[TOOL] Empyrion Playfield Designer v2.43.0 EXP (Empyrion V1.11.x compatible)

Discussion in 'Planets & Playfields' started by jmcburn, May 5, 2018.

  1. jmcburn

    jmcburn Rear Admiral

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    If you want, load it up as txt and i'll check it.

    Also to rule out a bug in preflight system, although I did not change anything lately, but who knows. :)

    /jmc
     
    #501
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  2. Mia

    Mia Commander

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    I think I found the wrong. When removing the resource the little sign" @ " that remains, so I had added resurce and now it works.
     

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    #502
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  3. jmcburn

    jmcburn Rear Admiral

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    Good to hear. Although that doesn't really explain the preflight error message then.

    Alternatively you could have also deleted the whole SpawnZone entry. Just delete the whole line 'Overseers @ Always @' directly there in the in the SpawnZones list, as it doesn't have any zones attached anymore to it anayway.

    If you still have the unfixed playfield that still has the error (maybe a epd backup?), it would be great if you could upload it anyway, so I can check if there's also something wrong in preflight, as the message doesn't really match the actual error.

    /jmc
     
    #503
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  4. Mia

    Mia Commander

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    Here it is : :)

    https://www.dropbox.com/s/a1548aw129yyes9/playfield.yaml?dl=0
     
    #504
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  5. jmcburn

    jmcburn Rear Admiral

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    Thx, checked preflight with your playfield and it seems to work fine. Although that yaml file did not have any errors anymore, so I guess it is the already fixed version? :)

    But i tried reproduce it by adding and deleteing referenced biomes and got preflight warnings as expected.

    /jmc
     
    #505
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  6. Mia

    Mia Commander

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    it's fixed version, you remove the resource in Spawn Zones from the NPC and the little "@" left on the end. I think it should not be left.
     
    #506
  7. Fenra369

    Fenra369 Commander

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    Found a bug:
    When creating new Resources in a Planet Playfield, it ignores all your settings but the resource (only when you make it for the first time). Works fine otherwise.
     
    #507
  8. jmcburn

    jmcburn Rear Admiral

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    Hmm, maybe I don't understand, but it seems that I cannot reproduce the issue.

    I created a fresh playfield by selecting type 'planet' and hit new.
    Then I added a new RandomResource
    upload_2019-2-21_6-27-58.png
    edited then clicked OK:
    upload_2019-2-21_6-28-59.png
    Now resource has been saved to list:
    upload_2019-2-21_6-29-28.png
    and finally after reopening the resource:
    upload_2019-2-21_6-30-5.png
    Everytrhing seems the way I set it up.

    But maybe I got something wrong. Could you please post the exact steps to reproduce the issue, If you can get it to happen again.

    Thx.

    /jmc

     
    #508
  9. Fenra369

    Fenra369 Commander

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    Sure, realize I wasn't quite clear:

    1. Adding a new Depletion asteroid:
    upload_2019-2-21_17-38-36.png

    2. set to something different:
    upload_2019-2-21_17-39-14.png

    3. Hit ok, and it exists:
    upload_2019-2-21_17-39-37.png

    4. On edit, I get this:
    upload_2019-2-21_17-39-57.png
     
    #509
  10. jmcburn

    jmcburn Rear Admiral

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    Ah, I understand now.

    This is actually not a bug but some form of known issue. I'm not sure how to deal with it properly within the limits of EPDs core structure and the way asteroid resources are defined in the game's yaml.

    If you take a look at the ExamplePlanet.yaml, that comes with Empyrion, the amount in asteroids can be set in two different ways.

    If you have a depletion asteroid, amount needs to be set to values between 0 and 1, whereas 'always drop' asteroids have an amount based on integers, where 5000 is the minimum value.

    So in EPD I decide based on the set values of threshold and amount, if I show the mask and input fields for depletion or always drop.

    If you enter 0.2 for threshold and 2000 for amount, the code can't handle that and doesn't show the right fields respectively also empty fields.

    Let me see if I can improve something about it, but that situation gave me some headaches already. :D

    /jmc
     
    #510
    Last edited: Feb 22, 2019
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  11. Monroe

    Monroe Commander

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    I have a game going that I customized the asteroids in, and now that game has invisible things in the air that are causing collision problems. Could setting the asteroids, (both random and depletion) incorrectly, have this kind of unforeseen consequence?
     
    #511
  12. jmcburn

    jmcburn Rear Admiral

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    Honestly, I don't know how the game handles incorrectly set up asteroids. I think a COQ would be more likely or no asteroids dropping at all. But only a dev can answer that for sure.

    /jmc
     
    #512
  13. Fenra369

    Fenra369 Commander

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    So... Instead of trying to recode anything, it would be more easier just to fix this:

    upload_2019-2-22_21-39-57.png

    Change this tooltip to say what it should actually be:
    # Float [0, 1] - amount to restock (compared to the total amount of ore at game start)

    A lot of other fields don't even have tooltips, it would be *really* nice to have these updated so we at least have a clue what's causing a problem.
     
    #513
  14. remeey

    remeey Commander

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    Hi there Im having a bit of trouble getting a fixed cords poi to load in the playfied any help would be great just don't see why its not working
    upload_2019-2-24_13-37-29.png
     

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    #514
  15. remeey

    remeey Commander

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    upload_2019-2-24_13-42-1.png
     
    #515
  16. jmcburn

    jmcburn Rear Admiral

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    IIRC, it's the other way round.

    In the top list you need to select the EPB by name: CFG2A War Base

    In the 'Prefab' selector you should choose 'BA_Player'.

    I think that should work.

    /jmc
     
    #516
  17. remeey

    remeey Commander

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    HEHE no i have it right what i was missing was a Orbit for the event space /facepalm :D man getting everything right is hard sometimes .
     
    #517
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  18. Fenra369

    Fenra369 Commander

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    Why is the prefab selector showing me all the BP files and not the classes? Shouldn't it only display BA/SV/CV/HV_<insert entity type here>?
     
    #518
  19. jmcburn

    jmcburn Rear Admiral

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    No, there are some cases, where you still need the Prefabs in that selector as well. Eg. Asteroids - and some other cases as well, IIRC.


    Now that there is an EPB reader, at least I COULD distinguish asteroids from others, but I'm not sure I'm gonna invest much more time in this version of EPD.

    I'm always just applying band aid fixes for fixes that might or might not break the code on a different end.
    The current code has grown into something extremely difficult to debug, maintain and especially enhance/improve.

    These days I've started taking a look at the code and I'm pretty certain that I will slowly start over with a more fixed approach of EPD, where every property can be treated individually and can have conditions and dependencies of other properties.
    Of course, that also means that every property and it's behaviour NEEDS to be treated and coded separately, which means a lot more coding time in general and more time to update/fix. But applying a fix for one property will not break any other properties anymore that easily.

    But not sure, if this is ever going to be finished though, as the SSG is constantly growing and will some day become the editor of choice. EPD was basically only filling a gap as there was no other tool available.

    Let's see what the future brings.

    PS: As a heads up: One of the next public game updates is going to break EPD. I'm thinking about a fix already, but will take some time.


    /jmc
     
    #519
    Last edited: Feb 25, 2019
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  20. remeey

    remeey Commander

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    I don't think the ssg will ever compete with your tool they shoulda just adopted it imo Never give up and great job !
     
    #520
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