EPD v1.92.0 Build 2394 is out!

In EPD 1.92.0 I have added the new BiomeClusterBrowser to both the fixed and the random editor. You will now see all the most important information of a biomecluster right away for each entry, which makes – as i hope – finding the right biomecluster easier.

You now are also able to search for items like ClusterName, DecorationItem names, GrassItem names, SelectionCriteria and stamp names in the Search box above. That way you can filter your list accordingly to the entered search paremeters and only these biome clusters will show up in list.

Another big thing is the total rework of the neworking and MOD code to make it work with Empyrion’s new ModAPI. It is now again possible to transfer player’s position and rotation from the game back to EPD right into the coordinate or rotation input fields.

The adaption to the new ModAPI will also open more possibilities for the future as well. I might have some ideas already to utilize this in future updates. 😉

One thing to consider:

The new EPDMOD should get copied automatically into the corresponding path into the Empyrion subfolder (Content/Mods/EPD/).
Just to be safe, and because this is a total rewrite, please check if the EPDMod folder content looks like that after you start EPD for the first time (the log file might not exist yet in your folder):

Usage:

To use the coordinate/rotation transfer MOD, you need to disable EAC. It should not matter, what you start first, EPD or Empyrion, I tried both and the TCP client should connect fine to the server, as soon as available.

If not, just delete the whole ModFolder (Content/Mods/EPD) and restart EPD, then the folder and all files should get copied there again. If still nothing changes, please let me know in a bug report. 🙂

Hope you enjoy it. As always, glad to get some feedback and/or bugreports.

See Changelog.

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Dev Blog: New BiomeClustersBrowser

The last few days I’ve been thinking about how to improve the BiomeClustersBrowser into something a little more helpful in regards to all the data one biomecluster can hold. So I decided to collect the most important information of the cluster and present it right away in the browser, so you can see at once, which biomecluster you want to be editing further.

I also integrated a search command to search and filter the BiomeClusterList by:

  • Names
  • Selection Criterias
  • Stamps
  • Grass
  • Decorations

So now you could search for ‘RealRock’ or ‘Gold’ and find all the clusters conating that certain rock or deco type.

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EPD v1.91.5 Build 2341 Experimental out!

In this Release I refined the UI Modules a little, so that they stretch accordingly with expanded ListBoxes. Also the Listboxes now autofit to their content. So initially it will display all list items, if possible. There’s still a max height per listbox of 500 pixels, otherwise it could happen, that the UI module runs out of bounds of the parent control.

Also some little bugs got squished. 😉

See Changelog.

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EPD v1.91.0 Build 2302 Experimental is out!

This version is mainly about bugfixing and stability.

But as shown in the dev blogs, some new features are in as well:

  • Filter for EPB Browser (Random POIs setup)

  • New Cleaner routine that should be able to clean all ’empty’ properties from a playfield.yaml
  • Split up playfield properties into more tabs (Atmosphere & Colors, Masks)
  • Allow to delete values from an input field to ‘reset’ value to null, e.g. if you want seed not to be written , you can now select the value in the box, hit DEL key and leave input box, then e.g. ‘Seed’ would be reset and will not be written to yaml

More in the Changelog.

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Dev Blog: New Cleaner & Bugfixes

For the last few days I have been working on completely rewriting the ‘Cleaner’. This piece of code deletes all the empty properties before writing a yaml file. It already existed in EPD before, but it wasn’t very reliable and did not clean every single property. Now it should work very reliably and really remove all empty properties from the Yaml. Before I also had to ‘restore’ (reinitialize) the playfield object again in order to beeing able to enter values again after saving a file. With the new cleaner this isn’t necessary anymore, because the object you are actually editing does not get changed anymore, just the data that gets written to YAML.

Additionally, I added a filter to the POI Browser to be able to search for POIs via GroupName, Scenario, etc. I also wanted to add a special scenario mode, but it doesn’t work as it should yet. For that I guess, I have to rewrite a lot more on the PropertyParser.

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EPD v1.90.1 Build 2282 Experimental is out!

This is EPD 1.90.1 experimental (EPD 2 alpha). Please understand, this is a work-progress-version version with some rough edges, but I think it can’t hurt to have some feedback and bugreports to be able to react as fast as possible when some breaking changes show up that I might not have been aware of.

Please let me know what you think of the UI and the new mechanics and what needs to be added/changed. Now is the time, as I’m knee-deep in the guts of EPD and reworking everything from the ground up. 😀

Highlights:

  • New RandomEditor to handle both Static and Dynamic Files in one Editor
  • New Unified UI, RandomEditor & FixedEditor in same MainWindow.
  • New ScenarioSelector to handle working directories
  • Massive internal codebase change: Switched MainUI mostly to MVVM pattern and Databinding
  • UI Update: More refined UI, conssitent color scheme

Known Issues:

  • Especially in RandomEditor, but also the FixedEditor, some properties might not initialize correctly and thus might not get written to yaml at first save.
  • Status indicator in the bottom of MainUI not always updating reliably (‘Playfield saved…’ message)
  • playfield_debug.yaml or yamls with other file names cannot be opened at the moment.
  • When saving a fresh fixed playfield.yaml, you still need to create the playfield folder by hand. No automatic selection of scenario path and no creation of folder based on template name defined in ‘Create New Playfield’ block yet.
  • Preflight not yet working for random playfields.

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