Time of Fury editor 1.04 released

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

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welk
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RE: Time of Fury editor 1.04 released

Post by welk »

[&:] A little few discouraged with the editor. What did I wrong ? But on the other hand, this is the only part that does not work properly, other parts seem be ok and simple to use. But ports definition and sea nodes edition = Grrr...
Rosseau
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RE: Time of Fury editor 1.04 released

Post by Rosseau »

Nothing. It crashes on me all the time.
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welk
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RE: Time of Fury editor 1.04 released

Post by welk »

What version have you ?
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doomtrader
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RE: Time of Fury editor 1.04 released

Post by doomtrader »

welk,
Did you created city first?
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welk
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RE: Time of Fury editor 1.04 released

Post by welk »

Yes, I created the city as a port. Then, tried to edit the sea node for the port (with message : "bad port" when saving), and the connexion to the south baltic sea. The port appears in connexion windows (at the inverse of what happends for cities : I made report in above posts concenring cities connexions), but to establish the connexion causes exception error. It seems to be, at this time, the only problematic part of editor, the other parts seems to work properly (I will try more complete and in details when all port functions/sea nodes will be ok and free of errors bugs messages). As general observation, I have to say it would be good to have a little "readme manuel" for using the editor.

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welk
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RE: Time of Fury editor 1.04 released

Post by welk »

Perhaps founded a tip/way to add impassible terrain in game, and will try it later to create Quatar depression : 1/ To create eyecandief file (png and CSV) with "impassible mountains" graphs, having adapted depth ârameter 2/ In the editor, place water on the same concerned hex (like "rock on water that are in grand campaign scen, south of Italy, to figure little only decorative islands : the terrain is water but display is rocks (or other graph you want).


Doom, please, could you answer to the questions that are added in the above post onf this thread (questions added in addition of bugs reports) : these question are :

* what means "capital coordinates" for countries in cities edition windows (it seems that these coord. are not the coord of the capital city.)

* what is exactly the utility/use for "zero terrain" in editor ?

* must a new country to have a special capital ? If yes, where enter the coordinates of this capital ? If not, I suppose that cities main supply source have in game this function, right ?

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welk
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RE: Time of Fury editor 1.04 released

Post by welk »

Concerning the port creation pb: I made a test and created a city-port named BBB in "cities" CSV, and in addition I created a new sea node for the BBB port in Sea nodes CSV.

In game, the new port appears ok, but it does not work : when I select move fleet in a fleet screen, all other ports of south Baltic are highlighted except BBB port.

Is it a normal situation for a polish games developper to block german ports ? [:D]
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welk
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RE: Time of Fury editor 1.04 released

Post by welk »

screen of test

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welk
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Creation of sea nodes

Post by welk »

Agent S : I followed the process of creation for sea node as this :

1-Opened editor sea nodes windows
2-Used the add sea node button
3-Definited the sea node (0 for the 2 cursors, it was not a port) and position graph (player and ennemu)
4-Selected the new sea node in the left list in main editor screen, and added hexagons for the new sea node on map
4-Tried to save this new sea node after modification and... error message exception (translation here)

text of error message :--------------------------

Consult the end of this message for more details on the appeal of the debugging
Just man - à-temps ( JIT) in the place of this dialog box.

************** Text of the exception **************
System. FormatException: The size of the chain of entrance(entry) is incorrect.
To System. Number. StringToNumber (G-string str, NumberStyles opt, NumberBuffer& Number, NumberFormatInfo info, Boolean parseDecimal)
To System. Number. ParseInt32 (G-string, NumberStyles style, NumberFormatInfo info)
To System. Convert. TOINT32 (G-string been worth)
In ToFEdytor.DatabaseEditor.UpdateSeaNodeDatabase()
In ToFEdytor.DatabaseEditor.SaveModifiedSeaNodeButton_Click(Object Sender, EventArgs e)
In System.Windows.Forms.Control.OnClick(EventArgs E)
In System.Windows.Forms.Button.OnClick(EventArgs E)
In System.Windows.Forms.Button.OnMouseUp(MouseEventArgs Mevent)
In System.Windows.Forms.Control.WmMouseUp(Message& M, MouseButtons button, Int32 clicks)
In System.Windows.Forms.Control.WndProc(Message& M)
In System.Windows.Forms.ButtonBase.WndProc(Message& M)
In System.Windows.Forms.Button.WndProc(Message& M)
In System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& M)
In System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& M)
In System.Windows.Forms.NativeWindow.Callback(IntPtr HWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Assemblys loaded(charged) **************
Mscorlib
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.239 ( RTMGDR.030319-2300)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Time Of Fury Editor
Version of the assembly: 1.0.2.0
Win32 version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/Slitherine/Time%20of%20Fury%20Editor_last_version/Time%20of%20Fury%20Editor.exe
----------------------------------------
System. Windows. Forms
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.235 built by: RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System. Drawing
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.1 built by: RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.258 built by: RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Microsoft. Xna. Framework
Version of the assembly: 4.0.0.0
Win32 version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
Microsoft. Xna. Framework. Graphics
Version of the assembly: 4.0.0.0
Win32 version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
System. Windows. Forms.resources
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.235 built by: RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
Mscorlib.resources
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.235 ( RTMGDR.030319-2300)
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_fr_b77a5c561934e089/mscorlib.resources.dll
----------------------------------------
System. Xml
Version of the assembly: 4.0.0.0
Win32 version: 4.0.30319.1 built by: RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** Debugging JIT **************
To activate the debugging just man - à-temps ( JIT), the file of configuration for this
Application or this computer ( machine.config ) has to have value
JitDebugging defined in the section system.windows.forms.
Application must be also compiled with the debugging
Activated.

For example:

<Configuration>
< System.windows.forms jitDebugging = " true " / >
< / configuration >

When the debugging just man - à-temps is activated, not administered exceptions
Will be sent to the debugger JIT registered on the computer
Rather than to be administered by this dialog box.



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Magpius
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RE: Creation of sea nodes

Post by Magpius »

will give it a try, but still very confused.
thanks for the work.

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Magpius
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RE: Creation of sea nodes

Post by Magpius »

could not do it.
frustrating

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Magpius
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RE: Creation of sea nodes

Post by Magpius »

will there be an update to the editor once the excitement of 1.02 has receded?

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Omnius
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A Little Help Please

Post by Omnius »

I downloaded and installed that XNA file and then downloaded and installed the initial 1.04 zip file. I then tried to install the 1.04b update but every time I get an error message about not finding the proper pathing. When I go into the ToF editor all I get is a black blank screen for the most part and I see the terrain boxes and one selection box below them. I see no pull down menu commands on the top.

I'm using Windows 7 and am perplexed why this editor program installation didn't work properly. I sure hope someone can get me squared away as to getting this editor properly installed and working.
Thanks,

Omnius

PS: Is there a preferred folder where this program is supposed to be installed to/from? I started it up in my downloads folder and that's where it placed the program and that doesn't seem correct to me, I was hoping that it would give me the proper pathing.
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Omnius
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RE: A Little Help Please

Post by Omnius »

Would someone please give me a little help figuring out how to install the editor properly please? It doesn't seem to install with an internal pathing routine and the 1.04b patch keeps giving me some error message about incorrect pathing. Or is the editor kaput and not worth messing with?
Thanks,

Omnius
Peter123
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RE: A Little Help Please

Post by Peter123 »

ORIGINAL: Omnius

Would someone please give me a little help figuring out how to install the editor properly please? It doesn't seem to install with an internal pathing routine and the 1.04b patch keeps giving me some error message about incorrect pathing. Or is the editor kaput and not worth messing with?
Thanks,

Omnius

To avoid conflicts with Windows directory permissions I put the editable copy of the scenario in the desktop. When I make some changes I copy the changed files (usualy the map) to the game folder for testing.
I employ the Editor for everything map-related;otherwise I edit csv files. Keep a backup your scenario.
And definitely, it works:

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RE: A Little Help Please

Post by Peter123 »

Screen

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Omnius
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RE: A Little Help Please

Post by Omnius »

Peter123,
Thanks for the advice on using the editor but it seems that I still have no more information than I had before. You talked about putting the scenario files in the desktop but forgot to mention where you've installed the editor program to. That's the information I need to figure out. When I did the installation from my downloads folder it just parked the program there too and that just doesn't seem correct. I'm looking for more detailed info on how to install the editor as to what folder it goes in. The problem I encountered once inside the program was that I had no way to access any kind of pulldown menu item that would give me the choice of what file to edit.

I sure wish that Wastelands would be kind enough to give some detailed installation instructions beyond the totally inadequate amount they've given. The 1.04b update couldn't even find the correct pathing to update the original editor install even though it was also launchuing from the very same my downloads folder the edtior was installed to. I even installed that XNA Windows program before doing the editor install.

I hope the editor is useful for more than map related issues. Changing the map isn't a priority for me, changing events and getting rid of those damned frozen units is. I really don't want to mess with csv files since that means learning the whole prorgamming lingo to know what the heck I'm doing.
Omnius
Peter123
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RE: A Little Help Please

Post by Peter123 »

ORIGINAL: Omnius

Peter123,
Thanks for the advice on using the editor but it seems that I still have no more information than I had before. You talked about putting the scenario files in the desktop but forgot to mention where you've installed the editor program to. That's the information I need to figure out. When I did the installation from my downloads folder it just parked the program there too and that just doesn't seem correct. I'm looking for more detailed info on how to install the editor as to what folder it goes in. The problem I encountered once inside the program was that I had no way to access any kind of pulldown menu item that would give me the choice of what file to edit.

I sure wish that Wastelands would be kind enough to give some detailed installation instructions beyond the totally inadequate amount they've given. The 1.04b update couldn't even find the correct pathing to update the original editor install even though it was also launchuing from the very same my downloads folder the edtior was installed to. I even installed that XNA Windows program before doing the editor install.

I hope the editor is useful for more than map related issues. Changing the map isn't a priority for me, changing events and getting rid of those damned frozen units is. I really don't want to mess with csv files since that means learning the whole prorgamming lingo to know what the heck I'm doing.
Omnius

Just following the instructions of the first post I get a proper installation:

Extract the Time of Fury 1.04.zip anywhere you want and you should get a working version of the editor (1.04 a) (running as administrator).
Extract the update 1-04 b.zip and replace the old Time of Fury Editor.exe(1.04 a) with the new one (1.04 b).

I employ the Editor not only to make the map but for anything map-related, e.g. to create, edit and deploy units.


This event will unfreeze all frozen units for the countries you like (param0=1 for Poland, 2-Germany,3-USSR, and so on):

<event eventID="1" countryID="3" visibleByPlayer="0" oneTimeChecking="1">
<title> No frozen units</title>
<options>
<option optionID="1" chanceAI="100" >

<effects>
<effect method="Country.UnFreezeAllUnits" param0="1"/>
<effect method="Country.UnFreezeAllUnits" param0="2"/>
<effect method="Country.UnFreezeAllUnits" param0="3"/>
</effects>
</option>
</options>
</event>
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Omnius
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Still Not Working

Post by Omnius »

Peter123,
I tried yet again to get the 1.04b editor working to no avail. I deleted the program from my first install and tried to get it working with a new installation to the time of fury game folder from the saved installation files on my computer. I even tried just running the download to do the install directly rather than saving the files. I finally got the original and the 1.04b file in the my documents area but they do not work. I even went back and reinstalled, via the repair option, the XNA file after seeing the XNA error messages. Neither the original or the (b) version get past those annoying XNA error messages.

Every time I go into the editor program I get an XNA error message about some kind of system-null error. Any time I try to do anything inside the editor program I get an XNA error message about something being too big over the 2056 file size or something. All I get is a lot of black screen with the terrain type boxes showing on the left but there are no pulldown menu selection along the top menu bar where I could load a file or do some command. I did see that I did get the (b) version of the application file replacing the original.

I'm so frustrated that this installation just isn't so nice and simple as it should be. I've tried many times to get the install correct and never once have I succeeded. I sure wish doomtrader would give me some sage advice as to how to make this editor work properly with a proper installation. The install routine should give me the proper default pathing without me having to browse to find a location, unless I want to install it somewhere else.

I am wondering if the editor can edit anything else but the map, which seems to be all you use it for. I'm more interested in editing events, or starting tech levels and stuff like that. If the editor doesn't help us do that then it's pretty worthless.

Thanks so much for the tip on editing the frozen units, one of these days I may be able to figure out how to do that if I ever get the editor working or find the inclination to figure out the "programming" instruction language that controls events. Since I like to play all countries manually will this fix work for all countries or would I have to name each country separately?
Thanks,

Omnius
Peter123
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RE: Still Not Working

Post by Peter123 »

Actually no installation is needed for me, just to extract the files, so it must not be an installation issue.

ORIGINAL: Omnius

Since I like to play all countries manually will this fix work for all countries or would I have to name each country separately?
Thanks,

Omnius


Separately. I suggest you to edit the landunits.csv (or air or naval) with OpenOffice or similar, you can instantly change to zero the freeze time for all countries:

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