EdS v0.9 BugFix 3
Moderator: Moderators
I installed Mono 1.1.13.4 for Windows.
Gave me this:
Gave me this:
Code: Select all
C:\Documents and Settings\xxxx\Bureaublad\EdSv0.9>mono EditorSpringGUI.exe.mono
** (EditorSpringGUI.exe.mono:2900): WARNING **: The following assembly reference
d from C:\Documents and Settings\xxxx\Bureaublad\EdSv0.9\EditorSpringGUI.exe.mo
no could not be loaded:
Assembly: gtk-sharp (assemblyref_index=1)
Version: 2.4.0.0
Public Key: 35e10195dab3c99f
The assembly was not found in the Global Assembly Cache, a path listed in the MO
NO_PATH environment variable, or in the location of the executing assembly (C:\D
ocuments and Settings\xxxx\Bureaublad\EdSv0.9\).
** (EditorSpringGUI.exe.mono:2900): WARNING **: The class Gtk.Window could not b
e loaded, used in gtk-sharp, Version=2.4.0.0, Culture=neutral, PublicKeyToken=35
e10195dab3c99f
** (EditorSpringGUI.exe.mono:2900): WARNING **: Missing method Init in assembly
C:\Documents and Settings\xxxx\Bureaublad\EdSv0.9\EditorSpringGUI.exe.mono, typ
e Gtk.Application
Unhandled Exception: System.TypeLoadException: Could not load type 'Gtk.Window'
from assembly 'gtk-sharp, Version=2.4.0.0, Culture=neutral, PublicKeyToken=35e10
195dab3c99f'.
in <0x00000> <unknown method>
in <0x00017> EditorSpringGUI.Principal:Main (System.String[] args)
C:\Documents and Settings\xxxx\Bureaublad\EdSv0.9>
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
???? What version of my program are you using? Are you sure you are using the latest version, v0.9, bug fix 1?NOiZE wrote:I installed Mono 1.1.13.4 for Windows.
Gave me this:
...
http://www.fileuniverse.com/?p=showitem&ID=2856
You seem to be trying to use the old one. The new one doesn't uses Gtk# 2.4 but, instead, Gtk# 2.8.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Forgot to add:
Yes, i understand what you mean.
About mono, portability of the program was a very serious issue to me. The only way to achieve true portability is having a program compiled into a comon standard language and have «virtual machines» adapted to each O.S. capable of interpreting that comon language (Java, .NET, mono).
I also made this program with the goals of testing and learning mono.
I'm just sorry and upset that those perifiral programs are giving us so much problems. That isn't suposed to be. For example, mono is just that, compile it for mono and it should run without problems in all future versions and O.S.s... I should be strugling with my own bugs, not working around with bugs in mono's instalation or mysql configs...
PauloMorfeo wrote:...
New features:
- Added 3 translations. Dutch, Finish and French.
...
Workarounds:
- The apply button, when changes are not saved, now also gets an added "*" because in some window managers (like the default one on WinXP) it didn't changed colour warning about changes not stored.
...
NOiZE wrote:personally i would like to not need any other programs!
So NO MySQL NO mono NO whatever
...
diggz2k wrote:Noize yes that is what I meant I want one installer to download and use the program.

About mono, portability of the program was a very serious issue to me. The only way to achieve true portability is having a program compiled into a comon standard language and have «virtual machines» adapted to each O.S. capable of interpreting that comon language (Java, .NET, mono).
I also made this program with the goals of testing and learning mono.
I'm just sorry and upset that those perifiral programs are giving us so much problems. That isn't suposed to be. For example, mono is just that, compile it for mono and it should run without problems in all future versions and O.S.s... I should be strugling with my own bugs, not working around with bugs in mono's instalation or mysql configs...
Got it working.
Great stuff !!!!!!
Some feature requests:
- When in the unit window and having a unit with a weapon selected, direct editing of the weapon properties
- a search function
- possibility to browse the units by there full name
- i want to see which units can build the selected unit
- possibility to change the same field of every unit in one go
- it should automatic make changelogs
- good tutorial so ppl can learn this program
Great stuff !!!!!!
Some feature requests:
- When in the unit window and having a unit with a weapon selected, direct editing of the weapon properties
- a search function
- possibility to browse the units by there full name
- i want to see which units can build the selected unit
- possibility to change the same field of every unit in one go
- it should automatic make changelogs
- good tutorial so ppl can learn this program
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
New version, 0.9 - BugFix 2!
http://www.fileuniverse.com/?p=showitem&ID=2856
Still the usual place.
Crash Bug fixes:
- Crash bug when deleting Unit Classes, Weapons and Units.
Bug fixes:
- The "aply" button would change back it's colour when changes are saved but not from "aply*" to "aply". This was only hapening in the section of mod infos.
I shouldn't be happy but .. actually, i'm having fun on having to fix bugs in my program than having to make work arounds and struggle with mono and mysql
.
http://www.fileuniverse.com/?p=showitem&ID=2856
Still the usual place.
Crash Bug fixes:
- Crash bug when deleting Unit Classes, Weapons and Units.
Bug fixes:
- The "aply" button would change back it's colour when changes are saved but not from "aply*" to "aply". This was only hapening in the section of mod infos.
I shouldn't be happy but .. actually, i'm having fun on having to fix bugs in my program than having to make work arounds and struggle with mono and mysql


- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I called what is known as "tags" "fields". When you are seeing a unit's tags (or weapons or whatever), on top you have a button "new" to make new tags. You have a check button to remove tags, etc.NOiZE wrote:also would like to add tags
...
Remember to hit the button "aply" to save changes. Changes to tags/fields are the only ones (me thinks) that need to be saved.
Well, yes... What behaviour was you expecting?NOiZE wrote:...
and update with current files
i import again i get everything double!
HoooNOiZE wrote:Bug Found!
it turns weapon3 automaticly into weapon2 when there isn't a weapon2.
And tada the scripts don't work anymore

/me thinks about it.
No easy solution in sight...
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Discuss the future!
I will maintain my program with bug fixes, as i've been doing. I am also willing on working a little more on a few features that may be good improvements to EdS.
I was thinking about (i will, almost certainly, not add them all):
Improved importing
As it is now, it probably won't import much of the old TA stuff because in the weapons, they have specific damages refering to units instead of classes of units in Armor.txt.
Verification of mods
It will attempt to verify the mod's consistency. Since i don't have much experience, i don't know well what kind of stuff it can search. At the moment, it searches units to see if all the relations are assigned (side, explodesAs, etc. This includes movement classes which may be seen as an error?)
Features
I haven't really checked much those features stuff but it seems much like the rest of the stuff (units, weapons, etc). Maybe EdS would be kind of incomplete without it?
Are those features related to any of the other stuff currently in EdS (like units)?
Advanced Editing
A section to make global changes to the mod. For example, delete all tags/fields from the units which are named xzy or modify all tags/fields from the units which are named buildcost.
My first release was logging to much stuff (actions made to the database). Upon importing a great mod, it would easily grow to 4MBs.
. I made the bare minimum because i wasn't sure that the program would actually have any use by people. I would hate to be wasting my time on documentation that would hardly suit my needs. The more people use the program, the more usefull documentation is.
But it is on my todo's to make a nicer documentation.
I will maintain my program with bug fixes, as i've been doing. I am also willing on working a little more on a few features that may be good improvements to EdS.
I was thinking about (i will, almost certainly, not add them all):
Improved importing
As it is now, it probably won't import much of the old TA stuff because in the weapons, they have specific damages refering to units instead of classes of units in Armor.txt.
Verification of mods
It will attempt to verify the mod's consistency. Since i don't have much experience, i don't know well what kind of stuff it can search. At the moment, it searches units to see if all the relations are assigned (side, explodesAs, etc. This includes movement classes which may be seen as an error?)
Features
I haven't really checked much those features stuff but it seems much like the rest of the stuff (units, weapons, etc). Maybe EdS would be kind of incomplete without it?
Are those features related to any of the other stuff currently in EdS (like units)?
Advanced Editing
A section to make global changes to the mod. For example, delete all tags/fields from the units which are named xzy or modify all tags/fields from the units which are named buildcost.
That is very hard to implement in the curent structure of eds.NOiZE wrote:...
Some feature requests:
- When in the unit window and having a unit with a weapon selected, direct editing of the weapon properties
...
- possibility to browse the units by there full name
...
Like what? What did you had in mind?NOiZE wrote:...
- a search function
...
Very doable. They are similar to the others in the relations section.NOiZE wrote:...
- i want to see which units can build the selected unit
...
What kind of logs? Format and stuff.NOiZE wrote:...
- it should automatic make changelogs
- good tutorial so ppl can learn this program
My first release was logging to much stuff (actions made to the database). Upon importing a great mod, it would easily grow to 4MBs.
Documentation is still miserableNOiZE wrote:...
- good tutorial so ppl can learn this program

But it is on my todo's to make a nicer documentation.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I think i've found a solution.NOiZE wrote:the weapon3 to weapon2 bug is really annoying, i hope you can fix that one quick?
Since i'm not a modder, i never thought about the scripts beeing connected to the number of the weapon.
I am going to add a field to the weapons specifying the number of the weapon. When importing, i will check the number and add it to the weapon. When exporting, i will use that number instead of auto-assigning it a sequential number.
This will break compatibility in the databases. Meaning that the new version will not work properly with the old databases (you can export it back to files and then import it back again with the new version).
This shouldn't be too hard for me to do with the exception of having to adapt the GUI to edit this new field. Must check it out.
But i don't know if i will be able to do it fast. I found me self a job (at Nestl├â┬® :D) and things may become messy for a while. I will try to have it fixed by the weekend, if nothing else.
Solution is in sight.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I don't. It just has been making my life alot easier.TradeMark wrote:... MySQL?? Jesus, we dont need MySQL for that kind program,...
There is one interesting work-wround you may want to know about working with EdS.NOiZE wrote:...
and update with current files
i import again i get everything double!
When importing, it searches for the mandatory files/folders:
- armor.txt
- modinfo.tdf
- folder weapons
- folder units
- folder gamedata
-- moveinfo.tdf
-- sidedata.tdf
-- sound.tdf
Those must be present but they can all be empty. So, if you want to just import a single unit or weapon, incorporating it into the mod, just be sure to have those files and folders but everything empty. Then, in the folder units or weapons add what you want to incorporate.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
New version, 0.9 - BugFix 3!
http://www.fileuniverse.com/?p=showitem&ID=2955
Bug fixes:
- Information on the number assigned to a weapon on units is now read in importing and writen in exporting. It also shows the number in the list of weapons a unit has and allows for editing it (click it, double click it, triple click it .. the behaviour seems kind of odd but allows for editing).
I was kind of in doubt of classifying this as a bug or a needed feature.
Note, this added the need for a new text, the english string "Number". So, apart from portuguese, all other translations got "Number" added.
This version was kind of hasted because NOIZE was very eager to have this thing fixed. So, i have not done very exaustive testing on it. I hope i didn't added some bug into it.
http://www.fileuniverse.com/?p=showitem&ID=2955
Bug fixes:
- Information on the number assigned to a weapon on units is now read in importing and writen in exporting. It also shows the number in the list of weapons a unit has and allows for editing it (click it, double click it, triple click it .. the behaviour seems kind of odd but allows for editing).
I was kind of in doubt of classifying this as a bug or a needed feature.
Note, this added the need for a new text, the english string "Number". So, apart from portuguese, all other translations got "Number" added.
This version was kind of hasted because NOIZE was very eager to have this thing fixed. So, i have not done very exaustive testing on it. I hope i didn't added some bug into it.