Good job
Thank you.
In my case it did not detected new bugs, but it is good to know you continue including new validation features.
About the inteface, I think it would be easier to use in case of multiple errors if you would not need to select the mod folder everytime you want to check the EDB again.
Anyway, it is usefull as it is. A must tool for EDB modders.
I noticed that the hidden_resource count is off by one, its complaining that my files has 65 hidden resources when it only has 64 of them.
EDIT: I also had a building that was missing its {building_name} entry but before it gave me that error message I was given an error message saying I was missing a {building} entry, yet those types of entries don't exist. After adding in the {building_name} entry I removed the {building} entry and it didn't complain.
Last edited by Squid; October 02, 2009 at 03:46 PM.
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
1. oops, I guess I should have done a better job when testing this
2. lol, sounds like an error in the error message
I'll post a fixed version later today.
Edit:
Ok, #1 is fixed. Turns out I forgot to remove the hidden_resources keyword, so it was getting added to the hidden resource array.
I don't see anything wrong in the EB tag checking code, though. It's checking for
{building_name} for buildngs
and
{level}, {level_desc}, and {level_desc_short} for levels
Last edited by HouseOfHam; October 02, 2009 at 07:04 PM.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
I wonder if it the check for {level} is getting performed on the name of the building if there's no {building_name} tag?
Under the patronage of Roman_Man#3, Patron of Ishan
Click for my tools and tutorials
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein
If {building_name} was missing, it would report it and stop before it ever got to the {level} check.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
Please send the files listed in the first post.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
How can I gander at the .class files? NP++ doesn't seem to want to read them with Java language settings, bunch of NUL characters and such. Was trying to see what would be needed to make this work for M2 as well, it currently doesn't due to a few lines added in M2(convert_to, religion).
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
.class files aren't meant to be readable in a text editor. What they contain is compiled bytecode for the Java VM, not the program's source code.
I don't have M2, but if you give me a list of all the new M2 EDB features and a set of files to test on, I'll see what can be done.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
http://www.sendspace.com/file/1nj2np
There's some quick files I put together. These aren't working in-game files, they're just short concise files that show the format and any notable things, without syntax bugs that I'm aware of. I tried to include every possible Kingdoms feature as concisely as possible in the EDB. See this page for Kingdoms EDB information, it doesn't list a few of the ones I included which are gleaned from the EXE and are usable (in both) according to the Org EDB thread or my own research.
EDB Conditionals not listed there:
(all except 'resource' should work in Rome as well so are probably already included)
building_present
port
building_factions
resource
Something of note is that on the building level line, after the building name, city or castle can be specified before requires to indicate it as only buildable in that settlement type. All the rest are pretty straightforward.
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
Posted v1.2.0 - now you can validate MTW2 EDB.
I don't have MTW2 myself, so I was only able to do a limited amount of testing on the new code. It's possible I overlooked something. Let me know if you run into any problems.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
Looking good.
I tested this on a release version of Deus Lo Vult. Came back with a few errors:
Fixed that one, then got this one:Code:MTW2 EDB syntax: Error parsing line 1984: Missing a space between the last culture/faction name and the closing '}'
Fixed that one, then got this one:Code:MTW2 EDB syntax: Error parsing line 3785: Expected to find keyword 'material' but found this instead: construction 6
That last one's incorrect. The first two are curious in that they didn't seem to be causing the mod to not work, but just the same it's good practice to have them conform to it, so I see no issue. The building limit in M2 is currently accepted as being 128, though I've not personally tried to run up against it and check. That should probably be upped or M2 mods with large EDB's won't process the entire file.Code:MTW2 EDB syntax: Error parsing line 6134: Trying to define more buildings than allowed by the game. The maximum number of buildings allowed is 64
Otherwise working fine.
Won't be able to test this again until November when I get back from vacation, but subscribed to this thread and will try to remember to check in as soon as I get back.
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
I kinda expected there would be things like that that I forgot about. Ok, I'll get that fixed asap.
Are any other limits higher for MTW2, like the number of levels per building, or the number of hidden resources?
Last edited by HouseOfHam; October 23, 2009 at 09:34 AM.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
v1.2.1 posted.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
Does anyone know if scientific notation works for recruit pool capabilities, i.e. something like
rather thanCode:recruit_pool "SE Spear Militia" 0 1.0E-6 0.999 0 requires factions { byzantium, }
If it doesn't, I'll need to fix it in the Generate pretified EDB output.Code:recruit_pool "SE Spear Militia" 0 0.000001 0.999 0 requires factions { byzantium, }
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
I am a newbie when it comes to modelling and completely at a loss to how to script etc,so this is a joy for helping fix bugs. Both you and Redfox are superb in this field and I am happy to see him sharing his ideas here also.
CA has many experienced programers,yet like BI probs,left many errors in their games,so any mistake you make with coding this is minor,so don't be discouraged,keep up the good work,as very appreciated!
Rep for yah!