Topic: ED, Comments on your EDDBEDIT editor!!!  (Read 8825 times)

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Offline NuclearWessels

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Re: ED, can you link DH the latest copy of your EDDBEDIT?
« Reply #20 on: April 10, 2007, 08:02:34 pm »
prepared missions, what does that mean? Was that where the errors were coming from? Are they going to persist? Should I be worried? How'd u find that? Thru the report?

It's the missions that were being offered to players just as the server shut down -- usually there aren't any, but once in awhile they turn up.   

They're pretty much irrelevant (since those players can't be logged on as the server comes back up) so we clean them out.  There's a slight difference between how they're stored and how the other objects get stored though, so the cleaner wasn't taking that into account -- should be good now (crosses fingers).

If you're feeling paranoid and want to avoid them entirely, the only way I know is to make sure there's no one on the server on the last shutdown before a clean.  (E.g. bring the server up and right back down before a clean.)    I can't remember which admin tipped me off to that approach... S'cipio maybe? BBJones?  Skull?

I found it the old fashioned way - with a hunch and a hex editor.  Search for "AVtPreparedMissions" if you're really curious ;)

dave

Offline Dizzy

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Re: ED, can you link DH the latest copy of your EDDBEDIT?
« Reply #21 on: April 10, 2007, 08:38:13 pm »
Well, do u know if DarkElf's Db cleaner cleans out shipyard purchases? That'd be a good reason to start the server back up and let it run a turn with a maintenance script in...

Hey, DH has said your cleaner isnt as good as Darkelfs. Why is that? DE's sometimes seems to keep cleaning the DB after yours has fits and stops working.

How are the two DB cleaners different in how they work the DB? Curious. Seems last update to DE's DB cleaner was in 2004... Do you have his code?

Offline NuclearWessels

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Re: ED, can you link DH the latest copy of your EDDBEDIT?
« Reply #22 on: April 10, 2007, 08:59:37 pm »
Darkelf's is more stable because it isn't trying to work with much of the structure inside the objects.  The outer wrapper of most objects is pretty similar, so (AFAIK - I don't have the actual code) his just grabs objects, keeps/discards them based on type, and doesn't maniplate their inner works.

I started building this thing as an editor, and just threw in the cleaning as a feature, so it actually tries to break down and reconstruct the inner structure of the objects as well - which led to a lot more complexity and a lot more bugs.  Every time we run across a new object type or format I wind up revising the related cases. 

If I had it to do over again from scratch .... <shrugs> KISS isn't a bad principle  ;)

dave

Offline Dizzy

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #23 on: April 12, 2007, 03:14:59 pm »
I think the column (vertical hexes) and rows (horizontal hexes) are reversed in your editor...

Offline NuclearWessels

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #24 on: April 12, 2007, 03:59:28 pm »

You sure you didn't just knock your monitor on its side in a fit of administyria?  or is that adminicide? :D

Thx Diz, I'll take a look at it when I get home.

dave

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #25 on: April 13, 2007, 09:41:06 am »

OK, it wasn't a very intuitive setup - asked you for the row (y coord) first, then the col.

I've reversed the order and made the prompts a little clearer

dave

Offline Dizzy

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #26 on: April 13, 2007, 10:05:22 am »
I'll D/L the new version unto THOR tonight and start using it. Thanks... Didnt want to accidently end up transporting a player into enemy space... cept Hexx mb...

Offline NuclearWessels

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #27 on: April 13, 2007, 10:25:40 am »

I'll see if I can scrounge up some time today to look at some of the other editing features you suggested.

dave

Offline Dizzy

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #28 on: April 14, 2007, 11:22:25 am »
Dave, I d/led the new editor and saw u changed the hex coordinates for editing hexes to X and Y. Nice. That worked.

But when I went to change Soreyes to the ISC race, it asked me to select a new homeworld and input the coordinates row then column or vice versa. I tried 45,15 and the editor went crazy. I guess it doesnt like the comma. Then I tried just the row... and nothing happened. Then I tried using two numbers like this: 45 15 and that worked. But I'd like that part to prompt just like editing a hex so there's no confusion. I also dont know if it's reversed like it was, so Soreyes may end up in southern fed space or in ISC space.

But why select a Homeworld anyway? Why not just select a new hex?

Which brings us to a similar issue... Editing a players hex and where he goes uses the old row and column.

So as the editor works now... Editing a Map hex prompts you to use X and then Y. Editing a Players Race prompts you to select a homeworld using the row and column at the same time on one prompt and then editing a players hex coordinates uses the row and then column, so there are 3 different ways hexes are chosen on your editor. Can you fix so that it's all two prompts, one for X and then another prompt for Y for Map edits, Player location edits and for player race homeworld edits?


Offline Dizzy

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #29 on: April 14, 2007, 12:51:25 pm »
I'm a dumas. That shoulda been a PM to u dave... Chuut apparently read that and jumped us on the move into fed space! Indeed, the row and hex for hex assigment is flipped for changing a player's location on the map and probably is too for homeworld assignment.

Offline NuclearWessels

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #30 on: April 14, 2007, 02:00:03 pm »

No sweat Diz, completely forgot to check those when I corrected the other one.

And about the PM questions - yes, I can add a feature to report total battles and PP per race, but to get the number of battles won/lost would require going through the server logfile, not the saved-game file.  (It's totally feasible, but the editor probably isn't the right beast to tackle it.)

dave

Offline NuclearWessels

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #31 on: April 14, 2007, 06:53:09 pm »
OK Diz, the interface changes have been applied and the new reporting features are in place.

EDITED: note - the empire prestige totals are players' lifetime prestige, which includes the default amount required to start them off at the rank of captain.  You now have to enter this amount (from the "Captain" line in Score.gf) to get it corrected. 

...For SGO7 just enter 15000 when it asks ;)

Oh - the racial "switch sides" feature is in there, but I haven't tested it AT ALL yet, so don't risk it.

dave
« Last Edit: April 14, 2007, 07:30:22 pm by NuclearWessels »

Offline Dizzy

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #32 on: April 14, 2007, 08:06:14 pm »
Oh, so awesome. I was having a tough time doing it myself... lol

These features are awesome. I'm posting them soon... :D

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #33 on: April 16, 2007, 05:59:03 pm »
OK, the racial "switch sides" feature seems to have survived testing ok.  This will swap a race's political alliances - former enemies are now friends, former friends are now enemies.

(Menu options in order: E for edit, T for tensions, S for switch sides, then pick the race that's going to defect.)

dave

Offline Dizzy

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #34 on: April 16, 2007, 08:09:06 pm »
What if it's a 3 way?

Offline NuclearWessels

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #35 on: April 16, 2007, 08:25:18 pm »

Hmmm, I guess if it was a 3 way then things would get a little odd - suddenly you'd be allied with 2 of the three sides and enemies with the other.

dave

Offline Dizzy

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #36 on: April 16, 2007, 08:55:23 pm »
Not a problem. 3 way servers are far and in between.

Your editor allows me to fully repair and resupply a ship. Is there a way to strip supplies and damage a ship? I remember this single player script called Khan or soemthing where you were kirk and had to signal the reliant and taunt her upon which she would turn to engage you, but the enterprise you commanded was hit at the beginning of the scenario with random damage. Could an option be put in for both stripping supplies and another for damaging a ship perhaps in severity of percentages?

Here's why... Capt Jeff had secret VC's on one of his storm season servers. I'm considering also having them, but one idea is to have a capital ship player from one side be made to return from a secret mission and have to make it back to base from deep behind enemy lines for a VC point during a prime time period... Stuff like that. But beyond the scope of the general server, a special interest server could really utilize a feature like this to simulate battle damage to a fleet and stuff... It's be a fantastic tool. Is it possible that'd work out in a future version of your editor?

Offline KBFLordKrueg

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #37 on: April 16, 2007, 09:35:56 pm »
Not a problem. 3 way servers are far and in between.

Your editor allows me to fully repair and resupply a ship. Is there a way to strip supplies and damage a ship? I remember this single player script called Khan or soemthing where you were kirk and had to signal the reliant and taunt her upon which she would turn to engage you, but the enterprise you commanded was hit at the beginning of the scenario with random damage. Could an option be put in for both stripping supplies and another for damaging a ship perhaps in severity of percentages?

Here's why... Capt Jeff had secret VC's on one of his storm season servers. I'm considering also having them, but one idea is to have a capital ship player from one side be made to return from a secret mission and have to make it back to base from deep behind enemy lines for a VC point during a prime time period... Stuff like that. But beyond the scope of the general server, a special interest server could really utilize a feature like this to simulate battle damage to a fleet and stuff... It's be a fantastic tool. Is it possible that'd work out in a future version of your editor?

That sounds like fun Dizzy.
I remember that scenario was the opening of RDSL, with a ship from each side behind enemy lines. It was a exciting hunting all over for it.
I remember KBF Lord Saxon flew the Coaliton ship (I forget what it was he had, tho) and he made it.
The Alliance Doppleganger (also forgotten..it's hell gettin old  ::) ) was not so fortunate.  ;D
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Offline NuclearWessels

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #38 on: April 16, 2007, 10:14:02 pm »

It's aleady in there Diz,

select E for edit, P for player, enter the player name, then S for ship, then Y to confirm, then you'll see a whole buttload of different things you can do to the ship.  Have a play with it, you can damage or repair any ship system, set precise supply amounts, etc etc.

dave



Offline Dizzy

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Re: ED, Comments on your EDDBEDIT editor!!!
« Reply #39 on: April 16, 2007, 10:39:26 pm »
I've seen that. But selecting values are permanent for the ship. That may be good in a way, but damaging a ship's warp engines in this fashion wouldnt allow them to steal parts off ships in combat to repair them. However, I may rather have it like that... setting a permanent reduction in warp power to simulate the degradation/damage of warp engines/dlithium crystals so that auto warp repair in mission will not happen. But then that leaves me to set the systems to be damaged. Your editor allows me to permanently add or subtract values, not black them out so they may be repaired if the ship finds spare parts on its voyage home.


Ultimately what I might need to do is create an account myself, assign it 50 Tbombs and smash it up a bit. I can then set the warp power to whatever ratio, reset any supplies to whatever amount and then change the ship's location to anywhere on the map I choose. Then hand the account info over to whatever side needs to do the job.

But rather than doing that which is quite involved... I'd like to simply have a feature that will add 'repairable' damage to the ship in set amounts instead of permanent damage of the set values feature already included. I just dont know if that is possible.