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Thread: Zeus v0.99 - the Omnipotent RTW Validator - It smite thy bugs.

  1. #61
    RedFox's Avatar When it's done.™
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    Default Re: Zeus v0.81 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    All of the calculation (pak retrieval, text reading, array building) is done via a backgroundworker (in a separate thread), otherwise the UI would freeze. I make cross-thread calls to append text to the textbox, set progressbar max value and set the progressbar value. The crash occurred because the backgroundworker initialized faster than the UI itself, sometimes writing to the textbox before it had been created. Now the method is called after UI has been created.

    If there is another less complex way to stop the UI from responding, it would be good to know, but from all the methods I tried, this worked the best. I would also like to try and run the textbox or the abort button in a separate thread to make the abort button always respond, but so far haven't had much luck with it.

    As for errors being caused by traits - I'm not a trait expert, but our trait guy is using your validator and there are some errors that your validator doesn't catch. So far it is only the case on BI, not ALX. Maybe a hardcoded limit somewhere? I know he makes way too complex traits, so it might be that. Still, disabling traits makes it not crash, so that's that.
    Last edited by RedFox; September 14, 2009 at 01:04 AM.

  2. #62

    Default Re: Zeus v0.81 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    RedFox, my comment about descr_ui_buildings was prompted by this output:

    Code:
    hinterland_farms: 5 levels
        Building        EASTERN    farms+4
        Constructed     EASTERN    farms+4
        Construction    EASTERN    farms+4
        Building        EGYPTIAN   hinterland_farms
        Constructed     EGYPTIAN   hinterland_farms
        Construction    EGYPTIAN   hinterland_farms
    hinterland_roads: 3 levels
        Building        EASTERN    paved_roads
        Constructed     EASTERN    paved_roads
        Construction    EASTERN    paved_roads
        Building        ROMAN      hinterland_roads
        Constructed     ROMAN      hinterland_roads
        Construction    ROMAN      hinterland_roads
    First, why is it bringing up the tree's title? And second, I know there are no problems with either farms or roads for the Eastern culture. So I am wondering why Zeus is doing this.

    Other trees have no problem, the core_building, market, and two Extended Cultures specific buildings have no errors. The two XC ones use descr_ui_building plus cards, and the others use vanilla cards or cards copied from BI.

    Edit:
    I just thought of another helpful thing. As I'm sure you know, it's possible to leave out the modfolder from the texture path in DMB if that texture has a name that isn't the same as a vanilla texture. However, Zeus doesn't like that kind of coding and reports those all as missing. It's easy to fix of course and promotes good modding practice, but it's still annoying. Perhaps at least change how it reports those textures, not missing, but "differently coded" or something.
    Last edited by CaesarVincens; September 14, 2009 at 06:47 PM.

    Expand your borders, a mod based on XGM 5.

  3. #63
    RedFox's Avatar When it's done.™
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    Default Re: Zeus v0.81 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    I guess I messed up with something and shouldn't have included the building title itself.

    As for DMB textures; I'm aware that it works that way too, but it would be much better if people differentiated between mod units and vanilla units by linking to their modfolder.

    Edit:

    Well, I think this is much more accurate:

    Spoiler Alert, click show to read: 

    Code:
    Zeus © by RedFox
    -----------------------------------------------
    Starting UI Card check...
    Building Table consists of 51 unique Buildings...
    Starting building scan...
    core_building: 5    No Errors
    defenses: 6    No Errors
    barracks: 5    No Errors
    barracks_roman: 5    No Errors
    barracks_greek: 5    No Errors
    barracks_eastern: 5    No Errors
    barracks_barbarian: 5    No Errors
    equestrian: 4    No Errors
    training_field: 3
        Building        EASTERN    drill_field
    missiles: 4    No Errors
    market: 5    No Errors
    smith: 3    No Errors
    port_buildings: 3    No Errors
    health: 4    No Errors
    hinterland_farms: 5
        Building        EASTERN    farms+4
        Constructed    EASTERN    farms+4
    hinterland_roads: 3    No Errors
    hinterland_mines: 2    No Errors
    academic: 3    No Errors
    amphitheatres: 3    No Errors
    theatres: 3    No Errors
    despotic_law: 3    No Errors
    caravans: 3    No Errors
    taverns: 2    No Errors
    temple_of_battle: 5    No Errors
    temple_of_battleforge: 4    No Errors
    temple_of_farming: 5    No Errors
    temple_of_fertility: 5    No Errors
    temple_of_forge: 5    No Errors
    temple_of_fun: 5    No Errors
    temple_of_governors: 5    No Errors
    temple_of_healing: 5    No Errors
    temple_of_horse: 5    No Errors
    temple_of_hunting: 5    No Errors
    temple_of_justice: 5    No Errors
    temple_of_law: 5    No Errors
    temple_of_leadership: 5    No Errors
    temple_of_love: 5    No Errors
    temple_of_naval: 5    No Errors
    temple_of_one_god: 5    No Errors
    temple_of_trade: 5    No Errors
    temple_of_victory: 5    No Errors
    temple_of_violence: 5    No Errors
    temple_of_viking: 3    No Errors
    temple_of_horse_2: 3    No Errors
    hinterland_monuments_one: 8    No Errors
    hinterland_monuments_two: 8    No Errors
    hinterland_monuments_three: 5    No Errors
    grain_imports: 3    No Errors
    hinterland_culture_west: 5    No Errors
    hinterland_culture_east: 5    No Errors
    hinterland_culture_barb: 5    No Errors
    -----------------------------------------------
    Operation Complete!
    Please select an item from the list -->
    Also:
    Spoiler Alert, click show to read: 

    Code:
    Textures missing in DMB:
        Non-mod ref ln 190 data/models_unit/textures/camel_slave.tga.dds
        Non-mod ref ln 205 data/models_unit/textures/camel_cataphract_seleucid.tga.dds
        Non-mod ref ln 206 data/models_unit/textures/camel_cataphract_seleucid.tga.dds
        Non-mod ref ln 224 data/models_unit/textures/mount_african_elephant_macedon.tga.dds
        Non-mod ref ln 228 data/models_unit/textures/mount_african_elephant_pontus.tga.dds
        Non-mod ref ln 229 data/models_unit/textures/mount_african_elephant_armenia.tga.dds
        Non-mod ref ln 230 data/models_unit/textures/mount_african_elephant_egypt.tga.dds
        Non-mod ref ln 231 data/models_unit/textures/mount_african_elephant_slave.tga.dds
        ln 247 ../dtw/data/models_unit/textures/igcs/mount_cataphract_elephant_greece.tga.dds
        ln 248 ../dtw/data/models_unit/textures/igcs/mount_cataphract_elephant_greece.tga.dds
        Non-mod ref ln 251 data/models_unit/textures/mount_cataphract_elephant_macedon.tga.dds
        Non-mod ref ln 266 data/models_unit/textures/mount_african_elephant_greece.tga.dds
        Non-mod ref ln 268 data/models_unit/textures/mount_african_elephant_macedon.tga.dds
        Non-mod ref ln 272 data/models_unit/textures/mount_african_elephant_pontus.tga.dds
        Non-mod ref ln 273 data/models_unit/textures/mount_african_elephant_armenia.tga.dds
        Non-mod ref ln 274 data/models_unit/textures/mount_african_elephant_egypt.tga.dds
        Non-mod ref ln 473 data/models_unit/textures/atg_greek_generals_horse_black.tga.dds
        Non-mod ref ln 479 data/models_unit/textures/atg_greek_generals_horse_white.tga.dds
        Non-mod ref ln 480 data/models_unit/textures/atg_greek_generals_horse_white.tga.dds
        Non-mod ref ln 482 data/models_unit/textures/atg_greek_generals_horse_black.tga.dds
        Non-mod ref ln 678 data/models_unit/textures/officer_egyptian_standard.tga.dds
        Non-mod ref ln 697 data/models_unit/textures/atg_greek_general_seleucid.tga.dds
        Non-mod ref ln 699 data/models_unit/textures/atg_greek_general_macedon.tga.dds
        Non-mod ref ln 700 data/models_unit/textures/atg_greek_general_thrace.tga.dds
        Non-mod ref ln 1179 data/models_unit/textures/barb_scythian_lancer_slave.tga.dds
        Non-mod ref ln 1287 data/models_unit/textures/unit_carthage_light_archer_spain.tga.dds
        Non-mod ref ln 1348 data/models_unit/textures/unit_iberia_spearmen.tga.dds
        Non-mod ref ln 1349 data/models_unit/textures/unit_iberia_spearmen_slave.tga.dds
        Non-mod ref ln 1350 data/models_unit/textures/unit_iberia_spearmen_slave.tga.dds
        Non-mod ref ln 1695 data/models_unit/textures/unit_eastern_archer_heavy_parthia.tga.dds
        Non-mod ref ln 1696 data/models_unit/textures/unit_eastern_archer_heavy_armenia.tga.dds
        Non-mod ref ln 1752 data/models_unit/textures/unit_eastern_heavy_infantry_pontus.tga.dds
        Non-mod ref ln 1827 data/models_unit/textures/unit_persian_slinger_pontus.tga.dds
        Non-mod ref ln 1828 data/models_unit/textures/unit_persian_slinger_armenia.tga.dds
        Non-mod ref ln 1900 data/models_unit/textures/unit_eastern_archer_light_armenia.tga.dds
        Non-mod ref ln 1901 data/models_unit/textures/unit_eastern_archer_light_parthia.tga.dds
        Non-mod ref ln 1902 data/models_unit/textures/unit_eastern_archer_light_slave.tga.dds
        Non-mod ref ln 1903 data/models_unit/textures/unit_eastern_archer_light_slave.tga.dds
        Non-mod ref ln 1981 data/models_unit/textures/unit_egyptian_archer_elite.tga.dds
        ln 2347 ../dtw/data/models_unit/textures/epirus/unit_greek_ekdromoi_epirus.tga.dds
        Non-mod ref ln 2843 data/models_unit/textures/unit_greek_slinger_macedon.tga.dds
        Non-mod ref ln 2844 data/models_unit/textures/unit_greek_slinger_seleucid.tga.dds
        Non-mod ref ln 2847 data/models_unit/textures/unit_greek_slinger_thrace.tga.dds
        Non-mod ref ln 2848 data/models_unit/textures/unit_greek_slinger_slave.tga.dds
        Non-mod ref ln 2911 data/models_unit/textures/unit_greek_gastraphetes_seleucid.tga.dds
        Non-mod ref ln 2912 data/models_unit/textures/unit_greek_gastraphetes_seleucid.tga.dds
        Non-mod ref ln 3040 data/models_unit/textures/unit_greek_slinger_slave.tga.dds
        Non-mod ref ln 3133 data/models_unit/textures/unit_eastern_immortal_parthia.tga.dds
        Non-mod ref ln 3144 data/models_unit/textures/unit_egyptian_ethiopian_axeman.tga.dds
        Non-mod ref ln 3155 data/models_unit/textures/unit_egyptian_agema_axeman.tga.dds
        Non-mod ref ln 3182 data/models_unit/textures/horse_armoured_macedon.tga.dds
        Non-mod ref ln 3183 data/models_unit/textures/horse_armoured_seleucid.tga.dds
        Non-mod ref ln 3184 data/models_unit/textures/horse_armoured_seleucid.tga.dds
        Non-mod ref ln 3185 data/models_unit/textures/horse_armoured_thrace.tga.dds
        Non-mod ref ln 3186 data/models_unit/textures/horse_armoured_egypt.tga.dds
        Non-mod ref ln 3187 data/models_unit/textures/horse_armoured_pontus.tga.dds
        Non-mod ref ln 3188 data/models_unit/textures/horse_armoured_scythia.tga.dds
        Non-mod ref ln 3189 data/models_unit/textures/horse_armoured_slave.tga.dds
        ln 3608 ../dtw/data/models_unit/maraxus/textures/unit_roman_late_general_bodygaurd_ver2_perg.tga.dds
    Last edited by RedFox; September 15, 2009 at 01:52 AM.

  4. #64

    Default Re: Zeus v0.81 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    Thanks, RedFox. Zeus continues to be the best tool for what it covers.

    Expand your borders, a mod based on XGM 5.

  5. #65
    RedFox's Avatar When it's done.™
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    Forgot to post the update:
    >>>> DOWNLOAD ZEUS v0.82 <<<<

    Changelog:
    To do: ???
    v0.82 Beta
    - DMB scan now properly reports textures
    - Fixed yet another bug in building card checker, thanks for pointing it out CV
    Last edited by RedFox; September 16, 2009 at 11:50 PM.

  6. #66
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    Does it take into account the need for unit info cards from all the factions to be present in each faction's folder? From what I can tell, it does not... ?

    EDIT: Oh, you need to change the link from .81 to .82 in the actual url
    Last edited by MasterOfNone; September 16, 2009 at 12:04 PM.
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  7. #67
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    It does the check per faction. It doesn't skip any of them. Here's the code for that part; if you can suggest a better way to do it, I'll be more than happy to listen. I haven't found any flaws in it.

    Here's startUI(); - Units region
    Spoiler Alert, click show to read: 

    Code:
                #region Units
                if (uiChkBox3.Checked)
                {
                    preloadEDU();
                    preloadEDB();
                    write("Unit Table consists of "+numTypeEDU+" unique Types...\r\n");
                    write("Starting unit scan...\r\n");
                    length = typeTable.Count*(factionArray.Count+1);
                    setProgressMax(length);
                    progress=0; int i=0;
                    foreach (string element in factionArray)
                    {
                        while (!timeToDie)
                        {
                            faction = element.ToString(); culture = cultureArray[i].ToString();
                            i++;
                            tryUI();
                            writeProgress(progress);
                            break;
                        }
                        stated=false;
                    }
                    // Also check mercs
                    faction="merc";
                    tryUI();
                    writeProgress(progress);
                }
                #endregion


    And here's a part of tryUI(); - via EDB region
    Spoiler Alert, click show to read: 

    Code:
                    #region viaEDB
                    if (!uiChkBox2.Checked)
                    {
                        foreach (string item in typeTable)
                        {
                            progress++;
                            curUnit = typeTable[curLine];
                            // Determines the index of curUnit in EDB
                            indx = recruitTable.IndexOf(curUnit);
                            //indx returns -1 if it doesnt exist in recruitTable
                            // following is: if not indx==-1
                            if (!(indx==-1))
                            {
                                // curSurName = the ownerships assigned to Unit, curName = unit dictionary entry (id)
                                curSurName = recOwnTable[indx];
                                curName = idTable[curLine];
                                unitOK=true;
                                #region RegularFactions
                                if (!faction.Equals("merc"))
                                {
                                    if (curSurName.Contains(faction+",")|curSurName.EndsWith(faction, StringComparison.Ordinal)) { unitOK=false; }
                                    if (curSurName.Contains(culture+",")|curSurName.EndsWith(culture, StringComparison.Ordinal)) { unitOK=false; }
                                    if (isMercTable[curLine]) { unitOK=true; /* Skip mercs */ }
                                    if (!unitOK)
                                    {
                                        // UNIT INFO
                                        curFile = "data/ui/unit_info/"+faction+"/"+curName+"_info.tga".ToLower();
                                        checkInfoCard();
                                        // # CARD
                                        curFile = "data/ui/units/"+faction+"/#"+curName+".tga".ToLower();
                                        checkCard();
                                        writeProgress(progress);
                                    }
                                }
                                #endregion
                                #region Mercs
                                if (faction.Equals("merc"))
                                {
                                    if (isMercTable[curLine])
                                    {
                                        unitOK=true;
                                        // UNIT INFO
                                        curFile = "data/ui/unit_info/merc/"+curName+"_info.tga".ToLower();
                                        checkInfoCard();
                                        // # CARD
                                        curFile = "data/ui/units/mercs/#"+curName+".tga".ToLower();
                                        checkCard();
                                        writeProgress(progress);
                                    }
                                }
                                #endregion
                            }
                            // Advance the unit table index
                            curLine++;
                        }
                    }
                    #endregion
    Last edited by RedFox; September 16, 2009 at 12:21 PM.

  8. #68
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    If I alter the name of the alba_archer_info.tga to xalba_archer_info.tga in the unit_info/goths folder (Viking Invasion II) Zeus does not report it missing.

    However, if I rename welsh_archer_info.tga to xwelsh_archer_info.tga then it does report it.

    goths are welsh, alemanni are alba.

    I thus conclude that only the faction's info cards are checked in the folder and not those it uses when a spy reports on an enemy building's recruitment lines via the right-click feature.
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  9. #69
    RedFox's Avatar When it's done.™
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    Well, extracting a small piece from the code:

    If an unit name is "welsh_archer" and the faction is goths

    // UNIT INFO

    curFile = "data/ui/unit_info/"+faction+"/"+curName+"_info.tga".ToLower();
    // Thus the UNIT INFO card checked will be:
    "data/ui/unit_info/goths/welsh_archer_info.tga"
    // # CARD
    curFile = "data/ui/units/"+faction+"/#"+curName+".tga".ToLower();
    // Thus the # CARD checked will be:
    "data/ui/unit_info/goths/#welsh_archer.tga"

    Don't know where it can be going wrong.. I'd have to take a closer look at how the program behaves and what it does wrong to figure it out.

  10. #70
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    The problem is the "/#" part of your code is should be @"/#" or "//#" otherwise it's treating the / as an escape character, this should in fact be a problem anywhere you're using a / character, but apparently isn't.
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  11. #71
    RedFox's Avatar When it's done.™
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    In .Net, aren't escape characters preceded by "\" ? It is the case with all the other commands, where \ is reserved strictly for escape characters such as \t \r \n..

    I'm sort of a beginner in C#, so could you bother to explain the difference of using @ and what //# does? If not, I'll google my way to it.

  12. #72
    Jarlaxe's Avatar Heavy Building Industry
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    Page not found

    The page you are looking for might have been removed,
    had its name changed, or is temporarily unavailable.

    guys i try to download it and i get this
    - Leader / Modeller/ Skinner / City Builder of Hegemonia City States -
    - Modeller/ Skinner / City Builder of Fourth Age -

    - Under the patronage of the cream pie lover -
    - jimkatalanos -



  13. #73
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    Which is why I said:

    EDIT: Oh, you need to change the link from .81 to .82 in the actual url
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

  14. #74
    Jarlaxe's Avatar Heavy Building Industry
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    that worked just fine
    thanks
    - Leader / Modeller/ Skinner / City Builder of Hegemonia City States -
    - Modeller/ Skinner / City Builder of Fourth Age -

    - Under the patronage of the cream pie lover -
    - jimkatalanos -



  15. #75
    RedFox's Avatar When it's done.™
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    I thought I had changed it, but apparently there was an invisible URL in the code wrapper and I changed that instead of the actual URL.

    Should work now. Thanks, MasterOfNone.

    On a side note, if you get bored of .82, you should try this:

    >>>> DOWNLOAD ZEUS v0.83 <<<<

    Unit card scan is still unreliable though, need to fix it.
    Changelog
    Todo
    - Fix unit card scan
    v0.83
    - Stability issues and some bugs fixed.
    Last edited by RedFox; September 17, 2009 at 06:07 AM.

  16. #76
    Squid's Avatar Opifex
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    Default Re: Zeus v0.82 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    Quote Originally Posted by RedFox View Post
    In .Net, aren't escape characters preceded by "\" ? It is the case with all the other commands, where \ is reserved strictly for escape characters such as \t \r \n..

    I'm sort of a beginner in C#, so could you bother to explain the difference of using @ and what //# does? If not, I'll google my way to it.
    Yes you're correct, I had the slash going to the wrong way for escape characters. Even us more experienced programmers make errors!!
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  17. #77

    Default Re: Zeus v0.83 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    Dude. Wow. I know this tool is awesome, and I haven't even used it.
    That's just how good it is.

    BTW, about ideas for stuff for it to check for bugs, the only
    files I can think of at this point for that is scripts, and maybe a
    simple traits/ancilliaries checker, if possible. That would be a lot
    of code, though, right? For the traits/anc. checker, I mean.

  18. #78

    Default Re: Zeus v0.83 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    Squid already has an excellent trait and ancillary checker, so RedFox has said he doesn't want to add that to Zeus.

    Expand your borders, a mod based on XGM 5.

  19. #79
    Squid's Avatar Opifex
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    Default Re: Zeus v0.83 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    Quote Originally Posted by Silver Legionary View Post
    Dude. Wow. I know this tool is awesome, and I haven't even used it.
    That's just how good it is.

    BTW, about ideas for stuff for it to check for bugs, the only
    files I can think of at this point for that is scripts, and maybe a
    simple traits/ancilliaries checker, if possible. That would be a lot
    of code, though, right? For the traits/anc. checker, I mean.
    Quote Originally Posted by CaesarVincens View Post
    Squid already has an excellent trait and ancillary checker, so RedFox has said he doesn't want to add that to Zeus.
    Don't mean to hijack the thread, but check for traits/ancillaries use ATVTW - Trait/Ancillary Validator my validator.
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  20. #80
    RedFox's Avatar When it's done.™
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    Default Re: Zeus v0.83 - the Omnipotent EDB, DMB, DS Validator - It smite thy bugs.

    I think I'll go with Unit and Building description validator first, so you can clean those files up

    It would be fun to make a simple trait validator, perhaps something that also checks the descriptions, like the little tool I made way back. But there is no point in doing a complete validator again, since that would just be a waste of time.

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