Equipment\FX\Campaign Editor - New version 0.9.0

A forum to discuss custom scenarios, campaigns and modding in general.

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mgarnett
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Equipment\FX\Campaign Editor - New version 0.9.0

Post by mgarnett »

Hi All,

A new version has been released adding additional functionality introduced by the 1.10 patch and fixes a couple of bugs and is available for download at https://www.matrixgames.com/forums/tm.a ... =&#2879489.

A new feature has also been added allowing users to edit the unit ID making it easier to organise custom content. The button beside the ID text box automatically scans through the database looking for the next available ID.

To edit a unit's "usable transports", right click in the "usable transports" box and click either "Add" and select a transport type or click "Delete" to delete an already existing transport type. In the FX file editor, to add, edit or delete aliases, simply right click on the "Alias" list box and select which ever option you want to execute (add, edit, or delete).

Cheers

Mark

Version 0.9.0

Fixed - The editor will no longer crash when loading a custom equipment file that contains abnormally/incorrectly formatted entries
Added - Updated the user interface to make it slightly less rubbish
Added - Tooltips added to most functions
Added - The main interface will now load graphics from the "bigunits" folder

Version 0.8.5

Fixed - "Usable transports" are now carried across when modifying an already existing unit

Version 0.8.4

Fixed - "Usable transports" are now carried across when adding a new unit

Version 0.8.3

Added - Unit ID's are now editable
Added - The ability to automatically select the next available unit ID

Version 0.8.2

Fixed - A bug preventing the load of the traitslist.txt file
Fixed - Removed a duplicate entry from the traitslist.txt file

Version 0.8.1

Added - Added functionality into the campaign editor introduced by the 1.10 patch (new campaign)
Fixed - Added additional countries into the filter country list box
Fixed - Included the correct "traitslist.txt" file (idiot mistake by me)

Version 0.8.0

Added - Added additional functionality introduced by the 1.10 patch (usable transports, transport categories theatres)
Added - Added additional functionality to the EFX editor introduced by the 1.10 patch (aliases)
Added - A progress counter when loading the equipment database

Version 0.7.1

Fixed - A date bug on US systems causing the day and month to swap in some circumstances

Version 0.7.0

Fixed - Increased compatibility with custom equipment files

Version 0.6.5

Fixed - Display name was incorrectly being overwritten with the description when saving the campaign data file
Fixed - Scenario briefing files are now correctly saved in Unicode format

Version 0.6.4

Fixed - Some old debug code was causing the app the generate an error when reloading a campaign file in certain circumstances, this code has now been removed

Version 0.6.3

Fixed - the app no longer generates an error when attempting to add a new scenario in the campaign module and the corresponding breifing file or directory is inaccessible

Version 0.6.2

Fixed - Scenarios added for new campaign entries were being inserted incorrectly into the scenario list

Version 0.6.1

Fixed - The equipment editor can now cope with variable length lines in the equipment data file

Version 0.6.0

Added - The campaign editor now gives you the ability to edit existing scenario briefings, the default briefing folder is set in the "Options" dialog in the campaign module and the editor will look in this folder for your briefing files.
Added - The scenario editor now gives you the ability to add scenario briefings.

Version 0.5.2

Added - The ability to edit scenario briefings by right clicking and selecting "Edit Briefing". The chosen text editor and scenario briefing folder are set by clicking the "Options" button and navigating to their respective locations. If no editor is chosen, Notepad is used by default.


Version 0.5.1

Fixed - The campaign module now traces the correct route through all campaign scenarios for the selected campaign entry point
Fixed - The app no longer crashes when attempting to add a scenario if no campaign is currently selected
Fixed - The app no longer crashes when trying to view the scenario route for a campaign that had no scenarios
Fixed - When adding a new campaign, the app was incorrectly using the description for the display name
Fixed - The campaign module now allows "Major Victory" and "Loss" "Next label" values to be blank when adding a new scenario
Added - Deleted campaign entry points are now coloured red rather than deleted from the list and these highlighted entries are NOT saved to the campaign file
Added - You can now un-delete campaign entry points be selecting a red entry and selecting the undelete option, these undeleted entries ARE saved to your campaign file

Version 0.5.0

Added - The campaign module is now functional (please still consider this very much beta though)
Added - A file selection button next to the flag "help" button. If the user selects their "nations.pzdat" using this button PRIOR to selecting the help button, then all custom nations contained in the "nations.pzdat" file are also shown.

Version 0.2.8

Added - A help screen containing countries and corresponding flag numbers
Fixed - The user can now "tab" between edit field in a logical manner
Added - [ALPHA] The beginning of the campaign editor for proof of concept, comments wanted

Version 0.2.7

Fixed - A unit with a blank "short name" cannot be added to the database
Fixed - An error occurred when trying to add a new unit when the currently selected country had no units listed in the unit list box
Fixed - The routine responsible for saving the app settings was not working in some configurations. This now fires when the equipment files are loaded rather than when the application is closing. Feedback on success is needed.
Fixed - The campaign file loading code is now more resilient to abnormally formatted campaign files.

Version 0.2.6

Fixed - Code clean-up including fixing further localisation issues
Added - Read only preview of the campaign module
Added - The editor now remembers the last equipment database and graphics directory used

Version 0.2.5

Fixed - Some unit database entries have unit ID numbers beginning with a "#" character. These units are now displayed correctly in the editor view.
Fixed - If a country filter resulted in the display of zero units, choosing a different country filter would also display zero units until "all" was selected.
Fixed - Incorrect date format when clicking the "Add Unit" button (hopefully this is the last of the date format issues)

Version 0.2.4

Fixed - Null values in the Max Strength and Rate of Fire columns are written back to the database as null values rather than zero

Version 0.2.3

Fixed - Another date bug when writing equipment file back to disk

Version 0.2.2

Fixed - The recon unit filter button was missing
Fixed - The filter buttons now visually deselect when choosing filters for a different group
Fixed - Better detection of different world date formats (i.e. US/UK)

Version 0.2.1

Fixed - The fighter filter button was missing
Fixed - File name extension is no longer added when adding sounds in the EFX editor via the "browse" button in the sound edit box
Added - Better checking to detect corrupt or incorrectly chosen EFX data
Added - Unit graphics can now be loaded individually via the small button in the "unit icon" edit box
Added - Entries can now be deleted from the EFX file by right clicking on the entry in the list box and selecting "delete"

Version 0.2.0

Added - Ability to edit the efx.pzdat file
Added - Query results can now be saved
Added - Tooltips for the filter buttons
Fixed - Max movement and movement type values interchanging
Fixed - Loading multiple equipment lists during an editing session now works correctly

Please send through any bugs or suggestions.

Cheers

Mark
Last edited by mgarnett on Fri Oct 25, 2019 10:02 am, edited 33 times in total.
mgarnett
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Post by mgarnett »

Hi Guys,

I have a question in relation to the equipment data file. Some entries in the file have a "null" entry, so instead of a zero for the value, it is null. Are the two interchangeable, in other words, is a zero equal to a null? I am just looking into potential issues with the equipment editor, in which I have assumed a zero is equal to a null when adding units. So if a value is zero, rather than write a null value to the database, I write a zero.

I hope this makes sense.

Cheers

Mark
VPaulus
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Post by VPaulus »

I'm sure they aren't always equal to zero. There must be a default value.
Like Rate of Fire and Max Strength.
Last edited by VPaulus on Tue Aug 09, 2011 10:42 am, edited 1 time in total.
El_Condoro
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Post by El_Condoro »

Hi Mark.

Which column values are you referring to? There are many zeroes in columns (country code = 0 is Germany, for example) but the only Null values (I assume you mean empty cells) are for reserved units - ones that are yet to be added to the pzeqp file. But if you have specific columns or values, it might mean something else.
VPaulus
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Post by VPaulus »

I think is referring to Rate of Fore and Max Strength...
El_Condoro
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Post by El_Condoro »

Max Strength is empty except for USSR Conscripts (15), so I guess it defaults to 10 unless there is a value in this field.

I think Rate of Fire is (default is 10) number of firing shots in a combat round but I'm not sure. So 11 = 110% of normal.

[Edit] If you use Ctrl-click to check the attacks of a StuG IIIA or B, both of which have ROF of 11, you see that they get 11 attacks in a round (if they're on 10 strength). Conversely, a 17cm K18 has a ROF of 8 and gets 8 shots in a round if on 10 strength.
Last edited by El_Condoro on Tue Aug 09, 2011 11:06 am, edited 1 time in total.
mgarnett
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Post by mgarnett »

VPaulus wrote:I'm sure they aren't always equal to zero. There must be a default value.
Like Rate of Fire and Max Strength.
Hi Paulo,

Thanks, I've just read your post over on the Matrix forum that answered my question. I've implemented the change and uploaded a new version (i.e. the Max Strength column and the rate of fire column).

Cheers

Mark
Xerkis
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Post by Xerkis »

Is it just me or are others having issues with getting to the link above?
VPaulus
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Post by VPaulus »

Xerkis wrote:Is it just me or are others having issues with getting to the link above?
Matrix was temporarily down.
Xerkis
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Post by Xerkis »

VPaulus wrote:
Xerkis wrote:Is it just me or are others having issues with getting to the link above?
Matrix was temporarily down.
Well, the nerve of some companies!
:lol:
nikivdd
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Post by nikivdd »

Thanks for making the equipment editor (and for improving it). It is easy and fast to use and that helped me a lot to improve my campaign project. :D
https://www.facebook.com/NikivddPanzerCorps
https://www.youtube.com/channel/UCk2lyeEuH_hoA1s7tnTAEJQ
mgarnett
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Post by mgarnett »

nikivdd wrote:Thanks for making the equipment editor (and for improving it). It is easy and fast to use and that helped me a lot to improve my campaign project. :D
Thanks for the kind words. There's no update today as I've been out all night but I plan releasing an update tomorrow with hopefully the first version of the campaign module.

Cheers

Mark
Xerkis
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Post by Xerkis »

mgarnett wrote:
nikivdd wrote:Thanks for making the equipment editor (and for improving it). It is easy and fast to use and that helped me a lot to improve my campaign project. :D
Thanks for the kind words. There's no update today as I've been out all night but I plan releasing an update tomorrow with hopefully the first version of the campaign module.

Cheers

Mark
..... And the crowd erupts with cheers of joy!!!!
8)
El_Condoro
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Post by El_Condoro »

Thanks for your work on this utility - I am looking forward to what you do with a campaign editor.

Would it be difficult to have the equipment editor 'remember' the location of both the last pzeqp file used and the folder for the unit graphics? It's a minor thing, but having to browse to these each time is a bit annoying. Still much better than not having the editor at all, though! :)
VPaulus
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Post by VPaulus »

El_Condoro wrote:Thanks for your work on this utility - I am looking forward to what you do with a campaign editor.

Would it be difficult to have the equipment editor 'remember' the location of both the last pzeqp file used and the folder for the unit graphics? It's a minor thing, but having to browse to these each time is a bit annoying. Still much better than not having the editor at all, though! :)
+1
mgarnett
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Post by mgarnett »

El_Condoro wrote:Thanks for your work on this utility - I am looking forward to what you do with a campaign editor.

Would it be difficult to have the equipment editor 'remember' the location of both the last pzeqp file used and the folder for the unit graphics? It's a minor thing, but having to browse to these each time is a bit annoying. Still much better than not having the editor at all, though! :)
Done! The latest version should be up any minute
VPaulus
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Post by VPaulus »

Thanks!
mgarnett
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Post by mgarnett »

OK, it should be up and downloadable now.
El_Condoro
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Post by El_Condoro »

Is there a procedure to get the editor to remember the file locations? I have opened the pzeqp file and the graphics folder and exited. Coming back in the files are not stored.

With the campaign editor there probably should be a view of the starting scenarios for the 5 standard campaigns, too. The #Entry points table.

I also get an Unhandled Exception error when opening the campaign editor but can continue through it into the editor. [Edit]: I get it every time I click a campaign in the top section.

Looking at what's in the campaign editor I think there is an error: top section 'Available campaigns' lists all the scenarios and the #Entry point table. 'Scenarios' is blank.
mgarnett
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Post by mgarnett »

El_Condoro wrote:Is there a procedure to get the editor to remember the file locations? I have opened the pzeqp file and the graphics folder and exited. Coming back in the files are not stored.

With the campaign editor there probably should be a view of the starting scenarios for the 5 standard campaigns, too. The #Entry points table.

I also get an Unhandled Exception error when opening the campaign editor but can continue through it into the editor. [Edit]: I get it every time I click a campaign in the top section.

Looking at what's in the campaign editor I think there is an error: top section 'Available campaigns' lists all the scenarios and the #Entry point table. 'Scenarios' is blank.
Hi El_Condoro,

For now, the app will remember directories as long as you use the "Quit" button.......forgot to take care of people clicking the "x" to close the window. When you click "Quit" a file will be created in the directory where you run the app from called "Settings.txt". This file will contain the directory entries for your equipment file and graphics directory which will be loaded automatically the next time you start. I'll eventually implement an INI file instead.

I'll have to have a look why you are getting errors when clicking the "Edit Camp" button (does the error occur when you click this button, or on the "open" button). Have you previously edited the "campaign.pzdat" file? Can you send me through a copy of your campaign.pzdat file to m.garnett(at)optusnet.com.au and I'll have a look.

If you have, I will need to make sure that I put some additional error checking code to take of that. When you load a campaign.pzdat file, the top list box should be showing you a list of campaigns and then when you click on one, the bottom list shows you the scenarios that make up the campaign.

I've got a couple of other users that are able to load their campaign files, but they have not previously edited theirs.

Cheers

Mark
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