yamlfile to the yamlParser (=YamlDotNet). But emtpy objects are never written to the yaml, as this is yaml default. If i have an empty list, i cannot choose to write '', as YamlDotNet chooses to write nothing at all in that case. :D

    I didin't wanna go into the troubles of writing my own YamlParser, as YamlDotNet is proven 100% yaml compatible and and is also used by Empyrion for reading the yamls.

    And as the playfield.yaml file structure is far from beeing finalized and in a constant flow, i don't think it's worth the troubles for now.

    I may be considering writing my own parser in the future, if yamldotnet doesn't work out, but for now, i'll leave it that way.

    /jmc
     
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  8. jmcburn

    jmcburn Rear Admiral

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    Well, i don't know really, if the game would start or not without having all the difficulty groups set, just that you're not supposed to leave them empty, as this situation could cause issues.
    As they are also using yamldotnet for reading the playfields, the problem stays the same. Empty lists as ' ' are almost certain to be ignored by yamldotnet and thus, all the game gets, if you define only two groups (e.g. easy and hard), is that the first one will be easy, the second one medium, and the third will stay empty.

    /jmc
     
    #288
  9. Captain Jack II

    Captain Jack II Rear Admiral

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    Just put a bottle of water in each, not like it will impact the game all that much at any level.
     
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  10. jmcburn

    jmcburn Rear Admiral

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    Ok, there's nothing wrong in admitting:

    i'm a f$*!kin' *****!!

    i thought i'd take another shot at the empty groups in the playeritemslist issue:

    Guess what i found in my code (for those who code a little, this could be obvious):
    ('item' is the difficultygroup)
    upload_2017-5-15_20-44-3.png

    if i explicitely tell yamldotnet to ignore empty difficulty groups, then i can be pretty sure, it doesn't emit anything. :)
    Commented it out and guess, what the result is, if i just set medium and freshstart: :D

    upload_2017-5-15_20-42-4.png

    so my apologies to everyone i tried to convince about yamldotnet not emitting empty lists. :)

    The issue is now resolved. (What still doesn't mean, that it's safe to leave them empty anyways).

    /jmc
     
    #290
    Last edited: May 15, 2017
  11. arg821

    arg821 Commander

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    Hey folks,
    I have used the 'River' terrain as a planet on my server, and found the water looks really good at a level of 33. A couple of metres less and the rivers look way too thin and silly, and a couple of meters more and you end up having a mostly water with a million tiny little islands which also looks a bit silly. Play around for yourselves tho, as it is the best way to experiment and learn.

    Andy.
     
    #291
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  12. Taelyn

    Taelyn Guest

    Hey,

    See sreenshot
    Where i put the Arrow seems AsteroidVoxel02Pentaxid and AsteroidVoxel03Pentaxid are missing in that list
     

    Attached Files:

    #292
  13. jmcburn

    jmcburn Rear Admiral

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    Thx for your feedback.

    i got them all, though.

    upload_2017-5-17_6-46-34.png upload_2017-5-17_6-47-8.png

    Maybe try reimporting prefabs or deleting user.dat in data folder and restarting EPD.

    /jmc
     
    #293
  14. Taelyn

    Taelyn Guest

    hmm did all that and still they dont show up
     
    #294
  15. jmcburn

    jmcburn Rear Admiral

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    Ok, i will check it in the evening. It's quite possible, that i've changed something after the release of v1.27, that fixed the issue already. :)

    /jmc
     
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  16. jmcburn

    jmcburn Rear Admiral

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    As i guessed, it's already fixed. At least it will be in next release. :)

    Thx for the report.

    /jmc
     
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  17. robberer

    robberer Commander

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    Hi,

    today i've found some bugs.

    1. when adding a POI and use the "Spawn this POI" or "Don't spawn this POI" -> the added field is empty but selectable with the correct value.
    2. when adding a POI and use the "Spawn this POI" or "Don't spawn this POI" -> Not all blueprints are available. e.g. TS_Akua . At least in temperate playfield it is displayed in the list when i load the playfield.
    3. Configuring creatures doesn't let me select the biome anymore. old values are still preserved and saved but you can't select the biome (textblock select list) is null
     
    #297
  18. jmcburn

    jmcburn Rear Admiral

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    Hi,
    1. happens only if you click OK immediately after opening the Add... Window. Know issue. Fixed in next version. Meanwhile change the combobox value and change it back immediately. Then it will show up.
    2. On SpawnPOINear/Avoid you can't select any blueprint. You can only pick from the POIs that you have already set BEFORE this one in the Random POIs list.
    3. Known issue. Fixed in next version

    Thx for reporting.

    /jmc
     
    #298
  19. jmcburn

    jmcburn Rear Admiral

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    UPDATE (v.1.30.0)

    CHANGES:

    • Support for Alpha 6.0 experimental RC2 [1032] and it's new features:
      • added POI Regeneration (RegenAftter POI Property)
      • Playfield & Structure Music ('Music' in 'General Characteristics' and POI Property 'Structure Music')
      • Added 'Drone Base' and 'PlanetVesselbase' Setup to POIs to set Dronebase & Planetvesselbase in RandomPOIs
      • Added InitalDelay to PlanetVessel
    • UI:
      • Listboxes are now resizable individually. NOT saved though on exit or reload of playfield. Maybe in some later version.
      • added simple PlayerItemsSelector (without previews) with Filter functionality for fast picking of items. Configurable in 'Options'
      • Editor Windows are resizable again.
      • Double Click on a Listbox item opens editor window now.
    • AsteroidResources 'unique' setting removed to allow both threshold asteroid and always asteroid of same ore type in the same playfield.
    • Added ToolTip Service to Long TextBoxes. (Descriptions)
    • Fixed POIs: Changed type from POIType database table to prefabs database table, so all prefabs show up. e.g. AsteroidVoxel02Pentaxid
    • Changed/Removed some limits on inputs.
    • Added some missing NPCs to database (ZiraxRocket, ZiraxLaser, ZiraxShotgun, AlienAssassinReds)
    FIXES:
    • fixed: setting only e.g. medium group in FixedPlayerStart Items resulted in wrong assignment on reloading -> easy instead of medium.
    • fixed: if clicked ok immediately in the SpawnPOI POI selectors, you ended up with an empty list entry.
    • fixed: CreatureSpawing Biome selector was broken
    • fixed: refreshing playfield tree added additional eventhandlers to the playfield double click event. So you got one extra warning message fro restting the playfield on each click on refresh.
    • fixed: SpaceVessel: Mission settings were broken.
    DOWNLOAD LINK:
    https://drive.google.com/file/d/0BxUpWMGez5I0bzNTN1R5dUM2UzA/view?usp=sharing

    upload_2017-5-19_16-52-27.png

    upload_2017-5-19_16-53-28.png

    upload_2017-5-19_16-58-30.png

    /jmc
     
    #299
    Last edited: May 19, 2017
  20. Daede

    Daede Guest

    I need to take another look at this, but it seems like every patch means you have to update it. It seems like it would make my life so much easier, but I'm apprehensive that when I need it will be the same times you've a need to update it (as expected here in experimental, though).

    Either way, you're pretty quick on updates. I'll give this a look :)
     
    #300
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