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FPSC Classic Scripts / [STICKY] FPI EditPad V3.3.95

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Gamer X
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Posted: 14th Aug 2008 05:24
Hey FL

I have been bouncing around everywhere.

I finally read this thread and I am glad that you are making a V3.

Hope that progress on it is going smoothly.


looking for an ally script? Then visit http://www.freewebs.com/crazymonkeygamers/
Flatlander
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Posted: 14th Aug 2008 21:47 Edited at: 14th Aug 2008 21:58
Business first. With the newest version 2.1.1, I allowed the ability to add, edit and delete commands. However, I never indicated anywhere in the program that there is a requirement for the command definition or you won't get a popup of the def. The following is what needs to be done:

Begin the definition with the command name followed by an equal sign and X if required; e.g. ACTIVATED=X or ALWAYS (command name only) if the variable is not needed.

Gamer X, you said you are glad I'm making a V3. Are you using V2 at all. Just curious.

The only reason I was going to call it version 3.x was because I thought I would be selling it. But I have decided not to. So, I will be just adding things now and then. The next thing that will be helpful for me is to manage the scripts like I am doing with models in FPSC MediaKeeper. So this will probably be the next thing I will work on. I still haven't finished MK but getting very close. BTW, that will be free as well. Some people really thought I should sell it, but, I don't need the money and I want to help the young people who would probably rather spend what they have in the TGC store -- and, I don't blame them.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Gamer X
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Posted: 14th Aug 2008 22:13
Yes I am using it.
I using to create an Inventory system, I used it to make the ally script.

I choose to use it over notepad.


looking for an ally script? Then visit http://www.freewebs.com/crazymonkeygamers/
Flatlander
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Posted: 14th Aug 2008 22:58
Thanks Gamer X. I'm glad you are using it. Of course, I use it all the time. When I'm not working on this and the other program, anyway.

Here is a screen shot of the edit screen for those who are not yet using this program (same for add and delete basically).



This may look a little different to those who have the newest version as I had added some help since then. Will be available in the next version.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 14th Aug 2008 23:31 Edited at: 15th Aug 2008 00:14
I have a good idea that, I think, will be very useful and speed things up. Especially if you don't like to use the keyboard and you want to maintain correct syntax. Everyone should already know that by double-clicking on a command, it will insert the command at the text cursor position. Well, I can programmatically include either a colon or a comma in front of the command depending on what is needed. If the line is blank then clicking on a condition command will add the condition; e.g. :activated= of course you have to add the value. Double clicking on an action command at this point will create an error message. The next time you add a condition would add a comma and then the command. When you double click on an action and if it is the first action then it will have a colon, subsequent actions will have a comma. If you try to click on a condition once an action has been added then you will get an error message.

So, what do you guys think?

Addendum:

I thought I was going to be able to do this but maybe I won't be able to. I'm having trouble with the API's returning correct data information. I can get the line number but if the line is blank instead of return a zero length it returns the length of the next line and then includes that line in the text when the text should actually be null. I'll continue working at it. If it worked the way I thought it would, it would have been pretty easy. But nothing is easy in programming.

Addendum #2:

I was a little too quick to panic. I actually have it pretty much working now. There are some things I am noticing now that I am testing it. Like say I have some conditions and actions already in place. What if I wanted to put in another condition? As it is now, it won't let me. I am going to have to see if I can actually know where the cursor is within the line and then see if it is before the second colon which indicates that actions follow. If it is then I can add a condition. There are some other things that happen that I definitely have no control over. Like when the cursor is in between letters of a command and another command is inserted at that position.

I know I'm talking to myself here but I guess feel like sharing what I'm doing. I'll stop now. At least I'm not creating new posts.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 15th Aug 2008 01:21
Hey FL,

Just curious but does your "Edit" allow for additional commands that use MORE than one value? Like:

somecommand=X Y


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Gamer X
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Posted: 15th Aug 2008 01:41
@FL

I have downloaded the V2.1.2, and it states that the options.ini file is missing.


looking for an ally script? Then visit http://www.freewebs.com/crazymonkeygamers/
Flatlander
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Posted: 15th Aug 2008 02:32 Edited at: 15th Aug 2008 02:37
Yo Plystire,

Yup. It doesn't take into consideration the extra variable. Just put in the command text box somecommand= and in the def text box SOMECOMMAND=X Y {definition goes here}. When doing a keyword check it will also accept it as being valid.

@Gamer X

You need to copy the exe file into the parent (home) directory/folder of the application. When you installed the initial program this is where you had indicated the files to be installed. The default was at:

c:\Program Files\Olive Tree Games\FPI EditPad

There were 11 files installed in this folder including the options.ini file plus the subfolder "Repository" that also contained two variable script snippets.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Gamer X
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Posted: 15th Aug 2008 03:23
Thanks FL


looking for an ally script? Then visit http://www.freewebs.com/crazymonkeygamers/
Flatlander
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Posted: 15th Aug 2008 05:30 Edited at: 15th Aug 2008 16:00
I went ahead and added the in-document build script. Some of the more experienced may not want to use this so there is an option. Uncheck "Use In-Document Build Script" under "Options". The action when double clicking on the command will simply add it to the document at the text cursor position. Otherwise it will add the appropriate ":" or "," in front of the command as well as letting you know if the condition or action placement is correct. I felt this was more of a "minor" update since I had also gotten rid of the
old way of building a script line and then adding it to the document (that's why 2.2.0 rather than 2.1.3 -- it's all arbitrary anyway).

Also there are some other small tweaks.

See first post newest EXE version download.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Gamer X
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Posted: 15th Aug 2008 05:39
!Downloaded!

Like the minor changes

Notice a new option in the File drop down menu===> Organize Scripts...


looking for an ally script? Then visit http://www.freewebs.com/crazymonkeygamers/
meteorite
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Posted: 15th Aug 2008 05:46
Gee flatlander, where did you get the ideo for adding commands from
I'm glad you put it in, it will make keeping up with Lee much simpler. Downloading now, thanks!

I love Jenkins forever :p
Flatlander
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Posted: 15th Aug 2008 05:49
Yup, that's coming up. Not real soon like some of these other changes. I will be basing this on FPSC MediaKeeper. One already has the repository, but that is mainly for code/script snippets and not a full fledged usable script.

I consider myself an experienced FPI script coder but I think I will be using the in-document builder. Saves a lot of key-strokes.

A tip: you can right click on the list tabs and select a category which will allow you to view fewer commands. Now that there is an editor for the commands, you can change the category for any command if you like.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
meteorite
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Posted: 15th Aug 2008 05:53
I prefer keystrokes, I dont know why, seems to require less movement than mouse working, but that's because I'm lazy lol

I love Jenkins forever :p
Gamer X
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Posted: 15th Aug 2008 05:54
Alright now that there will be useful for finding commands fast.

I give FPI editpad:
20


looking for an ally script? Then visit http://www.freewebs.com/crazymonkeygamers/
Flatlander
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Posted: 15th Aug 2008 05:55
Gosh meteorite, I don't know. Was it Dar13?

I do remember now that meteorite sent me an email requesting this. Thanks meteorite for the suggestion. I apologize for NOT giving you credit sooner. Better late than never.

Dar13, also wanted to be able to add commands for Ply's mod. This will allow him to do just that.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 15th Aug 2008 06:02
Quote: "I prefer keystrokes, I don't know why, seems to require less movement than mouse working, but that's because I'm lazy lol"


I guess it just depends. I'm a fast typist but my brain is slow (health reason) in remembering the correct code. It's easier for me to think and look at the commands. By then the mouse pointer is where it needs to be. You can type them in and I can double click them in. I just hope that there are other features that will make this a worthwhile investment for you. :ROFL:

Errr, uhhh, mmmm. GX, is that out of 5, 10, 20, or 100? Thanks, that does warm my .

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Gamer X
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Posted: 15th Aug 2008 06:13
20/20

Before I used FPI edipad (Before it was known) I used a FPI editor that I found in the back of the forum somewhere...ZZzzZZzzZZ...Can't remember where all well.


looking for an ally script? Then visit http://www.freewebs.com/crazymonkeygamers/
Flatlander
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Posted: 15th Aug 2008 06:33 Edited at: 15th Aug 2008 06:35
That was the editor I was using. It was good but support was dropped and it was never finished. I liked the automatic highlighting, however, I think it slowed it down too much and I noticed too much resources being used up. I finally decided to program my own and then thought it would be good to contribute it to the community as I've taken a lot from them already. It has grown quite a bit since I first started out. I, of course, designed it to my liking -- such as multi-documents rather than one document per tab.

I'm still working on auto-highlighting but so that it won't slow things down. I think I will do it like the VB editor and only highlight when the cursor leaves the line. I can use Window's APIs which will be much faster and I can get more information from the text box using them. What I need to know is which line was currently constructed and then what text is on that line. I have already pretty much figured out the code when I did the in-document build script. I can also do syntax checking this way.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Little Bill
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Posted: 15th Aug 2008 21:35
I can't seem to find the download for the latest version.

Flatlander
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Posted: 16th Aug 2008 00:53
Little Bill,

The download button on the first post. That is just the exe file. So, if you haven't done an install yet, download the installer (2.0.7) and install the program first. Then after installing, simply copy the exe file into the directory where you installed the FPI EditPad. If you used the default it would be a subdirectory of 'Olive Tree Games'.

c:\Program Files\Olive Tree Games\FPI EditPad\

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 16th Aug 2008 01:48
Hey FL,

Was just playing around with the Edit Pad and wanted to change a definition...

I decided NOT to change the definition after all so I clicked OK without doing anything and this came up. (See attached pic)


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.

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Plystire
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Posted: 16th Aug 2008 01:51
Okay... apparently this is happening ALL the time now.

Whenever I try to Add or Edit FPI commands, I get that error... even for commands that I've never entered before.


Any idea what's going on?


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Flatlander
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Posted: 16th Aug 2008 03:13 Edited at: 16th Aug 2008 03:26
Thanks for taking the time to check it out. Since I don't have any testers I have to rely on those using the program to give me the info on a crash.

It has happened to me as well when the list files get messed up, somehow. Nothing from what you have done. If there are no changes to the data then all it should do is write out the same information, so that isn't the problem

The reason you are getting the error message is because there are two lines within the file with the same key. The key is derived from the command name. If there is an equal sign it uses that as well. If not then it is just the command name. What program does is re-write the def file with the new changes (or not) and add it to a "collection" with a key. Again, if there is a duplicate then it will crash. Need to at least prevent that from happening

So, it is possible you are trying to add a command that is the same as the one that is already there. If I remember correctly there is at least one of your command variable names that is the same as "varcommand=X." I'm not sure which one or more it would be. Even though you also have a variable of Y for the command "=X Y", it doesn't pay any attention to the "Y," as I mentioned before. The only thing you could do in this case is delete the FPSC variable command so you can add your mod variable.

At least I need to catch this error and use an error message rather than having it crash and burn.

Since I know your commands I will try this at home.

The list and def files that are installed has all the FPSC variables through version -- gosh I can't remember, maybe through 1.12? I guess one would have to look at the lists provided on the right hand side of the window when a fpi document is active.

I will definitely give this some serious attention now and come up with a "fix." It really isn't a bug but needs to be dealt with. Well, it depends on one's definition of "bug". No, it is a bug, programmers don't like to think that they cause bugs.

Ply, could you send me the commands lists and defs? Would be very helpful. They are located in the root directory of the application.

* actions.lst
* conditions.lst
* hlpActions.def
* hlpConditions.def

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 16th Aug 2008 05:23
Sure, I've rarred them up and here they are.

I thought at first maybe the problem was because I was attempting to manually edit the list files... but after I uninstalled and reinstalled and attempted to add "etimergreater=" again... I still get the same crash.

Also, I never tried to re-add the variable conditions. I noticed already that they were a part of the file and so skipped over adding them.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.

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meteorite
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Posted: 16th Aug 2008 06:28
actually Flatlander, I was joking about the credit thing, I really dont care it was just a thought... I must admit, I haven't played around with it yet, I'll try now and write that night vision script I said I would

I love Jenkins forever :p
Flatlander
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Posted: 16th Aug 2008 08:07 Edited at: 18th Aug 2008 02:21
I believe I have it coded so that there will not be any duplicates and therefore no duplicate keys which will cause the crash. However, if there is an issue it will not end the program but if there is an error it will give an error message and then continue with the program.

PLYSTIRE, download version 2.3.0 and use the same lists and defs you sent me since I used them. I had already tried adding, deleting, and editing the "etimergreater=" condition with success. Then I tried to add your condition "Varless=". See the image below:



Now you will see this message:



All that has to be done is go and "edit" the command "varless=" When you click on "Edit" and scroll down the list you will find this command. Select it and you will then see this:



You will notice that it is FPSC's (Lee's) variable command. Simply edit it to fit your mod variable and save it by clicking the OK button.

Get 2.3.0 in first post.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 16th Aug 2008 08:12 Edited at: 16th Aug 2008 08:13
meteorite, I thought you might have been but still I didn't want to slight you because it was because of you that I decided to go ahead and create this new feature. Thinking about it, I knew there were people out there who uses Plys mod and other mods and it would help them. I'm sure it is working now, but, there probably still a lot of ante-programmers out there who will eventually crash it.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Thraxas
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Posted: 16th Aug 2008 12:33
I just started using this and you've done a great job F l a t l a n d e r... Thanks
Hybrid
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Posted: 16th Aug 2008 18:31
Sometimes it just crashes for me if I try to add a command. Also... So this is compatable with most MODs, since you can add definitons.

Flatlander
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Posted: 16th Aug 2008 20:10 Edited at: 16th Aug 2008 20:12
Hybrid, have you downloaded the newer version 2.3.0? Go up three posts and click on the download button. The reason it crashes is because of duplicate keys and the newer version should prevent that from happening. One of the reasons for adding this feature is for mod commands, however some of them may have the same name as Lee's command. As far as I know it is fixed. Ply hasn't gotten back to me on that, thought but it works for me. Also, read the post and look at the images of the post with the download button.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Hybrid
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Posted: 16th Aug 2008 20:51
OK, I'll download the new version.

Flatlander
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Posted: 16th Aug 2008 21:05
OK, thanks. As I told Plystire, I don't have any testers and I do want this to work, so be sure and let me know if you still have an issue with it. If I don't hear about it I assume it is working fine.

I'm not sure but you may have to start out again with the original list and def files. As there may already be dupes added to the file and you then would continually have that problem. Well, maybe not because I believe I coded it to ignore a second dupe. If you have dupes in the list on the right side of the window in one of the command lists that means that there are dupes and you can delete them later.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Hybrid
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Posted: 16th Aug 2008 22:14
Can I just copy the old definition file into the new directory. Will it still read it?

Flatlander
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Posted: 16th Aug 2008 22:20
I'm not sure what you mean by the old file. The original that came in the installation? Or the one that you were using when it crashed? In any case it is not really going to hurt anything if you go ahead and run it with whatever file you want. I didn't make any changes to the file structure themselves. So you can use whatever file and go from there. You can also download the ones plystire uploaded and use those as they are the original. I don't know if I explained myself very well but I was trying to cover all bases.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Hybrid
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Posted: 16th Aug 2008 22:51
Nevermind, I was thinking about somtehing else. I thought that the definiton file was seperate.

Flatlander
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Posted: 16th Aug 2008 23:01
OK

At least your thinking didn't cause a program to crash -- well actually it was my non-thinking that did that . . .

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Plystire
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Posted: 17th Aug 2008 01:51
@Flatlander:

For reference: I downloaded the installer and installed FPI EditPad onto my Computer (I didn't use the default install location, though). Then I downloaded the updated executable you had and replaced the one I had with it. So... that's my setup.

Also:
Windows Vista Home Premium

Does it work in Vista?


And, that's not the error I was getting, I showed you a screenie of the error I got.

Something caused the entire application to crash and burn. It happens for anything I try to do... I can't even Edit commands without it doing that.

And when I click "OK" on the error message the entire application closes.


@Hybrid:

That sounds exactly like what it's doing for me.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Flatlander
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Posted: 17th Aug 2008 03:13 Edited at: 17th Aug 2008 05:33
Are you using version 2.3.0? I don't know if it works on VISTA. I didn't think the installer would work on VISTA because it is a pre-VISTA insaller from InstallShield.

Yes, I know what the error was and version 2.3.0 should have taken care of it. The final note is I can't duplicate it. Using Version 2.2.3 I added "etimergreater=" and it worked fine. I edited it and it worked fine. I deleted it without any trouble. I added it again, no trouble.

Then I tried adding the "varless=" constant it crashed with that error message because it was a duplication. So I added code to check for duplications. That is version 2.3.0.

I recopied the files you sent me to the directory. I then retried "etimergreater=" and it again worked fine. I then tried adding "varless=" constant, but this time I got the message -- as I intended it to work -- that there is a duplication. So in order to have the correct definition for it all that needed to be done now was to edit the current "varless=".

Download version 2.3.0 and retry. The images explain what should happen now.

If it doesn't work for you I guess that is the way it goes. It works for me. I have added all of your conditions and actions without a problem.

Addendum:

If you are using VISTA, Compiled VB6 is supposed to run on VISTA, however, I am using APIs that may not work, altough, from what I understand, the APIs used with XP should also work with VISTA.

However, the error you are getting is not a problem with VISTA incompatibility but it is a duplicate key error that has to do with collections that are a part of VB6 and very likely with VB.net. Collections are like arrays but with internal differences that make them more useful than arrays, such as the ability to access data via an assigned key. That's what makes it possible to bring up the definitions in a pop-up when you point to a command.

With that said I suppose you can change the lists and defs manually or I can upload the lists and defs, with your mod commands for you to use.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 17th Aug 2008 05:51 Edited at: 17th Aug 2008 05:55
The newest version 2.3.0 install/setup file has been uploaded.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 17th Aug 2008 16:13
I know of someone who has a machine with VISTA and I will be hopefully installing this program onto their machine this afternoon (my time). I then will be able to test it on that machine. I will be taking Plys's commands and some fpi scripts with me. If I don't get it done today, it will be in the very near future.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
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Posted: 17th Aug 2008 20:59
I have VISTA. It works fine now.

Little Bill
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Posted: 18th Aug 2008 00:10
Works fine on my Vista Machine. This is great! Well done.

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Posted: 18th Aug 2008 00:53
UAC actualy just had an issue,It kept blockingit, but after I disabled it, it worked fine.

Flatlander
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Posted: 18th Aug 2008 02:07
Thanks people for letting me know. I also tried it and the add, edit, delete feature works as well for me on VISTA. I added 3 of ply's constants and 3 action commands and edited and deleted without a problem. I hope anyone having problems can figure out what is going on with it.

I noticed in the new install, I had left Ply's "etimergreater" variable in the conditions list and defs.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
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Posted: 19th Aug 2008 04:54
Still not working.

I have the UAC disabled, I'm even running it in Windows XP SP2 compatability mode.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Flatlander
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Posted: 19th Aug 2008 05:41
Hey Ply,

I just don't know what to say. As you know, if I could duplicate it, I probably could figure out what is going on. But, that's not apparently going to happen. I have run it on several machines -- one with VISTA. There is another friend who actually has a Mac with VISTA installed in a multi-OS environment. I have tried FPSC games on it as well as DBPro games and it works. So, I am going to give this program a shot. Will let you know.

Just a thought. Have you tried running it without the Windows XP SP2 compatibility mode. When I ran it on the VISTA machine that was not turned on.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 20th Aug 2008 05:03 Edited at: 20th Aug 2008 05:08
So, I am about to upload the next version that allows the user to organize scripts. Here are some screen shots. The first shows the menu for this feature.



Upon selecting the option "Resfresh Archive Database" the first time will create a database of all the scripts within Scriptbank. Subsequent selections will refresh the database or add any new scripts that have been created and are in the FPSC Library.

The next image simply shows a question box that appears upon selecting the option "Move Scripts to Archive Library." This allows you to move all the scripts to the library.



However, if you do not wish to move all the scripts then clicking on the "NO" button will show the window found in the next image.



Here you will be able to select the scripts you wish to move. The scripts are broken down into categories. The default categories are:

*FPSC Default
*People
*Destroy
*Miscellaneous
*Store/Cash System
*Inventory System
*Current Project

The "No Category" is the category that is applied to all of the scripts upon creating the database with the exception of the scripts found in the scriptbank root folder ("FPSC Default"), People folder, and Destroy folder.

When selecting the option "Assign Categories to Scripts" you will see the following window.



As you see, there are a lot of scripts that belong to "No Category." Here I will be assigning the "hooverboard.fpi" to the Miscellaneous category. The next image shows that you can either add or delete a category by selecting the "Add or Delete Category" option. You can delete any category you had created but you cannot delete any of the default categories.



Finally we have the "Delete Scripts" option. in the following screen shot you will see the window that will be shown once that option is selected. You select the script or scripts you wish to delete and then hit the "Trash 'em" button. You can restore the scripts that are in the trash bin (selected or all) or you can empty the trash bin which deletes all the scripts in the trash bin permanently.



The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 21st Aug 2008 12:50
The feature is actually done. However, I am doing some tweaking and a lot of testing. What I have done recently, plus this feature and, what I hope to be, a fairly decent help file is what would have been called version 3.0. You will notice that the new upload will be that version. The next thing I will do is work on the help files.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Flatlander
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Posted: 22nd Aug 2008 00:30 Edited at: 22nd Aug 2008 13:02
OK, v3.0.2 is here. You will need to download the database before the new feature will work. In fact you will not be able to even load the program. It will let you know that the file is missing.

The download for the database is in the next post.

You will need to create a subfolder of the FPI EdiPad root folder called: Database

Then move the data base Scripts Archive.mdb into the Database folder.

Edit:

The download of the EXE file is in the original (first) post.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC

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