[TOOL] Empyrion Playfield Designer v3.00.0 (Empyrion V1.20.x compatible)

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

  1. teakeycee

    teakeycee Commander

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    Yes, big fan of your work!
     
    #1181
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  2. jmcburn

    jmcburn Rear Admiral

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    TEASER:

    [​IMG]

    /jmc
     
    #1182
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  3. jmcburn

    jmcburn Rear Admiral

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    EPD v3.00.0 Build 6318 is out

    New engines
    - New YAML engine, non-destructive: a save changes only what you changed. Comments, key order, formatting and values EPD does not know stay in your file.
    - New ECF engine, more stable and universal: config, trader and terrain files are patched in place, not rewritten.
    - Opens 3,631 of the 3,636 game and workshop playfield files tried. Broken indentation is repaired in memory, a typo no longer blocks a file.

    Faster loading
    - Faster first start.
    - Incremental loading: ECF and game files are only read again when their time stamp changed.

    Preflight with Go to
    - New check engine: Error, Warning, Info, every finding has a code.
    - Go to: one click jumps to the tab and marks the field.
    - Finds what crashes the game (tested in the game): missing planet size, humidity, water or PlanetType, missing terrain.ecf, biome textures and underground layers the terrain file does not have, SpawnPOINear without a range, start structures that are never placed.
    - Warns about names that point nowhere: biomes, spawn areas, POIs, drone bases, creatures, items, factions, blueprints and groups.

    Real Scenario editing and workshop support
    - Tree with the main game, your own scenarios, the game's scenarios and workshop scenarios (names from Steam, can be switched off, opens an internet connection to the Steam API to retrieve the names).
    - Pick-lists show what exists in the scenario you edit first, then the main game.
    - "New playfield here..." in the tree.

    New playfields that work
    - New planets, moons and suns start as a minimal planet the game loads, terrain.ecf included ("Save as" copies it).
    - New space playfields start with the keys nearly every shipped one has.

    Safer editing
    - A save asks if the file was changed on disk since you opened it.
    - Backups are limited: the last 5 per file (Options > Backups).
    - Unexpected errors are logged (logs\epd.log) and shown instead of killing the window.
    - The version selector is advisory: values it does not know are kept and marked in red, nothing is deleted.

    Editors
    - Terrain editor: save feedback, "In Use" marks for the textures, creates a missing terrain.ecf.
    - Name and prefab browsers have a Clear button.
    - Many lists now come from the game's own files (drones, resources, creature groups, structures, ... all read form config files now).
    - New keys: instance limits of build 5222 (MaxStructureCount, MaxClassSize), StoreInventoryOnEnter, DenyLeavePlayer, FactionTerritory (with All), Difficulty for space.

    Bug Fixes
    - A lot

    Known problems
    - A random space playfield as a player start location does not work yet. Not sure, if that's even possibly after analyzing the game's playfields. If anyone has an idea if and how this works, please let me know.
    - Gas giants are not checked.
    - About a third of the newest blueprint files (V31 and higher) cannot be read completely. Will try to fix...
    - Translations not done yet, just English mostly.

    Thank you for every bug report and any know-how about how the game works to improve EPD further is highly appreciated!

    Download


    /jmc
     
    #1183
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