[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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    Empyrion Playfield Designer v2:

    What is it?

    Empyrion Playfield Designer is a tool to help with creating and editing Empyrion's playfield.yaml fiels.
    It supports both the (older) fixed yamls as well as the new _static and _dynamic yamls.

    For almost all properties there are dropdowns with predefined values so that you don't have to guess the name of a value anymore. There are pictures of animals, plants, so you can easily identify the object you want to place.

    It features a pre-flight check on saving that should prevent at least some of the common mistakes that users can make when new to playfield creation.

    It includes a Mod that can auto reload the playfield (partially), while you're playing. This only works if you're editing the playfield file in a savegame folder.


    LATEST EXPERIMENTAL RELEASE VERSION v2.1.3 with Emyprion v1.7 Support:
    EPD_Dev_20191020.PNG

    CONFIG EDITOR:
    With the config editor you can edit Empyrion's own config files (*.ecf) without the need of working yourself through thousands of lines of code. It is less prone to errors compared to working directly in the textfiles. And with every iteration it will get more features to make editing more comfortable and safer.

    upload_2020-8-6_19-51-14.png

    TERRAIN EDITOR:
    For your basic setup of textures used in biomes.
    Can of course not replace the in-game editor, but enough for a basic setup.

    upload_2018-6-2_16-14-44.png

    BLUEPRINT 3D PREVIEW:

    upload_2020-8-29_20-21-28.png

    DOWNLOAD LINK (LATEST VERSION):
    https://empyriontools.org/download/


    HOMEPAGE:
    https://empyriontools.org

    WIKI (still very basic):
    Down for now due to bot attacks


    Thank you @RexXxuS & @Taelyn helping me sort out the bugs.

    /jmc
     

    Attached Files:

    #1
    Last edited: Jan 8, 2022
    Fractalite, Myrmidon, Israel and 21 others like this.
  2. jmcburn

    jmcburn Rear Admiral

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    ChangeLog:

    You'll find the new Changelog on emypriontools.org

    1.63.3
    CHANGES:
    - New Preflight:

    - added first batch of checks and new layout.
    - For now only on fixed 'playfield.yaml' and playfieldtype 'planet'.

    - Now Preflight can be run separately from saving. See toolbar button.
    - Preflight windows will now show all the time when saving (except when disabled in options), but will still save if all is green.
    - PlayfieldTree/FileSystem: Now possible to toggle 'show all files' in tree.
    - PlayfieldTree: Now possible to delete/cleanup all game generated '.yaml.bin' files in content folder

    FIXES:
    - SpawnRateZones: RateMultiplyerCenter/Edge max allowed value was 0. Changed to min/max=0/1.
    - OptionsEditor: changing the main game path in options had no effect anymore.
    1.62.5
    CHANGES:
    - Added 'NoShieldReload' to RandomPOIs and FixedPOIs
    - Changed SpawnPOINear/AvoidDistance to allow for a min distance of 0.
    - Allow currently editing POI to be added to SpawnPOINear and SpawnPOIAvoid lists. This only works after you hit OK once in the current POI to save it and then get back in, otherwise the current POI dos not exist yet.
    FIXES:

    - SpawnRateZones: RateMultiplyerCenter/Edge max allowed value was 0. Changed to min/max=0/1.

    1.62.3

    CHANGES:
    - Added 'IsAuxPOI' and 'AuxiliaryPOIs' list to RandomPOI setup. Completely missed those in A9

    - already, THX @Taelyn for finding out. :)
    - changed 'always drop' Asteroidresources min value to 3000

    - refactored AITask (Freighter, Immobile, Rangepatrol)
    - set IsRespawnAfterDestruction to always emit to yaml regardless of true/false

    FIXES:
    - fixed BuildModuleBoolWithDefaultValue: did not emit correctly and always, when UI element was in a group like e.g. 'Freighter'.

    - fixed: conditional cleaner bug in AITask (Feighter, RangePatrol, Immobile): When saving twice: - When misson was set to e.g. Freighter, on second save the other missions 'RangePatrol' and 'Immobile' were also emitted to yaml. Should now be fixed, but please re-check.

    1.62.2

    CHANGES
    - Added 'BaseAttackCount' to general characteristics for planets and planet static yaml.

    - Added some missing deco and grass preview images. Thx a lot to @Monroe for the preview images.
    - Allow -1 for DelayMinMax in SpawnZones' Entity setup.

    - Auto add an entry in the Biomes section with 'Any' for newly created Entities in SpawnZones to avoid crashes until I have a proper preflight for SpawnZones.
    1.61.8
    CHANGES:
    - added missing V10 items (shields, ...)

    - made PlaceAt POI property a list property to allow combining of OnWater, Terrain, UnderWater
    - ItemBrowser: Now showing Englisch locale name as default (and itemname only as additional info). So now e.g. 'Projectile Rifle Round' instead of 5.8mmBullet, as some of the Items got renamed drastically in Empyrion, and this will maybe help you find the right item faster. You can now search in the filter box for BOTH item names OR locale names and you will get the same results.

    - Added and updated some previews of items

    FIXES:
    - some minor bug fixes
    1.61.5
    CHANGES:
    - added 'CloudsNightZenithColor', 'CloudsNightHorizonColor' property to general characteristics
    - added new A10 playfield music tracks

    - added 'Discovery' property to POI properties
    - added 'DelayBeforeSelfDestruction' and 'IsRespawnAfterDestruction' properties to freighter setup

    - allow 20 texture slots in TextureEditor (0-19) instead of 16. Slot 0-11 can be used for surface textures, slots 0-19 can be used as resource/undergournd textures.

    FIXES:
    - some minor playfield cleaner fixes

    1.61.3
    FIXES:
    [FONT=Arial]- added missing Alpha 9.5 items (trade commodities and others) also to TraderEditor[/FONT]
    1.61.2
    CHANGES:
    [FONT=Arial][FONT=Arial][FONT=Arial][FONT=Arial][FONT=Arial]- added missing Alpha 9.5 items (trade commodities and others)[/FONT][/FONT][/FONT][/FONT][/FONT]
    [FONT=Arial][FONT=Arial][FONT=Arial][FONT=Arial][FONT=Arial]- added new BarrenMetal's special SplatMap Stamps input boxes for Texture IDs. Only use for new SplatMap stamps (end with _sp). See description of properties in EPD.[/FONT][/FONT][/FONT][/FONT][/FONT]
    1.61.1
    CHANGES:
    - changed EPD's first start. Now you have to really select Empyrion.exe or EmpyrionDedicated.exe in first file dialog. Also changed FirstStart message again to reflect this change.
    FIXES:
    - playfields could not be opened anymore via menu or toolbar. I've tried openening mutliple playfields in default game and in scenarios. Seems to work, but please let me know, if there are any (other) regressions.
    1.61.0
    CHANGES:
    - Added PlanetClass property
    - changed PlanetType to input field instead of dropdown
    - Better FirstStart message to help you find the folders of Empyrion.exe or DedicatedServer.exe.
    - added option to start EPD maximized.
    1.60.7
    FIXES:
    - Adapted EPD to work with new game folder structure.
    1.60.6
    FIXES:
    - TraderDiscount did not take CulturInfo (localization) into account leading to 0.15 beeing converted to 15 when saving config.
    1.60.5
    CHANGES:
    - added new YScale to BiomeClusterData in main yaml and planet dynamic yaml.
    1.60.4
    CHANGES:
    - added missing 'Territory' property to RandomPOIs
    1.60.3
    CHANGES:
    - added missing 'Discount' property to TraderNPCConfig

    - added Creepy to NPCs database.

    FIXES:
    - TraderConfig Editor did not open TraderNPCConfig.ecf anymore ('input string was not in a correct format') due to changes in Config file structure.

    1.60.2
    CHANGES:
    - added EPBDetails Browser also to FixedPOIs
    - added HudDistance property to POI Properties
    - changed: removed 'None' from all properties except Faction properties, as those should be the only one using 'None' IIRC. If you encounter a property that still needs 'None' as value, let me know.
    1.60.1
    CHANGES:
    - added more properties to EPBDetails Browser (SpawnName, FileName, Scenario, Folder)
    - added/showing progressbars while importing blueprints

    1.60.0

    CHANGES:
    - First version of EPB (Blueprint) DetailsBrowser (only in RandomPOIs for now as test)

    - added <Null> (no output) and 'None' (will output) items to dropdowns to differentiate new faction:None and empty propeerties. Please test, if something is broken now with outputting 'None' and no output at all for properties.
    - Initialite AtmosphereParams to [1,1.6] if property does not exist in playfield yet. Pease test, if there are any regressions when saving

    1.59.6
    CHANGES:
    - enhanced EPBHandler Header a little more and refactored some read code.

    - added missing AtmosphereParams to playfield and playfield_static

    1.59.5

    FIXES:
    - fixed: Fixed POIs Prefabs list and PlanetVessel list (maybe others too) was empty, Just NullPOI and <NullItem>

    1.59.4
    CHANGES:
    - added Alpha9 items (FixedPlayerStart)

    - first test of newly implemented EPB (bluprint) reader. Now also all the A9 bluprints should show up in the Random POIs list. If not, please report and post bluprint (epb file).
    FIXES:

    - fixed: SpaceVessel did not have a Faction property
    - SpawnPOINearRange wasn't initialized correctly, thus was not saved to yaml on first try.

    1.59.3

    CHANGES:
    - added Factions to RandomPlanetVesselBase, RandomPlanetVessel & FixedSpaceVessel
    - added missing RipperDog to DroneBaseStock
    - added first try of PlayerStatus to FixedPlayerStart
    - changed Splash to Alpha8+
    1.59.2
    CHANGES:
    Alpha 9.0.0 ready

    - added Factions to RandomPOIs & FixedPOIs
    - added LevelMod to RandomPOIs & FixedPOIs

    - added OnlySpawnIfPOIIsAlien to SpawnZones
    - added AllowInWater to CreatureSpawing/Entities

    - added IsOrbitPlayfield to SpacePlayfields/General
    - added Escape POD Starting Pos to FixedPlayerStart

    1.58.1
    FIXES:
    - fixed: localizations weren't working anymore
    - fixed: PlayfieldType Selector wasn't showing playfield type on localized UIs.

    - fixed: PlayfieldTypeSelector was not initialized correctly on localized UIs.
    KNOWN ISSUES:
    - still non translated items, buttons, messages, and UI in general.

    1.58.0

    CHANGES:
    - added new SplashWindow instead of SplashImage on Startup (to make it possible to show text on splash).
    - changed: now showing version on SplashWindow

    - changed: DBItems ToString() method used in yaml emitting and listbox display now correctly returns ItemName (ingame name) instead of localname. Please check if there are any regressions. So far, i could not see any.
    - added entry 'None' to dropdown boxes. So now you can 'unset/clear' a value previously set in dropdown boxes.

    FIXES:
    - fixed: SpecialBiome's AvoidBiome always defaulted to first entry in biomes list, even if it should be empty.
    • 1.57.9
      • Changes
        • changed/fixed: splitted cleaning/reInit routines into the different playfield types to have different cleaning routines for each playfield type.
        • changed: Default Terrain after creating a fresh playfield is now A8's random terrain, not 'Temperate' anymore.
        • changed: enable/disable list buttons (Edit, Delete, MoveDown, MoveUp) based on if an item is selected.
        • added cleaner routine for Pos (Fixedplayerstart) and SpawnPOINear/Avoid
      • Fixes
        • fixed: Cleaner and ReInit bugs, especially with Space playfields, but also some for planet playfields
        • fixed: After saving, some list buttons (Edit, Move, ...) did not activate, when an item was selected
        • fixed: added NullChecks to the recently added Preflight checks. (Caused crashes on space playfields)
        • fixed: Space playfields: On a second save, planet properties were added to space playfield yamls. (Cleaner/ReInit bug), thx to Rexxxus for noticing
        • fixed: SpawnZones' ExcludeBiomes was not initialized correctly. Thus adding 1st item to empty list was not possible.



      • 1.57.8
        • Changes
          • PreFlight (playfield.yaml): added checks for broken links in playfield. E.g. If you delete a POI and this POI is still referenced in SpawnRateZones, or a biome you deleted is still referenced in RandomResources, ...

      • 1.57.7
        • Changes
          • Playfield tree: Now context menu also works on ECF files (open in text editor, open folder, delete.
          • Playfield tree: added warning message before actually deleting a file via context menu
          • Input fields: For the long text (two lined) input fields I reverted the textalignment from right to left. The rest is still right-aligned.
          • TerrainEditor: Introduced Offline/Online mode when working with terrain files. If you just open a terrain ECF file without a playfield (or the wrong/a different) loaded, terrain editor will show OFFLINE MODE in the bottom of main window to make sure, you know you're editing the linked/unlinked file.



      • 1.57.6
        • Changes
          • Playfield tree: added ECF terrain files to playfield tree. Now you can just double click an ECF to open it directly in the TerrainEditor
          • Playfield tree: Deleting all backup files now also deletes EPDTerrainBackup_ ECF files
      • 1.57.5
      • Changes
          • added missing planet type 'Nascent'
          • Resized input fields in TraderEditor's TradeItem (sell, buy quantities/prices). Input fields now are larger to support higher numbers/prices.
      • 1.57.4
        • Changes
          • added missing music tracks
          • added WaterProb and PVPProb to dynamic. Those have been missing since 8.0. Sorry for that.
      • 1.57.3
        • Changes:
          • added empty Prefab entry into Prefabs list (Fixed POIs) to allow removing of previously set prefab
          • added AtmosphereFog, GroundFogIntensity, GroundFogHeight, GroundFogProb to dynamic.
          • removed FogIntensity and FogStartDistance from static.yaml
          • added 'Arid' PlanetType
          • changed GroundFogHeight to accept decimals (double).
        • Fixes:
          • fixed: TraderEditor: Traders not working with no SellingGoods Text
          • fixed: TraderEditor: Traders which were only setup to buy didi not work/save correctly
          • fixed: Empty (null) DistTypeWorm and DistTypeCylinder were emitted into yaml after change of a property in RandomResource
      • 1.57.2
        • Fixes:
          • fixed: Trader: Sell prices and quantities have been imported also as purchase prices/quantities.
          • fixed: Wrong Label in TradeItem: SellQuantity instead of PurchaseQuantity
      • 1.57.1
        • Changes
          • Renamed Options for PreFlight in Options window
        • Fixes:
          • fixed: Empty SpawnResourceRange could lead into Exception and crash in cleaner. Missing nullcheck in cleaner.
          • fixed: BaseLevel=0 was recognoized as error in PreFlight
      • 1.57.0
        • Changes
          • adapted TraderEditor to finally work again with 8.0 NPCTraderConfig.ecf
          • added missing ResourceRocks
          • added missing biome weather bmRadiatedFogPurple
          • added EGroups (ZiraxPatrols...) also to SpawnZones
          • added automatic recursive Preflight method to Main/Dynamic/Space Playfields. Just some basic checks yet.
          • added 'Use PreFlight' for all PlayfieldTypes into options to disable PreFlight. Maybe I'm too restrictive in some options. If you find something that should work and I list it as not working in PreFlight log, please let me know.
          • refactored getLog() method to get cleaner display in PreFlight log
          • changed DisplayName in SpawnZones list items.
          • added automatic recursive cleanProperty and cleanSpecial routines to have better control in playfield autoClean
          • added some missing local SpecialEffects
        • Fixes
          • fixed: Exceptoin in Spawnzones, when Biome list was empty.
          • fixed: Some more cleaner exceptions
          • fixed: Empty Items in PlayerItemSelector
          • fixed : a lot of other bugs. ;)
      • 1.55.0
        • 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
          • added scraper for EGroupsConfig to gather new ZiraxPatrol, ...
          • added new detailed PreFlight Log and prepared everything for comprehensive playfield tests on safe. 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
      • 1.52.3
        • Changes
          • added scrapers for stamps, globalmasks and groundshapes. So from now on theses databases should be up-to-date automatically, when a new Empyrion version is out. EPD now checks and reimports those stamps on every start.
          • If a playfield version is not found or there is a new one not existing in config or database, EPD now sets the playfieldversion on first start to latest available version. Before versionselector was empty.
        • Fixes
          • fixed: some cleaner bugs
          • fixed: not all properties were initialzed correctly in playfield yaml/dynamic.yaml which led to some not written properties in yaml.
      • 1.52.2
        • Changes
          • added Recent Files Browser to ease working with many files simultaneously
          • added missing Color property (SSG color) to BiomeClusterData
          • added 'Group' suffix to RandomPOI prefabs to make it clear that those are indeed groupnames.
          • added some missing new items: Radar, ...
        • Fixes
          • fixed: some cleaner bugs
          • fixed. Some initialization bugs (e.g Stamps could not be added to a fresh biomecluster, ...)
      • 1.51.9
        • Changes
          • added SpawnRateZones and SpawnZones
          • added first version of PreFlight Window (previously checkOutLog) to dynamic yaml save. Just one check yet. = Preparations for future comprehensive playfield data check before save.
          • added 'Export' button to dynamic yaml editor to save dynamic into a different folder.
          • Added possibility to create a fresh dynamic file from scratch.
          • changed order of messageboxes when opening/editing a dynamic playfield. Now first check if a normal playfield.yaml is loaded, only then check for existing dynamic yaml.
        • Fixes:
          • fixed: some cleaner bugs
          • fixed: not all properties were initialzed correctly in playfield yaml/dynamic.yaml which led to some not written properties in yaml.
          • fixed: Biomes were not linked between playfield.yaml and dynamic.yaml, when creating a fresh dynamic file.
      • 1.51.6
        • Changes:
          • reverted collapsing of CountMinMax values to 1 value, if values are the same.
          • added BiomesExcluded to Random POI
          • added StampForcesBiomeType to dynamic only (added [IsDynamic] Attribute)
          • added Cleaner to dynamic.yaml save process
          • added SI KeyValue to POI Properties
          • rearranged some properties in BiomeCluster to better match original yaml output order.
          • removed quotes from SelectionVCriteria to match original yaml output
          • added AllowBA, CV, HV, Blueprint... to Static yaml
          • added Instance to static yaml
          • added IndestructableTerrain to static
          • added Usefixed, UseRandom to static
          • added LandClaimZone to static
          • added CV_Alien to POITypePlanet
          • added SpecialBiome
          • changed TypeConverterCoordinate32_2D to work with old and new format.
          • increased height limit (255, now 1100) from PlanetAxis and GroundFogHeight
          • added: checkOut routine for playfield_dynamic before save
          • rebuilt the PlanetSize property (different from yaml) for simpler entering of values and added it's own TypeConverter
        • Fixes:
          • fixed: SpecialBiome wasn't emitted to yaml in all cases
          • fixed: PlanetVesselSetup AvoidStructure List was empty
      • 1.51.0
        • Changes:
          • added first version of Playfield_Dynamic editor (via menu and double click on playfield_dynamic.yaml in tree)
          • support for playfield_dynamic.yaml (only planet for now)
          • added missing ResourceRocks for all resources
          • optimized save/saveAs Buttons in toolbar to better distinguish them from one another
        • Fixes:
          • fixed: SpawnNearResource in RandomPOI setup did not show any resources from RandomResource list
        • Known Issues:
          • SSG throws an ArgumentoutofRange, if clicked on randomize. Not sure, if EPD related, will need some more tests. But reading the yamls and generating different seeds should work fine. If not, please report.
      • 1.50.8:
        • Changes:
          • Alpha 8 EXP III ready
          • Converter for A7->A8 playfields (still experimental and WIP)
          • New terrain.ecf editor
          • New Context Menu (right click on playfield.yaml in tree) to open in editor (configurable in options), open folder, and delete file
          • Cleaned up UI (moved buttons to menus), added a toolbar
          • Much cleaner yaml output (no more 'Fixed: []' entries) thanks to new cleaning routine
        • Known Issues
          • not all menus functional yet (missing config editor, missing createScenario, ...)
          • Missing Localizations
     
    #2
    Last edited: Sep 27, 2019
  3. jmcburn

    jmcburn Rear Admiral

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    Tips & Tricks:
    • Always create your own scenario!
    • Never edit the game's orioginal playfield files!
    • EPD is designed to work with the default playfield.yaml (it can export a playfield_static.yaml though)
    • You can still use LiveReload in EPDA8. You just have to start Empyrion without EAC and edit the playfield in your savegames\template instead of your scenario folder. Edit some decorations -> hit Ctrl+S, then Ctrl+R and the playfield in game gets reloaded live while you're playing it with the new settings.
    Basic Workflow:
    1. Create a new scenario (e.g copy Akua-Omicron and rename it)
    2. copy an existing playfield with it's dynamic and static playfield.yamls to a new playfield folder inside of your scenario.
    3. use the SSG to setup you desired planet(s).
    4. On the top right of the SSG export the playfield.yaml
    5. This playfield.yaml can be edited with EPD exactly as it was in Alpha 7.x
    6. If you wish, you can export the playfield_static.yaml in EPD and reimport this into the SSG to see your creature and POI distribution for a given seed and to make changes again to your playfield setup (temps, humidity, water/land ratio, ...).
    7. Export the playfield.yaml
    8. If you like your creation, you are finished now. Or you can go back to step 5
    9. Setup the sector.yaml in your scenario to fit your playfields and player start preferences.
    Of course you can also start a playfield from scratch with EPD. Just select your desired type and click create new.
    But remember:
    For fixed playfields (not designed with or for SSG), you will only be able to use them inside a scenario.
    The main game is set up to work with dynamic and static.yamls directly to create randomized planets from those two on every fresh game start. The normal playfield.yaml will be ignored here.

    More detailed instructions to follow.

    Alpha 7 Playfield Converter:
    If you attempt to open an old Alpha 7 playfield and/or EPD can't find Alpha 8 properties, it will ask you, if you want to convert the playfield into Alpha 8.

    This feature is still experimental and may or may not work to your liking. :)

    Implemented features so far:
    - Recreates the Biomes to Alpha 8 Standard (also different treatment to Water, Mountains, and 'Other' biomes)
    - Biome: Converts old 'Altitude' properties in biomes into SelectionCriterias
    - Copies over deco and grass from A7 to A8 playfield
    - Recalculates densities of deco and grass (for now div by 50)

    Please tell me, what you think and what
    YOU would like to see in a converter, that would make your life easier converting playfields. Not everything's possible here, as A7 and A8 work very differently regarding terrain, textures, and such, but maybe I can make some things work. :)

    Have fun

    /jmc
     
    #3
    Last edited: May 5, 2018
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  4. jmcburn

    jmcburn Rear Admiral

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    -- Reserved --
     
    #4
  5. dQgnflua

    dQgnflua Lieutenant

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    Can`t wait to test this out...
    The community needs more people like you =D
     
    #5
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  6. Quarior

    Quarior Commander

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    #6
  7. jmcburn

    jmcburn Rear Admiral

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    UPDATE (v1.51.0)
    Hotfix v1.51.1

    CHANGES:

    • added first version of Playfield_Dynamic editor (via menu and double click on playfield_dynamic.yaml in tree)

      upload_2018-5-6_13-41-36.png
    • support for playfield_dynamic.yaml (only planet for now)
    • added missing ResourceRocks for all resources
    • optimized save/saveAs Buttons in toolbar to better distinguish them from one another
    FIXES:
    • HOTFIX: EPDMod (LiveReload/Coordinate import, ...) wasn't working anymore
    • fixed: SpawnNearResource in RandomPOI setup did not show any resources from RandomResource list
    KNOWN ISSUES:
    • SSG throws an ArgumentoutofRange, if clicked on randomize. Not sure, if EPD related, will need some more tests. But reading the yamls and generating different seeds should work fine. If not, please report.

    HOTFIX DOWNLOAD LINK:
    https://drive.google.com/file/d/155d0DSsjLqK__Fx6i7Zg2U-i3z46za19/view?usp=sharing

    /jmc
     
    #7
    Last edited: May 6, 2018
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  8. jmcburn

    jmcburn Rear Admiral

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    ^^ HOTFIX v1.51.1 OUT
    check out above


    /jmc
     
    #8
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  9. Quarior

    Quarior Commander

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    Is normal this ?
    Code:
    PlanetSize:
       SizeRange: [2, 3, 4]
       SizeProbs: ['0,25', '0,5', '0,25']
    For me, I think is :
    Code:
    PlanetSize:
       SizeRange: [2, 3, 4]
       SizeProbs: [0.25, 0.5, 0.25]
     
    #9
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  10. jmcburn

    jmcburn Rear Admiral

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    Thank you.

    That's a bug, already fixed it for next version.

    /jmc
     
    #10
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  11. Quarior

    Quarior Commander

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    You're welcome.
    Good continuation and have a nice day.
     
    #11
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  12. Quarior

    Quarior Commander

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    So I test the lasted version of your EPD for fix my playfield but I have the same error :
    upload_2018-5-6_21-13-35.png
    I include the log and the playfield concerned.
    Thanks for help. Have a nice day.

    PS : You can reply here if you want.
     

    Attached Files:

    #12
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  13. steenhole

    steenhole Lieutenant

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    BUG Report

    In converting v7 to v8, EPD isn't providing any of this terrain block information. Thats just a representative sample below. The planet type doesn't matter.
    EPD does recognize the block if it's manually put into the yaml.

    Terrain:
    Name: TemperateNew2 # Name of terrain dll or xml
    PoleLevel: 30 # Pole level of planet
    NoiseStrength: 0.2 # Dirt effect on terrain
    PerlinCol: 1.5 # Color Variation for Grass/Deco Plants (0 = No color change, 1 = Greyscale Color Variation, 2 = Full Color Variation, Default is 1)
    ColorChange: # Used to generate color differences in terrain
    YFadeCenter: 80 # Starting point for color change
    YFadeRange: 40 # Range for which color change is applied
    YFadeMin: 0.05 # Positive values: terrain gets brighter in valleys
    YFadeMax: -0.15
     
    #13
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  14. jmcburn

    jmcburn Rear Admiral

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    First of all. The converter is highly experimental. Please be aware of that. :)

    The thing about the terrain is, that for the moment I delete the terrain in the old playfields when converting as I encountered massive problems with using xml or dll terrains.
    It might be my or EPDs fault. But I simply don't know yet.

    If I still used xml or dll terrains in an otherwise converted Alpha 8.0 Playfield, the game would not load the playfield anymore.

    Somthing about missing terrain file.

    If I used a Fixed (raw) map, everything was fine.

    So until this is sorted out, what causes the problems, I decided it would be best to throw out the terrain in the converter for now to make the playfields even startable.

    Maybe it has something to do with someof these old settings:
    'MainBiome'
    'SubBiomes'
    'BiomeTextureReplacement'

    I throw these out in any opened playfields, as they are not compatible with A8 terrains.

    But If you have any idea, what the issue could be, it would be of great help. :)

    Sorry for the inconvenience.

    /jmc
     
    #14
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  15. jmcburn

    jmcburn Rear Admiral

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    I will gladly take a look, but maybe it will be some time. There's still a lot of things on my schedule. :)

    /jmc
     
    #15
  16. steenhole

    steenhole Lieutenant

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    Your guess would be much better than mine. ;)

    Just thought Id relay you the info. The tool, even in this early release, has made the build process much faster. You have my gratitude.
     
    #16
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  17. remeey

    remeey Commander

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    Please continue the good work ! Loving the program so far ,It would be terrible not to have this.
     
    #17
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  18. jmcburn

    jmcburn Rear Admiral

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    UPDATE (v1.51.6)
    Alpha EXP IV ready


    CHANGES:

    • reverted collapsing of CountMinMax values to 1 value, if values are the same.
    • added BiomesExcluded to Random POI
    • added StampForcesBiomeType to dynamic only (added [IsDynamic] Attribute)
    • added Cleaner to dynamic.yaml save process
    • added SI KeyValue to POI Properties
    • rearranged some properties in BiomeCluster to better match original yaml output order.
    • removed quotes from SelectionVCriteria to match original yaml output
    • added AllowBA, CV, HV, Blueprint... to Static yaml
    • added Instance to static yaml
    • added IndestructableTerrain to static
    • added Usefixed, UseRandom to static
    • added LandClaimZone to static
    • added CV_Alien to POITypePlanet
    • added SpecialBiome
    • changed TypeConverterCoordinate32_2D to work with old and new format.
    • increased height limit (255, now 1100) from PlanetAxis and GroundFogHeight
    • added: checkOut routine for playfield_dynamic before save
    • rebuilt the PlanetSize property (different from yaml) for simpler entering of values and added it's own TypeConverter
    FIXES:
    • fixed: SpecialBiome wasn't emitted to yaml in all cases
    • fixed: PlanetVesselSetup AvoidStructure List was empty
    KNOWN ISSUES:
    • Dynamic Space not yet implemented
    DOWNLOAD LINK:
    https://www.dropbox.com/s/q1wfvui9o9kwwlq/EPD_v1516_public.zip?dl=0

    /jmc
     
    #18
    Last edited: May 12, 2018
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  19. ravien_ff

    ravien_ff Rear Admiral

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    Oooohhhh. I have to try this!
    The scenario I'm working on is designed to be used with the random solar system generator and this looks like it will be really, really useful!
     
    #19
  20. jmcburn

    jmcburn Rear Admiral

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    UPDATE (v1.51.9)
    Alpha EXP V ready


    CHANGES:

    • added SpawnRateZones and SpawnZones
    • added first version of PreFlight Window (previously checkOutLog) to dynamic yaml save. Just one check yet. = Preparations for future comprehensive playfield data check before save.
    • added 'Export' button to dynamic yaml editor to save dynamic into a different folder.
    • Added possibility to create a fresh dynamic file from scratch.
      - Create or open a playfield.yaml.
      - Via file menu click 'edit dynamic playfield.yaml'. If no dynamic yaml is found in playfield.yamls path, EPD will ask you to create one from scratch and open the dynamic editor with this new file.
      Important:
      When clicking save in dynamic yaml editor also the normal playfield yaml automatically gets saved to keep the two files consistent!
    • changed order of messageboxes when opening/editing a dynamic playfield. Now first check if a normal playfield.yaml is loaded, only then check for existing dynamic yaml.
    FIXES:
    • fixed: some cleaner bugs
    • fixed: not all properties were initialzed correctly in playfield yaml/dynamic.yaml which led to some not written properties in yaml.
    • fixed: Biomes were not linked between playfield.yaml and dynamic.yaml, when creating a fresh dynamic file.

    DOWNLOAD LINK:
    https://www.dropbox.com/s/e2w34qrbrj0q92i/EPD_v1519_public.zip?dl=0


    /jmc
     
    #20
    Last edited: May 18, 2018
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