Staredit Network > Forums > Modding Discussion > Topic: Problems with Current Modding Tools
Problems with Current Modding Tools
Mar 4 2015, 3:49 am
By: Sand Wraith
Pages: < 1 « 17 18 19 20 2123 >
 

Aug 9 2017, 6:07 pm Nekron Post #361



Quote from poiuy_qwert
I have no idea what this means :P
PyAI compiled half of the block names into "block1", the issue was probably additional-info-saving related so w/e.

I kinda figured implementing the checks would be hard, eh. I'll just try to count the calls myself in dual race/long scripts :P Be sure to let us know if you make any progress on this stuff.




Aug 9 2017, 8:15 pm poiuy_qwert Post #362

PyMS and ProTRG developer

Quote from Nekron
Quote from poiuy_qwert
I have no idea what this means :P
PyAI compiled half of the block names into "block1", the issue was probably additional-info-saving related so w/e.
Yeah that sounds like an additional info issue :(

Quote from Nekron
I kinda figured implementing the checks would be hard, eh. I'll just try to count the calls myself in dual race/long scripts :P Be sure to let us know if you make any progress on this stuff.
Yep.

Thanks!




Aug 9 2017, 8:35 pm Pr0nogo Post #363



PyDAT bug: after adding a new exe to the mpq settings, the program must be restarted for new grps to be loaded.

PyGRP bug: this has actually been happening for a while but I haven't been able to track down the cause. When opening certain GRPs, removing their frames, and re-importing them, the dimensions PyGRP applies to the imported frames are incorrect. The same occurs when importing frames to a newly-created GRP. This results in the game displaying fragments of the grp instead of the entire grp.

Example grp
Frames used

This is what PyGRP displays after the steps described above (and what you'll see in-game):


This is what it should look like (and what it looks like when you initially open the GRP):


I have more grps/framesets that have this issue if you want them.

PyMPQ: Internal error after trying to add files to an exe while PyDAT was open (the exe in question was in PyDAT's mpq settings). Probably the same issue I posted earlier where PyMPQ couldn't write the file due to a protected directory.

Post has been edited 3 time(s), last time on Aug 9 2017, 9:09 pm by Pr0nogo.




Aug 10 2017, 1:59 am poiuy_qwert Post #364

PyMS and ProTRG developer

Quote from Pr0nogo
PyDAT bug: after adding a new exe to the mpq settings, the program must be restarted for new grps to be loaded.
Noted.

Quote from Pr0nogo
PyGRP bug: this has actually been happening for a while but I haven't been able to track down the cause. When opening certain GRPs, removing their frames, and re-importing them, the dimensions PyGRP applies to the imported frames are incorrect. The same occurs when importing frames to a newly-created GRP. This results in the game displaying fragments of the grp instead of the entire grp.
Ouch. I introduced this bug fairly recently. I have updated my unit tests and have fixed the issue. Thanks!

Quote from Pr0nogo
PyMPQ: Internal error after trying to add files to an exe while PyDAT was open (the exe in question was in PyDAT's mpq settings). Probably the same issue I posted earlier where PyMPQ couldn't write the file due to a protected directory.
PyMS programs don't (shouldn't) hold onto MPQ's, so they shouldn't conflict with each-other or other programs. I can't reproduce the issue. Is it 100% reproducible for you?




Aug 10 2017, 4:08 am Pr0nogo Post #365



Quote from poiuy_qwert
Ouch. I introduced this bug fairly recently. I have updated my unit tests and have fixed the issue. Thanks!
Yep, seems fixed now. Thanks!

Quote from poiuy_qwert
PyMS programs don't (shouldn't) hold onto MPQ's, so they shouldn't conflict with each-other or other programs. I can't reproduce the issue. Is it 100% reproducible for you?
Hmm, it didn't happen when I just tested it now. Makes it harder to figure out what's going on then. I'll let you know if/when it happens again.




Aug 10 2017, 2:43 pm Soul Filcher Post #366



Hi, where exactly can I download recent exe versions? Python version don't run for some reason, even though I have python installed.

And I want to point that "animated Idle(?)" in advanced unit properties mean a turning overlay sprite for base a base sprite that doesn't turn (Science Vessel, Missile Turret, Archon and Dark Archon).



None.

Aug 10 2017, 7:56 pm poiuy_qwert Post #367

PyMS and ProTRG developer

Quote from Soul Filcher
Hi, where exactly can I download recent exe versions? Python version don't run for some reason, even though I have python installed.
I don't currently distribute exe versions. I don't have access to a windows machine to make exe's, it would take up way to much time to build+package an exe version every build, and it is much better if people do use the source version. I have plans to eventually setup a continuous integration system to automatically make builds, but no idea when that will happen. What installation instructions did you follow? What does "doesn't run" mean? Are there any logs in the Logs folder? How are you trying to run the programs?

Quote from Soul Filcher
And I want to point that "animated Idle(?)" in advanced unit properties mean a turning overlay sprite for base a base sprite that doesn't turn (Science Vessel, Missile Turret, Archon and Dark Archon).
Looks like this has already been updated for a while, its called "Animated Overlay" in PyDAT.

Thanks! I hope I can help you get the source version running!




Aug 11 2017, 5:27 pm Soul Filcher Post #368



Quote from poiuy_qwert
What installation instructions did you follow? What does "doesn't run" mean? Are there any logs in the Logs folder? How are you trying to run the programs?

I saw no instructions in the files, so I thought they would simply run, like other python stuff I have. Then I saw a setup script and ran it, nothing changed, nothing else runs anything when I click on them. There's no log folder.



None.

Aug 11 2017, 5:33 pm Pr0nogo Post #369



Refer to this readme, which is accessible from the github.




Aug 12 2017, 6:08 pm poiuy_qwert Post #370

PyMS and ProTRG developer

I have merged the current state of the readme so its now the landing page for the github repo, and i'll hopefully finish it later.

I have updated PyAI to include 3 new directives:
@spellcaster(Military)
@suppress_all(Type)
@suppress_next_line(Type)

I have updated the built in unitdef.txt so that vanilla spellcasters are marked so you shouldn't have warnings with defenseuse/defensebuild commands and spellcasters.

For suppressing warnings, you can get the warning type in parenthesis, like "Parameter Warning (building): ..." has type "building". You can suppress all cases of a warning with @suppress_all anywhere in the file, but it is recommended to use @suppress_next_line to suppress specific warnings on specific lines.




Aug 13 2017, 8:31 pm poiuy_qwert Post #371

PyMS and ProTRG developer

I have released the new main window UI for PyTILE. I still have a lot of enhancements planned, but this was a major step to making those possible.




Aug 13 2017, 9:05 pm Pr0nogo Post #372



Performance is very poor in the new PyTILE - resizing the window takes several seconds, and there's always at least a 1 second delay between clicking on a new group and the UI updating. Thankfully text flags and the minitile painter seem unaffected, but it would be nice to have those issues resolved all the same.




Aug 13 2017, 9:12 pm poiuy_qwert Post #373

PyMS and ProTRG developer

Sorry, I left some logging with fsync enabled (which seems to be a lot laggier on windows for some reason, so I don't notice when I leave it on). Should be better now thanks!




Aug 13 2017, 9:45 pm Pr0nogo Post #374



Quote from poiuy_qwert
Sorry, I left some logging with fsync enabled (which seems to be a lot laggier on windows for some reason, so I don't notice when I leave it on). Should be better now thanks!
Excellent. Thanks!

Will the group palette eventually be deprecated and removed now that the main UI incorporates most of it? How's the mass importer coming along?




Aug 13 2017, 9:58 pm poiuy_qwert Post #375

PyMS and ProTRG developer

Quote from Pr0nogo
Will the group palette eventually be deprecated and removed now that the main UI incorporates most of it?
The group palette needs to stay because the importers require multi-selection to be able to import on top of existing groups. If there is a good way to get around that I will look into it.

Quote from Pr0nogo
How's the mass importer coming along?
Have only done some planning in my head. Shouldn't be too hard to implement though.




Aug 14 2017, 5:40 am Pr0nogo Post #376



Quote from poiuy_qwert
Have only done some planning in my head. Shouldn't be too hard to implement though.
Ok, really looking forward to it! That and the overlay previewer will be excellent features for the program. Thanks for all your hard work.

PyAI - request: if you hit cancel after opening one of two required files, instead of throwing an error just unload all files and close the dialog. Very minor/low-priority.




Aug 14 2017, 12:35 pm poiuy_qwert Post #377

PyMS and ProTRG developer

Quote from Pr0nogo
Quote from poiuy_qwert
Have only done some planning in my head. Shouldn't be too hard to implement though.
Ok, really looking forward to it! That and the overlay previewer will be excellent features for the program. Thanks for all your hard work.
I have added batch importing for graphics (not for settings files yet, but I don't think you use that at the moment anyway?). I also changed some things with how tooltips work, and how the main window of PyTILE starts up (which I plan to roll out to all the programs if it works fine), so keep an eye out for issues around those as well.

Quote from Pr0nogo
PyAI - request: if you hit cancel after opening one of two required files, instead of throwing an error just unload all files and close the dialog. Very minor/low-priority.
I don't know what this means. What "required files"? If you cancel loading bwscript.bin it doesn't error?




Aug 14 2017, 6:35 pm Pr0nogo Post #378



Quote from poiuy_qwert
I have added batch importing for graphics (not for settings files yet, but I don't think you use that at the moment anyway?). I also changed some things with how tooltips work, and how the main window of PyTILE starts up (which I plan to roll out to all the programs if it works fine), so keep an eye out for issues around those as well.
Thanks! Things seem to be running smoothly. Apparently I'm hitting the megatile group limit, according to this error:

Code
Importing Error: Import aborted because it exceeded the maximum megatile group count (1668 + 131 > 4096)

Obviously this math does not check out. Is this an issue with the game or with the program?

Quote from poiuy_qwert
I don't know what this means. What "required files"? If you cancel loading bwscript.bin it doesn't error?
If I open the wrong .bin file when it asks for aiscript.bin (misclicking or w/e) and then hit cancel, it throws this error:

Code
Load Error: Unsupported aiscript.bin 'C:/Program Files (x86)/StarCraft/Maps/BroodWar/Inconsummate/Project Data/INC Mod/bwscript.bin', could possibly be invalid or corrupt


Post has been edited 1 time(s), last time on Aug 15 2017, 5:58 am by Pr0nogo.




Aug 15 2017, 1:29 pm poiuy_qwert Post #379

PyMS and ProTRG developer

Quote from Pr0nogo
Quote from poiuy_qwert
I have added batch importing for graphics (not for settings files yet, but I don't think you use that at the moment anyway?). I also changed some things with how tooltips work, and how the main window of PyTILE starts up (which I plan to roll out to all the programs if it works fine), so keep an eye out for issues around those as well.
Thanks! Things seem to be running smoothly.
Great, thanks.

Quote from Pr0nogo
Apparently I'm hitting the megatile group limit, according to this error:

Code
Importing Error: Import aborted because it exceeded the maximum megatile group count (1668 + 131 > 4096)

Obviously this math does not check out. Is this an issue with the game or with the program?
A bug, i'll look into it. Edit: Fixed

Quote from Pr0nogo
Quote from poiuy_qwert
I don't know what this means. What "required files"? If you cancel loading bwscript.bin it doesn't error?
If I open the wrong .bin file when it asks for aiscript.bin (misclicking or w/e) and then hit cancel, it throws this error:

Code
Load Error: Unsupported aiscript.bin 'C:/Program Files (x86)/StarCraft/Maps/BroodWar/Inconsummate/Project Data/INC Mod/bwscript.bin', could possibly be invalid or corrupt
There is not much I can do there. Canceling on bwscript.bin means you just want to load aiscript.bin, and loading the aiscript.bin failed. Just stop choosing the wrong file :P

Post has been edited 1 time(s), last time on Aug 16 2017, 12:11 am by poiuy_qwert.




Aug 18 2017, 5:57 pm Pr0nogo Post #380



I'm on vacation for a few days but I'll be back on Tuesday and then I'll give you some more feedback on the tools. Thanks for your quick fixes!




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