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Thread: EDB validator

  1. #21

    Default Re: EDB validator

    Good job

  2. #22

    Default Re: EDB validator

    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.

  3. #23
    Squid's Avatar Opifex
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    Default Re: EDB validator

    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.
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  4. #24
    HouseOfHam's Avatar Primicerius
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    Default Re: EDB validator

    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

  5. #25
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    Default Re: EDB validator

    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
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    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  6. #26
    HouseOfHam's Avatar Primicerius
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    Default Re: EDB validator

    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

  7. #27

    Default Re: EDB validator

    HOH, I'm having trouble with your validator. It's not recognizing "greek_cities" or "romans_scipii" as factions even though they work quite well in game.

    Expand your borders, a mod based on XGM 5.

  8. #28
    HouseOfHam's Avatar Primicerius
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    Default Re: EDB validator

    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

  9. #29

    Default Re: EDB validator

    I will, but I'm first going to test again as I have fixed a few problems.

    Expand your borders, a mod based on XGM 5.

  10. #30
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: EDB validator

    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).

  11. #31
    HouseOfHam's Avatar Primicerius
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    Default Re: EDB validator

    .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
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  12. #32
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: EDB validator

    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.

  13. #33

    Default Re: EDB validator

    In regards to my previous post, everything works now. There were some bugs in my mod when I last tested (not the ones reported, but still they were there), but now that it is clean, everything turns out fine.

    Expand your borders, a mod based on XGM 5.

  14. #34
    HouseOfHam's Avatar Primicerius
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    Default Re: EDB validator

    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

  15. #35
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: EDB validator

    Looking good.

    I tested this on a release version of Deus Lo Vult. Came back with a few errors:
    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
    Fixed that one, then got this one:
    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
    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.

    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.

  16. #36
    HouseOfHam's Avatar Primicerius
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    Default Re: EDB validator

    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

  17. #37
    HouseOfHam's Avatar Primicerius
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    Default Re: EDB validator

    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

  18. #38
    HouseOfHam's Avatar Primicerius
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    Default Re: EDB validator

    Does anyone know if scientific notation works for recruit pool capabilities, i.e. something like
    Code:
    recruit_pool "SE Spear Militia" 0 1.0E-6 0.999 0 requires factions { byzantium, }
    rather than
    Code:
    recruit_pool "SE Spear Militia" 0 0.000001 0.999 0 requires factions { byzantium, }
    If it doesn't, I'll need to fix it in the Generate pretified EDB output.
    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

  19. #39

    Default Re: EDB validator

    Great job on the MTW2 release ! Might wanna start a new thread in the MTW2 workshop fro more attention

  20. #40
    Kylan271's Avatar Domesticus
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    Default Re: EDB validator

    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!


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