• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Prefab Editor (Alpha)

I'll make a vid tonight when I get on the game PC to do some more prefabbing, if it's still giving me issues.

 
I'll make a vid tonight when I get on the game PC to do some more prefabbing, if it's still giving me issues.
Ok, thanks. I am sure that I can figure out what's going on.

 
Version v0.3z(e) x64 (for my Win7 x64) also has error when adding rows/columns.

I'm trying to understand the dependence of this error...sometimes i think that it depends on be(stand) the cursor in the input field or not ...

 
Last edited by a moderator:
Hi n2n1,

just a few questions:

What kind of error do you get?

How often (always or just sometimes)? Sounds like a sporadically occurring issue?

Anyway, I am going to make some tests on my old windows 7 machine. :)

@Guppycur

Where is the vid? :p It's hard to fix because the xray works perfectly fine on my computer.

 
Last edited by a moderator:
Ah, sorry, of course - i get a crash, not an error.

This is manifested often (50-70%).

There is some sort of regularity for this:

If I load the prefab and start to adding columns/rows and i get the crash - then at the next attempt to do the same myself in the same way - 95% Editor crash. I can repeat it ten times. If I change my sequence of mouse clicks (do some other action on this prefab) and only after this i manage to adding columns/rows.

In relation to other functions (which i use) - the Editor never gave failures.

EDIT: oopps....i did it again, sorry :D

 
Last edited by a moderator:
Mhh being confused now.^^

adding rows/columns.

If I load the prefab and start to remove columns/rows, and i get the crash
I assume you're talking about removing columns/rows. Can you send me the prefab files (would be extremely helpful)?

I think I should add a log file (at least for the remove columns/rows function). This should help me to find the error/reason for the crash very easily. There will be an update next week...

Edit:





Well that's strange. Adding columns/rows shouldn't cause crashes.^^ But as I said, I going to provide an update in a few days.


@all

Does anyone else encounter n2n1's issue?

 
Last edited by a moderator:
I wanted to say "adding", removing - works well.

It seems no matter what prefab is. But next time I'll pay attention to it and if I will be able to artificially repeat the crash then I'll send this prefab.....

.....hmmmmm.....but my block.xml is completely incompatible with vanilla.....

 
Last edited by a moderator:
Ok I've got it. ;) The editor is compatible with modded xml files, btw.

But next time I'll pay attention to it and if I will be able to artificially repeat the crash then I'll send this prefab.....
Thanks!

 
Last edited by a moderator:
Just for notice, maybe this will help.- after installing version 0.3 z© - crash due to "removing rows/columns" - began to appear almost always and i had to revert back to version 0.3z. - and the errors almost stopped again.
....OOOO!!!! fff***Shhhhh***** !!!!

... Before I also wrote it wrong... :frusty:

 
Last edited by a moderator:
Hallo again !

You remember our conversation about the spawn Entity in prefabs? (which now won't spawn in the RWG prefabs)

I some time did not follow...You found a way to spawn them? ;)

I've found it! :) are You interested in?

 
Last edited by a moderator:
Hello.

You remember our conversation about the spawn Entity in prefabs? (which now won't spawn in the RWG prefabs). I some time did not follow...You found a way to spawn them?
Yes. I have not found a way.

I've found it! :) are You interested in?
If you hold information back ...

a4tlnn.jpg

;) . So it might be better to share your insights.

 
Last edited by a moderator:
:) Look at the block:

Code:
<block id="1915" name="spawnTrader">
<property name="Extends" value="metalTrussingRamp" param1="DescriptionKey"/>
<property name="CustomIcon" value="metalTrussingRamp"/>
<property name="CreativeMode" value="Dev"/>
<property name="Class" value="[color="#00FF00"]SpawnEntity[/color]"/>
<property name="SpawnClass" value="[color="#00FF00"]npcTraderJoel,npcTraderRekt,npcTraderHugh,npcTraderBob,npcTraderJimmy[/color]"/>
</block>
meta indicates the enumeration.

I checked just now:

- it works in the RWG,

- meta - is select entity,

- and it does spawn once (not sure - not enough tested)

 
Last edited by a moderator:
Ahh that's the trick I've learned from guppy a few days ago. Thanks anyway.^^

You found a way to spawn them?
I am still looking for a way that doesn't require xml modding and works for all entities.

 
Last edited by a moderator:
Any chance you'll make this an all in one tool for prefabs and add a generate imposter mesh feature? Some custom prefabs have them but I'm not finding much info on creating the mesh files.

 
Yes, there is a chance but I will wait for A17.... :)

Some custom prefabs have them but I'm not finding much info on creating the mesh files.

You can use Hal's Tools to create meshes. Let me know if you've further questions:

https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor

Edit:

I am just trying to make room for other stuff in the op. That's why you see the old changelog in the comment below.^^

 
Last edited by a moderator:
Changelogs (v0.3x):

Changelog v0.3 (July 11, 2017):

- added a few tool tips (not complete yet)

- added option "inverted mouse wheel" (related to "mouse wheel changes layers")

- added option for a15 xml support (the editor assumes you're working with alpha 16 unless you've activated this option)

- added a16 xml support

- added system to visualize and edit sleeper volumes (see details)

- added button for clearing inserted prefabs (This button removes the blue box. So you don't have to click on "fix position" and undo)

- changed layout to save space

- corrected spelling "Your current prefab is the small" -> "Your current prefab is too small"

- temporarily disabled "Layer-independent selection" (performance issues for large prefabs)

- renamed "side view 1" to "front view" and "side view 2" to "side view"

- fixed scaling for high dpi displays

- fixed bug related to fill tool

- fixed bug related to a15 xml support

Changelog v0.3b (July 11, 2017):

- fixed minor bug related to highlighting function in side view

- made color indicator in sleeper volume list thicker

- made a16 xml reader case insensitive

- fixed crash caused by faulty XML files

Changelog v0.3c (July 12, 2017):

- added brush tool to editing tools

- added more tool tips

- added settings for filler tool

- changed filler tool (it should edit all block properties, not just the block id)

- fixed minor bug in undo/redo algorithm

Changelog v0.3d (July 12, 2017):

- added new style option for selected blocks and "blue prefab boxes" (is disabled by default but can be enabled in the option menu) (see screenshot)

- fixed performance issues and reenabled option "Layer-independent selection"

- general performance improvements

Changelog v0.3e (July 13, 2017):

- improved placement of new sleeper volumes

- fixed bug in undo/redo function (should be bug free now^^)

Changelog v0.3f (July 14, 2017):

- added console tab (it's not too useful atm but I will add more of developer functions to the console output)

- added function "print all prefab xml data" (this console function prints a list of all properties and corresponding values used in the prefab xml files and a list of those files)

- added X-ray mode (now we can see through air blocks^^)

- fixed: closing the program while the edit tab was undocked/floating prevented to editor from starting

- renamed "prefab settings" tab to "Xml" and "sleeper volumes" tab to "Sleepers"

Changelog v0.3g (July 15, 2017):

- added optional tab "sleeper generator"

- fixed missing line-breaking of prefab xml files in windows notepad

Changelog v0.3h (July 16, 2017):

- added button "count sleeper blocks" and text field sleeper block count to volume list items (gray indicates the volume doesn't contain any sleeper blocks)

- added "remove sleepers outside volumes" button to the sleeper generator tab.

- added function: sleeper volumes can be resized using the right mouse button (it's a bit buggy atm. see details)

- added tool "place sleeper" to toolbar

- Renamed "Sleepers" tab to "Sleeper Volumes"

- fixed: x-ray didn't work (didn't update) after activation until you changed the current layer

- fixed: click on a sleeper volume which is partially outside of the prefab area unintentionally changed the position of the volume. So double click didn't work for those volumes

- fixed: old sleeper volumes will not be deleted if you load a prefab without prefab xml

Changelog v0.3j (July 17, 2017):

- added vertical tabs (can be deactivated in option menu "vertical tabs")

- enabled remove and insert rows and columns in x-ray mode

- improved resizing of sleeper volumes by mouse button (still not perfect but it's much better now)

- fixed visual issue caused by sleeper volume resize via text fields

- fixed: dock widget size (size of the tabs) not saved properly

- fixed: sleeper generator changes the size of other tabs

- fixed: size of the volume list items was too small

Changelog v0.3k (July 18, 2017):

- fixed: undo didn't work for sleeper placing tool

- fixed: creating a new prefab didn't remove sleeper volumes from previously loaded prefab

- fixed: sleeper volumes slowed layer switching down

Changelog v0.3l (July 18, 2017):

- fixed: multiple modes/tools caused crashes if you moved or resized sleeper volumes using the left or right mouse button

Changelog v0.3m (July 20, 2017):

- added new/better sleeper volume algorithm to sleeper generator (click on smart volume placing method; generating the volumes may take a few seconds!) (see details)

- added random SleeperVolumeGroups to sleeper generator (SleeperVolumeGroups will be randomly chosen from the list "active")

- added new console function "print free block ids" (shows a list of all unused ids in the console tab)

Changelog v0.3n (July 25, 2017):

- added link to the official thread to the main menu (help -> show official thread)

- added dialog on quit to save unsaved changes (implementation is not complete yet (changes on sleeper volumes will be ignored))

- improved sleeper volume placing

- made read-only text fields gray

Changelog v0.3o (July 30, 2017):

- fixed graphic bug related to sleeper volume resizing

- fixed: removing rows/columns while xray mode is on may crash the editor

- partially fixed: remove rows/columns may cause crashes (this is NOT the final bugfix but should significantly improve the current situation^^). I'll try to release the final fix within the next few days.

- temporarily disabled opengl

- added dynamic gamestage reading (so you can use custom spawning groups / use a modded gamestages.xml)

- added text field 'chances' to sleeper volume list items. this text field show the emptyChance, decoyChance and decoy1hpChance (see gamestages.xml for further explanation)

- increased the font for rotations shown in the grid

hint: please ignore the electricity stuff. It's deactivated anyway. :p

Changelog v0.3p (July 30, 2017):

- added prefab export tool (see details)
 
@n2n1

There will be an update next week...
Hi n2n1, the update takes longer than expected because I've found the motivation to implement some new features.^^ It will be quite big compared to the previous mini patches but it's not ready yet. So, no update today. Sorry. I need a few more days to finish the main feature. :)

 
Last edited by a moderator:
Will as will!....the program is quite functional to use :)

Recent list for load, will in the next update? :fat:

PS: to provide prefab - it does not make sense. Same actions under the same circumstances, after rebooting OS - do not cause crash.

(of course, i'm sure my Soft isn't guilty....if only ... there may be a shortage of any libraries... just, i use a fairly clean environment for modding - dedicated OS, do not install anything that does not require the program...)

By the way, entity spawn works when creating decorations biomes, my head was crazy from this opportunity!

 
Last edited by a moderator:
Will as will!....the program is quite functional to use :)

Recent list for load, will in the next update? :fat:

PS: to provide prefab - it does not make sense. Same actions under the same circumstances, after rebooting OS - do not cause crash.

(of course, i'm sure my Soft isn't guilty....if only ... there may be a shortage of any libraries... just, i use a fairly clean environment for modding - dedicated OS, do not install anything that does not require the program...)

By the way, entity spawn works when creating decorations biomes, my head was crazy from this opportunity!
Actually, that's a good question. The current version of QT (application framework of the editor) does have some bugs which make certain things difficult to implement, e.g. due to a bug in the framework you can select non-tts file if you load a prefab. Adding entries to the main menu at run-time causes random crashes. I suppose that's another QT related bug. That's why there is no recent file list in the main menu atm.

I could add another tab which holds the list of recently loaded files but a whole new tab just for this list? ... I don't know.^^ This could be confusing for new uses. So the answer to your question is 'maybe' (it's not unlikely. I just have to find some more features that fit to the tab thematically...).^^

PS: to provide prefab - it does not make sense. Same actions under the same circumstances, after rebooting OS - do not cause crash.

(of course, i'm sure my Soft isn't guilty....if only ... there may be a shortage of any libraries... just, i use a fairly clean environment for modding - dedicated OS, do not install anything that does not require the program...)
No problem. The new logfiles feature should be sufficient to find the reason for the crashes.

By the way, entity spawn works when creating decorations biomes, my head was crazy from this opportunity!
I don't know what decorations biomes are and how they are related to prefabs.^^

 
Last edited by a moderator:
Back
Top