I would need some feedback on how I should structure workflow in new EPD: That's my basic ideas for the PlayfieldEditor: There will be most likely two editor UIs: - RandomEditor (handles both playfield_dynamic and playfield_static yamls in one UI) - StaticEditor (handles playfield.yaml) Workflow: - Create or edit Scenario - Create New Scenario: - Choose Static or Random: -Static: - Create new playfield.yaml -Select type (planet, space, moon, ...) -> OK Playfield.yaml editor (StaticEditor) opens with a fresh playfield.yaml- Random: - Create and open new playfield in RandomEditor (dynamic and static properties all in one editor UI, yamls will be split on save)- Edit Scenario - Select Scenario folder - Select playfield (EPD picks appropriate Editor UI (RandomEditor or StaticEditor) based on scenario- Edit Main game - Create new playfield in main game's playfields folder and open up in RandomEditor (dynamic and static yamls in one UI) - Edit playfield and open in RandomEditor (dynamic and static yamls in one UI) Any ideas? Resp. what's your workflow and how could you imagine improving workflow with EPD and SSG? /jmc
I think the workflow you present is how I imagine the ideal one. Also it would be great if updates either done on EPD or SSg could be viewed on the other utility and vice versa, but I think this is something very advance.
If editing playfield_dynamic and playfield_static, you can just reload the playfield in the SSG to preview the changes you made in EPD. Ideally one tool would have both the functions of EPD and the SSG so you wouldn't have to swap back and forth but that would be a whole other scale of project and require the devs to work on it. Having a built in sector editor for static scenarios would be amazing. The current tools for editing the solar system map of a static scenario are severely lacking key functionality.
UPDATE (v1.60.7 b1792) HOTFIX This fix only works for newest experimental build (b2285) and newer versions in which the game's main folder structure is changed! CHANGED: changed description of asteroid resources amount property to better explain both variants. FIXES: EPD adapted to new game folder structure DOWNLOAD LINK: https://www.dropbox.com/s/ipcda69zu891mne/EPD_v1607b1792_public.zip?dl=0 /jmc
That might be on the list, but for starters I'll try to get the basic playfield editor up and running. But at least I'll try to keep it modular enough to make it work some day. /jmc
Please help ! What's happening ? I have downloaded the link new update and now I cannot open the EPD. I get Ceitical Error message : " Content Folder could not be initialized! exiting "
Are you on the newest experimental version of the game? If you're not on the exp branch, you cannot use this version of EPD. /jmc
Well i have every branch installed it doesnt even ask me from a fresh install what folders i want to use. right away u get that error
Hmm, I guess you will probably have to delete EPDs config file. The folder structure is stored in there. You'll find it in the config folder. I tested it with a fresh install of EPD. I'm not at my PC anymore, so I can't check. Maybe tomorrow. /jmc
That's what I was talking about when I said, you can ONLY USE THIS VERSION with newest EXP branch. Another thing: You now have to browse into the 'client' folder of Empyrion, NOT the main game folder anymore, as the exe is now located in 'client' folder. And all paths in EPD are based on the exe location. /jmc
Another interesting bug: When editing a terrain in the terrain editor, after making your changes, the ID turns into 00 (not actually 00, just appears that way). When you open terrain editor again, it shows correctly. Something you should know. Please do not discontinue work on EPD. SSG right now is a 50/50 chance to even load for me. Your tool loads 100% of the time, your tool also edits yamls in a way that would take me literal weeks to finalize. I can do those changes in hours, not weeks.
Thx, known issue. Not stopping, just thinking about investing my time into a newer, better version of EPD instead of working with the known limitations of the current code. Like the one you posted above. Non critical, but hard to fix in current code. And there's always going to be fixes for EPD as long as there's no newer version mostly capable of doing the things, EPD does now. But nothing's set in stone yet. I'm just trying around a little with some new codebase ATM and making some fundamental decisions and sketches. Just to see if things would work out the way I imagine them. /jmc
I wonder how much of a "break" alteration the new version of Empyrion is going to bring, as much as it concerns the old, that time, scenarios. I mean are we going to have to created them again?
Although a little early to say, as I haven't really coded anything yet, but I don't think there would be any problems. Why would there? The models (yamls) will always be the same, they only change if the devs change them and then I will have to adapt, but EPD just reads, edits and writes yamls that are compatible to the game. So, all processes and functions inside NEW EPD aside, when it comes to reading and writing yamls, everything NEEDS to stay the same, otherwise you wouldn't be able to load them in Empyrion or SSG. /jmc
Where is the 'client' folder? in Content? EXP branch EPD automatically updates it to stable branch or does it need to rebuild the scenario again? If the new update works only on EXP branch. Can we get the old link back? it was OK and I could fix bugs and errors in scenario.