EDP v1.92.1 Build 2546 is out!

This build fixes some issues with the Cleaner. If you noticed there was a nasty bug introduced in the last version which could result in a COQ when loading EPDs playfields into the game or SSG. Sorry for that.

This was due to the fact that the Cleaner removed all color properties from a biomecluster that had a zero for one of the three color values in them.

I also added the new property OrbitUsesLightColor that uses the planet’s LightZenithColor set the light color in orbit. Set to false in planetary playfield to deactivate this option.

There was also one property missing obviously for a long time already:

  • PlayerArmor

This makes it possible to set the player’s armot dependent of difficulty setting. Make sure to only either use the old ‘Armor’ property OR the new (old) PlayerArmor property.

See Changelog.

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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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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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EPD v1.64.0 Build 2054 is out!

New Preflight is coming along well. I tought, I release a WIP version for you to see and give feedback. There’s some chance, that there are some regressions as Preflight is pretty much woven into Playfield mechanics.

CHANGED:

  • New Preflight:
    • Total rework of Preflight engine to make creating new preflights more modular and easy to understand.
    • New batch of preflight checks (Dronebasesetup, PlanetVesselSetup, BiomeCluster texture setup).
    • Now also supporting status type ‘Warning’ besides ‘Error’ and ‘Success’
    • Now you can save, even if Preflight reported errors (New button in Preflight window ‘Ignore & Save’)
    • Showing of PreflightLog on saving can now be disabled if no errors were found in Preflight.
  • Playfield tree will now remember collapsed/expanded state of each tree node when cleaning up backups/bins or just when refreshing.
  • CreatureSetup: Changed description text in tooltip for ‘Delay’, as this was confusing.
  • Removed ‘IsOrbit’ property from Space playfields. Don’t think that’s needed anymore. If anyone knows for sure, that this one’s still needed, plz let me know. Then I’ll enable it again. 

FIXED:

  • Some Preflights were marked as Success, although they failed.
  • Options Editor ‘forgot’ current playfield name, thus ‘SaveAs’ routine was called instead of ‘Save’ after closing of OptionsEditor.
  • A bunch of little bugs.

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