Changes:
- Crash fix, ScriptType/TaskForce need not have entries in sequence like Name first or Group last.
- Crash fix, technotypes can have negative cost in rules.
- Bug fix, AITrigger technotype <none> entries won't be replaced with another technotype ID
if any technotype Name falls before <none> in sorting.
- More log info for possible errors, also duplicate cases logged from rules upto certain extent.
- Additional side placeholder entries in config files, just in case user forgets to edit them when
having additional sides.
Attaching the updated version and the source code changes over the v2.0.2.
Hey guys, I finally committed all the changes made by E1 Elite (and made two very minor edits). You can download it from the first post. Thanks E1 Elite QUICK_EDIT
You download aieditv2_0_3.zip (the attachment on the first post of this topic) and not the source.
Then start the exe.
@E1 & Askeladd
got a crash when opening TI or DTA inis
Quote:
System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\Strategy\C&C_DTA_DEV\INI\config\ts.ini'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize)
at System.IO.StreamReader..ctor(String path)
it seems to try loading the config files from the game directory and not the directory of the editor. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Just tried with AI Editor v2.0.3 and v2.0.2.2, with TI 0.65 and DTA 1.1574,
loading INI files from both the game folder and a subfolder inside AIEdit.
All work without problems. Only shows some possible errors and
duplicates etc. in the INIs. No loading problems.
Edit:
If you make a link of EXE, right click - properties and don't have a correct
Start in folder, that could be your case. Try running the EXE itself or try
making a link with correct start in folder.
i do start the exe directly
from its own folder on D:\modtools\AIEdit
The editor starts fine and asks for rules.ini and ai.ini, after i have selected them i always get the error message. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Download aieditv2_0_3_1.zip from the above post or aieditv2_0_3.zip from
the first post. Unzip into a folder of your choice. Run AIEdit.exe from it. QUICK_EDIT
Ever considered adding a rename option in the editor? Sometimes I change the taskforce comp from 4 terrorists to 3, I would like to change the name to 3 terrorists as well. QUICK_EDIT
I do not know if this error is known... I am not sure what to do about it either.
My AI file cant be bad... My games does not crash.
The error appears after I load the AIMD.ini, there is no types of patching code used.
I can PM you my rules/ai if needed to help debug.
Full error message in the spoiler.
Spoiler (click here to read it):
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseUInt32(String value, NumberStyles options, NumberFormatInfo numfmt)
at AIEdit.TaskForce.Parse(String id, OrderedDictionary section, List`1 technoTypes, List`1 groupTypes, Logger logger)
at AIEdit.frmMainNew.LoadTaskForces(Dictionary`2 ai, List`1 technoTypes, List`1 groupTypes)
at AIEdit.frmMainNew.LoadData(String rulesPath, String aiPath)
at AIEdit.frmMainNew.LoadAI(String rulesfile, String aifile)
at AIEdit.frmMainNew.mnuLoad_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
There is some thing wrong with my INI file... This was the taskforce that was erroring out... I need to find out if that was even used... My game never crashed. Either way I am going to fix it.
Changes:
- Script action's parameters now allow negative numbers wherever needed.
- Script actions 53, 54 and 55 now has editable parameters for YR (config\yr.ini).
Script actions 53, 54 and 55 uses 0 as parameter in vanilla YR but Ares
now allows non-zero parameters also.
Attaching the updated version and the source code changes over the v2.0.3.
Now that's easier to make without AI.INI manually. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
Max=-1 is valid value but same can be achieved like with Max=1000.
You have to put some limit using condition check in AITrigger otherwise
it keeps on producing.
If you or others want I can give a private/public build which allows -ve
numbers in Priority/Max/Techlevel by switching datatype in the code
from unsigned int to integer.
My intention was to do more proper code changes but felt Max=-1 isn't
useful enough and alternative exists, so didn't do it. QUICK_EDIT
I have a suicide aircraft with LimboLaunch=yes but then it's not considered dead after firing so AI can only build the team Max= times. _________________
There is one question for me, is there a way to stop the alphabetical or ID ordering or triggers, I made my own ordering scheme before and this tosses it away, I am willing to adapt but a question doesn't hurt.
And I get an error whenever i save my file with ai edit because it creates an [AIEdit] Team, if I erase it, I can open it again but if I save it creates this team again wich makes it unopenable with this message: System.ArgumentNullException: Der Wert darf nicht NULL sein.
Parametername: String
Edit: For now I got rid of it by creating test teams before saving, this stopped the aiedit team to appear... QUICK_EDIT
Internally the tool stores in sorted format, so the saves are also sorted.
Also don't delete the [AIEdit] section as its Index= is used to get the next new section IDs by the tool. It is not a team and you shouldn't create a team with that ID or use that name in any of the list in AI.ini.
The tool is implemented that way. Those could be personalized/improved, the source code is available. QUICK_EDIT
Hey, thanks for answering. To clarify: It was a team i am not talking about the index at the end of the aimd.ini, it was a real team crated by the program while saving. It had an index entry in the team list always at the last spot in the list, thats why i created a normal test team as a desperate idea before saving, i was very surprised by this because I used an older version of ai edit for years now ... what does this error message universally mean?
...now it is back after some renaming of task forces and adjusting some team types in its usage of task forces - i have no errors in aiedit btw. and aicheck doesn't give any ai errors too...[/img]
From very early version this tool has used [AIEdit] for getting last used ID for making a new next ID.
You have that as a teamtype which is a mistake for the tool. You should search for AIEdit in your AI.ini and replace with a different ID for both section and list. There should be only a single section without any list entry for [AIEdit] with only Index= entry. That Index= value is the AIEdit's last used hex ID 's decimal value.
If that sounds difficult, share your INI publicly or privately. QUICK_EDIT
Changes:
- Added AI Guide for offline reference.
- Removed the usage of [AIEdit] section for ID generation.
- Provided StartIndex, IDPrefix and IDSuffix fields in config file for customizing IDs.
- Config files updated for corrections and for ID related fields.
- Added duplicate ID check across lists in AI ini.
- Parsing exception message box will now close the application.
Attaching the updated version and the source code changes over the v2.0.3.
Edit: Removed v2.0.3.6 attachments in favor of new release available with bugfix. Last edited by E1 Elite on Fri Oct 12, 2018 5:57 am; edited 1 time in total QUICK_EDIT
I just did a build from my Win10 installation and also restored Win7 from backup and checked with it, there is no change in the exe file except for timestamp etc. differences. So, there is nothing wrong with the files, it is only a false positive. Checked at virustotal.com and all are clean, even MalwareBytes.
Can't say if just using the word AI is causing it or checking registry for default browser and then launching the browser for the help html is causing it on your end. Attaching a test EXE file without that launching html from menu part of the code (changes to frmMainNew.cs and frmMainNew.Designer.cs is reverted). Let me know if it still gives warning for you.
Edit: Removed the test attachment. Last edited by E1 Elite on Fri Oct 12, 2018 5:57 am; edited 1 time in total QUICK_EDIT
Just a note that this particular instance of duplicate is perfectly valid, each behaviour adds something, not sure if you want to leave it as a warning/error or make an exception:
Duplicate tag/index [LargeRailgunPart] => BehavesLike in rules.ini! _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
My understanding is, if you have duplicate BehavesLike in a section, game will use the one that comes last. It won't add up the effects. And it is just logged as a duplicate, it doesn't touch/modify rules file, it is just an info. QUICK_EDIT
I just did a build from my Win10 installation and also restored Win7 from backup and checked with it, there is no change in the exe file except for timestamp etc. differences. So, there is nothing wrong with the files, it is only a false positive. Checked at virustotal.com and all are clean, even MalwareBytes.
Can't say if just using the word AI is causing it or checking registry for default browser and then launching the browser for the help html is causing it on your end. Attaching a test EXE file without that launching html from menu part of the code (changes to frmMainNew.cs and frmMainNew.Designer.cs is reverted). Let me know if it still gives warning for you.
yep, still removing it.
EDIT: I do have 2.0.6 it's just in the folder I extracted 2.0.3 which didn't trip the AV, and still doesn't.
EDIT2: 2.0.7 Boots to the editor, trips the AV after booting, so it can't delete the exe, and makes malwarebytes demand a reset to fix the problem. joy.
ai.PNG
Description:
Filesize:
23.62 KB
Viewed:
21424 Time(s)
_________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Source code is shared and it can be compared with the github code and anyone can compile it themselves. There is no threat.
Edit: Just tested with latest MalwareBytes v3.6.1.2711. All the AIEdit files are clean. Also virustotal.com gave it clean. So, the problem could be on your end.
Edit2: Edited the post about further tests and removed its test attachment.
AIEdit.exe in v2.0.3.7 (94208 bytes) checksums:
SHA256: cd0db914b38f3535d0897c06e71b6d432dcae4a61edbc762b65d2e68838389f3
MD5: 98837e4e090447dcbaf96dcc8c21ad9f
@chr0nicz420: Check with this update. When you say latest version, mention the version number also like v2.0.3.7. Reverted some of the changes made by the UI designer tool of VS2017. If the problem still persists, then reduce the DPI scaling. Specially if you have updated Win10, instead of display scaling of 125%, you can try custom and scale it to say 113%.
--------------------------------
Minor update version 2.0.3.8
Changes:
- Reverted back non-essential changes in the form designer file.
Attaching the updated version and the source code changes over the v2.0.3.
In the config files the VeteranLevel values are wrong.
These
Code:
[VeteranLevels]
0=Rookie
1=Veteran
2=Elite
should be
Code:
[VeteranLevels]
1=Rookie
2=Veteran
3=Elite
In addition, TS only uses the following AI Trigger conditions, the additional three (5-7) were added in RA2/YR.
Code:
[Conditions]
-1=No Condition
0=Enemy owns AMOUNT of TECH TYPE
1=AI owns AMOUNT of TECH TYPE
2=Enemy power is YELLOW
3=Enemy power is RED
4=Enemy has at least AMOUNT of credits
@Crimsonum: Updated with the fixes.
--------------------------------
Update version 2.0.3.9
Changes:
- TS config file fix of veteran level and removed unused AITrigger condition choices
- Skipped across list duplicate ID check for AITrigger IDs as vanilla TS has such
- Added version number to application title text
- Updated the AIGuide for script action Attack TargetType (0,n)
Attaching the updated version and the source code changes over the v2.0.3.
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