I just managed to go through your files and it seems there's something wrong with the terrain.ecf I checked Thekia playfield and ecf. here's the problem(s): Spoiler Code: { Child 16 Brightness: 0 Saturation: 0 RGB: AddCol: 0 Smoothness: 0 ReliefStrength: 0 NormalStrength: 0 Interpolation: 0 GeoStrength: 0 DistanceResample: 0 NearScale: 0 DistantScale: 0 TerrainId: 79 TerrainId2: 79 UnderTerrainId: 79 } First of all, you can't have more than child 15 (max 16 children, counting from child 0 to child 15). But the issue that's causing EPD to crash is that RGB is null (no value) and i did not check for that, when opening the ecf. Howsoever that happened in the first place. Here's the good news: I rewrote most of the texture browser in the last days to prevent adding of a 17th child and to check for null values before reading them. Also a few more commodities: Teaser: /jmc
jmcburn sweet, thanks for all the effort. Yes I am still fairly new to all this, but learning as I go along.
Sorry, but i'm pretty busy right now with EPD. Especially now that 8.0 is finally going public in 2 weeks. Maybe if EPD is somewhat stable and mostly feature complete, but that still may take some weeks. Sorry again, that i can't help you out there. I hope you understand. /jmc
Honestly, i have no clue how to do something like this. Although that would look really great, I'm not sure if fixed maps (earth map) will still work in 8.0. At least I had some major issues in 8.0 setting up playfields with fixed maps again. Some started, some didn't. Sometimes it found the maps, other times, it needed splatmaps, but those don't really exist anymore in 8.0. So i don't think, that this can be easily done. But even then there's still no stable converters or easy ways to create the 16bit raws. I know there are people out there who can do them, but they are all having issues in integrating them into a working playfield, as far as i know. I wrote a converter myself but I'm still stuck at the point, where you can't draw in 16bit grayscale in windows. There are simply no tools. You can convert images into the raws, but those have rough edges then, that look really crappy. I never got a smooth self generated raw image to show up in Empyrion. Secondly, 8.0 doesn't use splatmaps anymore as those are generated by the game engine now based on the selectioncriterias setup in biomes. But for fixed maps, I'm not sure about that. If you have a finished earth map as empyrion-ready 16bit raw (maybe also with splatmaps), i could try to get them to run in 8.0, but that's all i can try. Have you tried here. Those guys maybe have some more grasp on fixed maps: https://empyriononline.com/threads/handmade-maps-update.34440/page-2 /jmc
As i now concentrate on new playfield PreFlight: Here I now perform checks on the playfield before saving to avoid the most common and dangerous errors in playfields that could lead to a COQ. I'd like to hear your feedback about what should be checked on PreFlight. - Do you have annoying erros that you would like to have checked before saving a playfield? - Or do you know all the basic properties a playfield needs to start without erros? Let me know. - Or do you know of combinations that don't work together and you found out the hard way? What do you think? /jmc
- Do you have annoying errors that you would like to have checked before saving a playfield? Check / Yes / X / Please
UPDATE (v1.55.0) Alpha EXP RC1 ready CHANGES: added Alpha 8 new ground textures. THX to the Devs for supporting me. new TextureBrowser in TerrainEditor supporting preview images, show inUse by which playfield objects, showing ID, limit textures to 16 avoiding COQs Larger previews on hover: Show all the references to this texture slot in open playfield: added scraper for EGroupsConfig to gather new ZiraxPatrol, ... added new detailed PreFlight Log and prepared everything for comprehensive playfield tests before saving. Only DynmicPlanet for now and just a few checks for testing purposes only. Added first test of SpaceDynamic playfield editor. NOT YET feature complete and still WIP!! changed the way Texture property in BiomeClusterData is handled. Now a checkbox to use Alternate textures to show all 7 slots instead of three. added SeaWeed05 FIXES: fixed: Empty PlaceAt property was emitting '' to yaml causing a COQ on load. fixed: EPD crashing on terrain.ecf with null values (e.g. RGB: ) fixed: added back '(' and ')' to terrain.ecf RGB color property fixed: TerrainHeightMapMax, BaseLevel, TerrainLevel were not initialized correctly and thus sometimes not emitted to yaml causing COQs in Empyrion. fixed: TextureIDs with 0 can be entered in Texture ID fields DOWNLOAD LINK: https://www.dropbox.com/s/31qrsuy8bt1421t/EPD_v1550_public.zip?dl=0 /jmc
Hi is there a read me or a guide for this tool somewhere, I cant seem to find one. I'm looking for the timing for certain things like in the pic below. there is no tool tip. Is it in minutes or seconds or maybe hours.
Open the example playfield.yaml it has comments what is real time minutes and what is game minutes and so on The pic your showing is : # - Name: IronResource # Possibility to spawn resource asteroids independent of the remaining amount of ore on a planet # Amount: 5000 # Amount of ore that is spawned per event # InitialDelay: 1 # Float [0, 10000] Initial delay in game hours before spawning of asteroids, if InitialDelay < 0 => no spawning # Delay: 24 # Float [0, 10000] Subsequent delay in game hours, if Delay = 0 => no spawning # DespawnDelay: 5 # Float [0, 10000] Delay in game hours after which asteroid will be removed. If parameter is not set or set to 0, asteroid will not despawn # GENERAL INFO: # 24h in game = 72min real time
Additionally to what Taelyn said, there should also be tooltips when you hover over the label e.g. 'Delay' with your mouse explaining things like that and also shows you the limits, if there are some for this field. It's not in there for all the labels, but a lot of them should be in already. EDIT: Just noticed that you tried that already. I checked it and added that particular description to the properties. /jmc