I would love to play a fun Transformers game and will probably check out the demo based on this post. Frankly they have been more for my 3 and 8 year old up to this point...
ZombiesRus5
[quote]code.google.com sounds interesting. It's similar to Windows Live Sync, correct? Do you know if it has an option for public downloads where you don't have to apply for permission? I really need a decent place to upload my mod to when the time comes. Even if it doesn't, it would still be great for private builds, like what I believe SoA2 is doing with it. So yeah, I would like to know how to get Eclipse to work with it.[/quote] It's probably a little more than Windows Live Sync.
Ok... now after all this great feedback, I need to re-organize this post and compile some better how to setup documentation. Thanks to SuperZERO0 and kyogre12 for giving all this feedback and working through the installation process. I will also continue to enhance this tool providing additional editing features (like hover help, content assistence, templates), views, perspectives and hopefully some wizards in the future. In your version kyogre12 there is a Entity Definition V
[quote]It certainly cut down on the number of errors and warnings, but I still get a bunch of occurances of the same problem as before but some of them went away.[/quote] I'd be happy to look at your current files if you wanted. Optionally, you could select all the errors and warnings and copy that to a text file and upload it for me to look at. If you notice I use dropbox for small files (not so great for 500mb mods though). It's pretty cool and allows me to instantl
[quote]Ok, so just to clarify, this is what the file stucture should look like, right?[/quote] Yes. [quote]It certainly cut down on the number of errors and warnings, but I still get a bunch of occurances of the same problem as before but some of them went away. Besides that, there is one thing I was hoping you could clarify for me. If I make a change with the tool, is it supposed to be changed in the actual mod files as well, or is there an additional step that I'm
Technically, Trinity is just a compilation of Vanilla, Entrenchment and Diplomacy. The problem appears to be the Trinity installation CD contained additional meshes not included in the download version of Diplomacy. Check out this thread for an easy way to fix the issue. https://forums.sinsofasolarempire.com/381819
Now for the Sins of a Solar Empire Vanilla/Entrenchment/Diplomacy Referenced files the sub-directories work because the tool is told where to look via the Window/Preferences/Sose Preferences.
[quote]Hm, even with the new version and Ignore Case turned on I still get the same errors. Here's a screenshot to hopefully show what I'm talking about:[/quote] Ok, I think I see what part of the problem is (thanks for the screen shot). You have uncovered one of the alpha features [e digicons]:grin:[/e] Basically, the tool is expecting the mod folders such as GameInfo, Texture, Sound, String, etc to be physically in the project directory and not in a sub-directory or linked t
Sorry about the confusion. It helps to have more input when creating a validation tool like this. Here's an example error with case sensitivity on references. This error says it can't find a file matching the name CapitalShip_colonialBattleship.mesh. Now this file does actually exist but the name is CapitalShip_ColonialBattleship" Description Resource Path Location Type missing reference [.mesh]: meshName "CapitalShip_colonialBattleship" CAP
[quote who="kyogre12" reply="61" id="2657207"]Ok, it seems that a lot of the errors/warnings I'm getting are because your tool expects [.particle] or [.entity], etc at the end of where they are referenced. Like in my CAPITALSHIP_COLGALACTICA.entity file, all of the weapon particle effects say there should be a .particle at the end. The fighter squadrons say there should be a .entity, as do some of the abilities, but not all of the abilities, which is weird. [/quote] It should onl
[quote]Just got it working, reinstalling Eclipse worked. On my current build it says I have 683 errors and 725 warnings [/quote] Excellent, I'm glad you got it working. Many of the errors and warnings in the current version of the tool are due to expecting case to match on referenced files. The tool I will be releasing this weekend will have that as a preference you can turn on/off. I also found a couple of things trying to validate your currently released mod, so I appre
Hey, kyogre12. I downloaded the Sins of the 13th Tribe (one of my favorite mods btw) and opened it in an updated entity validator, if you're interested and hope you don't mind. I was able to find a few things not handled properly in my tool such as reference meshes that end in .MESH that I'm able to handle now. I'll do some more testing on the current version and hopefully upload it this weekend. http://dl.dropbox.com/u/57
[quote] That would be a no as well. I also re-downloaded the plugin, just to make sure I didn't get a bad download or anything, but still no luck.[/quote] Sorry about this. I've performed all those steps from scratch and didn't have any issues locally, nor SuperZERO. I will need to do some research and see if I can come back with something. I would really like to get some more feedback on this tool so hopefully I can find something useful.
This is a slightly updated version of the jar I have in my dropins and installed in my mod workspace. It might be worth a try. http://dl.dropbox.com/u/5790092/SinsTools/com.zombiesrus5.plugin.sose_1.0.0.201006101621.jar
[quote who="kyogre12" reply="52" id="2655864"]Windows 7 Home Premium 64-bit, and Eclipse is 3.5.2, also 64-bit. [/quote] Hmm, same environment as me. If you placed only the jar into the dropins directory it should have installed. I'll try and do some research on what might have happened. I'm curious does the Windows/Preferences/Sose Preferences show for you?
[quote who="kyogre12" reply="50" id="2655846"] Quoting ZombiesRus5, reply 49 The dropins are installed only when eclipse is started, unfortunately they won't install while eclipse is already running. If you haven't restarted Eclipse yet that is most likely the issue. Let me know. Nope, I've restarted Eclipse about 15 times now , still nothing. [/quote] Well, thats not any fun at all [e digicons]:)[/e] Ok... Next questions
The dropins are installed only when eclipse is started, unfortunately they won't install while eclipse is already running. If you haven't restarted Eclipse yet that is most likely the issue. Let me know.
Working on a view to display the definition rules for the currently opened entity. The "Entity Definition View" shown below is a tree view containing all of the allowed fields and possible values currently defined. The view changes based on the type of entity that is opened.
[quote] No, I don't, so I assume that's the problem?[/quote] Yes, I would start there. Generally the java's bin directory is in the Path and the JAVA_HOME is set to the bin directory as well. This should allow Eclipse to locate Java and start successfully.
[quote who="kyogre12" reply="43" id="2654855"]Downloading now. This looks like it will be very helpful. EDIT: Ok, I'm having some problems. When I try to stat Eclipse it gives me an error, "A Java Runtime Environment (JRE) or Java Development Kit (JDK) must be available in order to run Eclipse. No Java virtual machine was found after searching the following locations: C:\Program File (x86)\eclipse\jre\bin\javaw.exe javaw.exe in your current PATH" I know you said Java 1.6
[quote]I don't know how to solve it except only putting strike craft on ships that normally have them (again, the "mesh" counts, not the ships' .entity file)[/quote] You should be able to copy an existing mesh hardpoint and rename it for hangar use. Remember to increment the hardpoint counts if you do this.
Precisely, The is the raw damage done by each weapon and the cooldown between shots fired. I'm using this data to balance a mod I am working on. You can take this data and copy it into a spreadsheet to do all kinds of wonderful things. I especially like setting up pivot tables for contrast and compare.
Type Race <td
[quote]Is the (x86) significant? that's the only thing that is different that I can see.[/quote] Not important at all. That's just the Windows 7 path that the sins installation defaults too. The property should be changed to reflect your installation path. For example, I could have an install path be g:\games\Stardock Games\Sins of a Solar Empire. So just right click on your "Sins of a Solar Empire.exe" and copy the entire location path into this property and you should be good
[quote]This would be because I have it installed on a different drive. Does this matter?[/quote] [quote]Big difference in entity manifest count. Was 2176, after 1855. was this the same with yours?[/quote] Ahh, makes sense now. Yes, it does matter. Pretty much all the Entity manifest generators out there use both your mod and the sins installation directories to build all the Entities that are used in the game. If you can change the property to point at your Sins installation d