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View Full Version : SchemeEddy2 - New Scheme Editor


Etho
30 Jan 2007, 07:21
I have completed a new scheme editor for Worms Armageddon and Worms World Party. (SchemeEddy v2.05) Please report back any problems you experience with the program so that I can fix them post haste.

Feed back is welcomed, both good and bad. Enjoy ^^

Download:
http://etho.wormsrenegade.com/programs/scheme/SchemeEddy2.zip

Screenie:
http://etho.wormsrenegade.com/screenshots/SchemeEddy3.png

CyberShadow
30 Jan 2007, 08:45
Awesome work, Etho. *approves*

Koen-ftw
30 Jan 2007, 09:00
Hehe. I'm not going to try it out myself, since I noticed it messed up KRD's schemes. I must say though, it looks very slick. Also the option to make a random scheme is very nice!

Melon
30 Jan 2007, 09:47
OOOOhhh very very nice. I like making alternative schemes so this is exactly what I needed. Unfortunately I can't show them online because I can't host, but I like to spend lots of time playing against myself refining my schemes. Maybe I'll post some. It's still a shame I can't set Scales of Justice delay, but oh well. Fantastic work Etho. We all greatly appreciate the Worms programs you've made over the years.

franpa
30 Jan 2007, 10:00
you can have delay for the scale of justice tho... its there in the scheme file... its just that the game itself wont read that part.

CyberShadow
30 Jan 2007, 11:13
Bug report.
When I opened a scheme by double-clicking it, the weapon names were messed up:

http://thecybershadow.net/dump/413697ce57ec56019fdb5e94009660c7/00000308.png

Also, the scheme data wasn't actually loaded.

Run
30 Jan 2007, 12:16
Also the option to make a random scheme is very nice!

Ooooh I hadn't noticed that, very nice indeed :) I think someone created a program specifically to do that, and one of the wishlist ideas for it was to manipulate the way random settings are chosen (since hyper-powered bananas cropped up too often ;) )

A thought for any future development of this program.

KRD
30 Jan 2007, 14:23
Koen, I believe my problem was identical the one in Cyber's bug report above [without the weapon names getting messed up, though]. I opened most of my schemes and edited them a little without paying much attention, so essentially I was adding a few options to a blank scheme.

When we spoke this morning, Etho suggested the Load > Recover Scheme feature to help with that for now. Version 2.03 has been released since, but I'm not sure whether opening schemes has been fixed in it yet. I'll let the man himself explain it.

Wonderful program, otherwise! Very informative, even if you aren't into fiddling with schemes. If you are, wahey!

Plasma
30 Jan 2007, 14:28
"I 100% support this product and/or service!"

Melon
30 Jan 2007, 16:52
I can't set the delay for utilities. Is this due to the scheme files themselves? It seems strange because in some of the default schemes (ie intermediate) the jetpack has a 2 turn delay? Surely that is encoded within the scheme file. So why doesn't it work? :(

Other than that. I think it'd be nice to be able force certain settings when making a random scheme. Similar to what Run said actually.

-EDIT- Oh, and changing the default turn time from 0 to something else would be nice, because I forget to change that sometimes and my schemes don't work then.

Muzer
30 Jan 2007, 17:29
hmm... I'm pretty sure that util delays are within the mission file, which is <> a scheme file.

Etho
30 Jan 2007, 17:37
Those are some very serious issues. I will try to fix them later today when I get some free time. Please continue to post problems you encounter or suggestions for changes/features.

Run
30 Jan 2007, 17:58
I've a couple of ideas just to make the overview easier on the eye:

If a weapon's ammo and crate probability are set to zero, could that weapon's row in the list be greyed-out? Not greyed-out in the sense that you can't select it, but just a lot lighter so it's easier to tell the difference between weapons that are in the scheme and weapons that aren't.

Also, perhaps instead of zeroes for, say, the Delay and Crates column, simply no number at all - then it would be easier to see weapons that have a delay or crate setting. (going even further, one might suggest that the 3's in the Power column shouldn't be displayed as they are default, and so it would be easier to identify weapons with an abnormal power setting)

Etho
30 Jan 2007, 20:47
It seems that, like the scales of justice, the delay setting for utilities in custom schemes does not get read by the game. Delay can be set for all other weapons except Skip Go, Surrender, and Damage x2. Melon, you are very good at finding scheme quarks. ;)

I've fixed a few things already. I'm thinking of making the scheme randomizer scriptable in some way, but am not yet sure of how I should do this.

The dim out idea is very good Run. I'll see what I can do about it.

Melon
30 Jan 2007, 20:54
With the super weapons, the last two columns have a dash - because you can't change the max damage values of them. But why not replace the power, crate chance, and crate % of them into a dash as well, seeing as changing them makes no difference.

Basically, if it doesn't change or changing it has no effect, then maybe it should be crossed out. It just makes it easier on the eye.

By the way, I've whacked 'create random scheme' loads and loads of times, and I've never seen a super weapon come up. Are they exempt from the random generator, or do they just have such a low probability that the odds of them coming up are minute? I think it would be nice to occasionally have a freeze or carpet bomb come up in a random scheme, but maybe limited to one super weapon in total, if one does come up.

Similarly, Select Worm never comes up, as it's a 'super weapon' too. I love my select worms.

Run
30 Jan 2007, 21:32
It would be more useful if the numbers in the drop down lists for Ammunition, Delay and Power actually represented the result rather than the byte value. I'm not sure about Ammunition and Delay but according to wahelp's factoids page (http://www.nanacide.com/wahelp/info-factoids.php), only a few byte values apply for Power and that depends on the weapon too.

Seita
30 Jan 2007, 23:29
The problem with that is the difference between WA and WWP for nonstandard powers.

Run
31 Jan 2007, 08:15
Tis a good point. What about two numbers (percentages of power 3) in each entry in the drop-down list: one for WA and one for WWP. With a blank if a particular byte value doesn't exist for one of them.

I suppose the tables in the ReadMe are sufficient though.

What about ammunition and delay? How do they work? Can I actually set a delay to 255 turns and every other number inbetween? That would work wonders for the Clockwork Orange scheme.

GrimOswald
31 Jan 2007, 12:09
Nice program Etho. :) I am curious however as to why you can't have 10 of any weapon. (Infinite is where it should be)

SilPho
31 Jan 2007, 15:23
It's the way the game reads the scheme files, a value of 1 means 1 on that weapon, same all the way up to 9, but if the game reads a 10 then it takes that to mean infinite.

kikumbob
31 Jan 2007, 17:31
Bug report.
When I opened a scheme by double-clicking it, the weapon names were messed up:
http://thecybershadow.net/dump/413697ce57ec56019fdb5e94009660c7/00000308.png

Also, the scheme data wasn't actually loaded. Well don't open the scheme by double clicking on it then.:p

Nice program Etho, I'm enjoying it.

Etho
31 Jan 2007, 20:30
SchemeEddy Version 2.04 uploaded!

I have fixed a number of serious problems in this version.

1. It seems the cause of the blank scheme issue was SchemeEddy was loading its blank start-up scheme even if you double clicked on a scheme to load it. This was a read error, not a write error. This should be fixed now.

2. I have optimized the convert scheme options you get when you right click on a scheme file. They convert quicker now and it won't be such a burden on your system's memory.

3. As suggested by Run; weapons that do not appear in a scheme will have their names slightly greyed out.

4. Added some more scheme debug helpers.

5. The start-up scheme now has 30 second turns.

Koen-ftw
31 Jan 2007, 20:34
Ah, looks safe enough for me to give a try then. I'll give some feedback soon! :)

Muzer
1 Feb 2007, 17:24
There should be a clickable ! on the turn time when it is set to 1 or 0 pr something :)

Chip
2 Feb 2007, 16:19
What can this program do that the in-game WA scheme editor can't do? (I've also unlocked the full-wormage so I can select any weapon or upgrade)


But it does look good. :)

Melon
2 Feb 2007, 16:41
This program lets you 'break' the limits on the in-built scheme editor.

You can set EXACT values for health, turn time, round time, crate chance, delay, power, ammo, water rising, number of rounds, etc etc etc.

Basically, anything that is a numerical value can be set to your specific standards.

Well, except for utility delay,power and crate chance, super weapon power and crate chance, and there are eventual limits to most things, normally 255.

-EDIT- By crate chance I mean the probability of it appearing in a crate, not the probability of the crate appearing.

rednecks
2 Feb 2007, 19:21
Love it, i like the way you can set hp damage

bonz
2 Feb 2007, 21:56
Bug:
I get a Run-time error '76': Path not found error when I click on Generate random scheme (W:A). The one for WWP random schemes works.

I guess there's something messed up with my registry. What reg key does the program read?

Suggestion:
Enable mouse wheel support for the scrollbar.

evilworm2
2 Feb 2007, 22:09
Bug:
I get a Run-time error '76': Path not found error when I click on Generate random scheme (W:A). The one for WWP random schemes works.

I guess there's something messed up with my registry. What reg key does the program read?



Hehe, bonz. You had that problem with my software too.
Remember?

It needs the PATH variable from HKEY_CURRENT_USER\\Software\\Team17SoftwareLTD\\Wo rmsArmageddon

Edit:
Btw. Etho: I like you GUI design. 150 extra points for this. :)

bonz
2 Feb 2007, 22:17
Thanks, evilworm2.
I test-installed Soustruh's Czech version and it overwrote that reg key.
Works now.

Etho
3 Feb 2007, 01:28
There seems to be a problem with my registry reading code. It's supposed to first check the PATH key for your worms directory, then "C:\Team17\Worms Armageddon" or "C:\Team17\Worms World Party", and finally if both of those fail... it will select the program's path (App.Path). There's still a few issues with the program that I plan to fix in v2.05.

1. The registry problem needs to be fixed.
2. There is a issue with the fixed team weapon settings. Sometimes the program displays these for the wrong weapons or doesn't display them when it's supposed to.

Things yet to add:
1. I'm going to add a short turn time warning in the debug box.
2. I want to make the random scheme generator somewhat scriptable.
3. Someone suggested that I make it possible to adjust the positions of the weapon listings. I want people to be able to customize it to their preferance using the +/- keys to move a weapon up or down in the list.
4. Any other good ideas people suggest.

I'm a bit busy so it may be a few days before I make these changes.

bonz: I originally wanted to make the mouse wheel scroll through the weapon list but later decided against it. This would have interfered with the ability to scroll through the weapon settings, which is something I personally prefer. It also would be difficult to program in.

Run
28 Feb 2007, 21:36
Something seems to be odd with the round-time drop-down box, when you're setting it to 1sec-128sec values. It's as though the numbers are backwards.

So you need to set 1sec to get a 128sec roundtime, and vice versa. No big deal but a little confusing.

Lex
20 Mar 2007, 12:11
http://lex.clansfx.co.uk/image/screenshots/schemeeddyfontcolour.png

The text uses the system default text colour, which, on my system, is designed for the dark background I use. Please make all the text black instead, so it fits your specialized colour scheme. It's rather hard to read with light blue on light blue.

Also, the scrollbar is annoying. It centres on my cursor despite where I click on it, unlike all other Windows scrollbars.

Great work, otherwise. The text problem is enough to make me not want to use it until the problem is fixed, though.

franpa
4 May 2007, 13:05
Are we able to freeze "select worm" at the top of the list like one would do to a coloumn or row in a spread sheet program like excel?

'cause this would make it easier creating a scheme with minimal "select worm" probability and would save people from RSI.

pisto
9 Jun 2007, 14:36
i guess this wont be longer updated, but if i'm wrong why dont you allow changing the fall damage level, instead of just on/off?

Melon
9 Jun 2007, 14:41
i guess this wont be longer updated, but if i'm wrong why dont you allow changing the fall damage level, instead of just on/off?

This isn't included because you can't. I have no idea if this is changed for the next update or even planned for the future at all, but currently fall damage has 2 states. On and off. This program doesn't alter the game in any way, just takes advantage of the scheme files allowing customisation allowed outside the game's own editor limits.

-EDIT- Actually, I might be wrong about this. I don't think the value IS boolean, but I've never known it not to be.

franpa
9 Jun 2007, 15:53
worms 2 allows adjusting it... and if WA uses the worms 2 engine...

pisto
9 Jun 2007, 18:24
from cs' wiki:
"0A - Fall damage (the level of damage done by falling a long way) (1 byte)" (so not a boolean value)

and test yourself:

KRD
9 Jun 2007, 18:50
worms 2 allows adjusting it... and if WA uses the worms 2 engine...

Engine yes, but the scheme file formats are different.

And the engines aren't exactly the same either. WA and WWP are just based on the W2 engine, there are still considerable differences between them if you have the time and patience to notice them.

Etho
9 Jun 2007, 20:41
Fall damage is read as a boolean value by the game even though it occupies 1 byte of space in the scheme file. This is true for all the on/off options. A value of 0 gets read as "false" and a value >0 gets read as "true". (if I remember correctly)

WA uses the worms 2 engine...
This isn't true. W:A is based off of the Worms 2 engine. There is a difference. They used the Worms 2 code as a starting point for W:A and modified it to be something else.

pisto
9 Jun 2007, 23:13
have you tried my schemes?? those show it's not a boolean value, i killed a 200 hps worm doing a bad spike!

Etho
10 Jun 2007, 05:18
Oh... very interesting! I think you just discovered something new regarding scheme files. I think only Deadcode or CyberShadow would be able to enlighten us correctly as to how the amount of fall damage gets determined when reading a scheme.

DrJambo
10 Jun 2007, 17:24
Some of the damage ratings seem to go a bit strange after power 5. Is it possible to have a power rating higher than 5?

Run
10 Jun 2007, 17:35
Yeah the power settings take an odd turn there. Info here: http://www.nanacide.com/wahelp/info-factoids.php

franpa
11 Jun 2007, 05:25
15 is the max for most, and thanks for the link run, now i know why the holy nade sux :)

ah k, if you double click to open a scheme, the second click should not affect anything, because your still in the open scheme dialog box.

LightHawk
13 Jun 2007, 09:39
just thought i'd mention this: it seems that i can only see the full window when i set my resolution to 1024x768

kikumbob
5 Jul 2007, 19:55
Incase you havn't thought about it, it would be a good idea to implement mine and barrel count into Scheme Eddy, since Im having to do that before every game with my schemes if i want a number other than 8.

franpa
20 Jul 2007, 01:40
another thing to add would be the abillity to adjust fall damage, pisto says its the 8th byte in the scheme file. (set it to FF for max.)

KRD
20 Jul 2007, 02:00
another thing to add would be the abillity to adjust fall damage, pisto says its the 8th byte in the scheme file. (set it to FF for max.)

Dear Lord, please don't. You of all people should know what that did to Ropers on W2.

yea, it made them better.. made it so you had to be "good" with the rope else youd fall and die.

Ooh, that explains why Pplsworm has a 82.5 win percentage in the only remaining W2 league! Except not. It proves the opposite; Ropers on W2 have nothing to do with actual skill and ability anymore, all that matters is... well, not falling a single time throughout the game. And hiding in the most impossible places you can find. Kind of like Shoppers on WA.

Could just be me that sees the resemblance, I guess.

franpa
20 Jul 2007, 02:27
yea, it made them better.. made it so you had to be "good" with the rope else youd fall and die.

pisto
20 Jul 2007, 10:25
i just tested my old super fall damage scheme with the new update, putting FF to the fall damage byte gives no fall damage at all:eek:
edit: running test. value AA gives about half fall damage than normal!
BB sligthly more than normal...
CC doubles it...
DD is a half...
EE is like BB...

bah, i ran some tests, it seems random to me.

franpa
20 Jul 2007, 11:53
i used that scheme you provided which i assume is set to FF or 255... it works fine dealing over 300 fall damage depening on the circumstances.

pisto
20 Jul 2007, 12:36
lol if you use my scheme with 20 hazardous objects fall damage is turn off!

edit: oh, it makes sense: when you adjust the number of objects in the builtin editor, all settings (include fall damage) are rewritten to standard values

franpa
21 Jul 2007, 05:51
ah ha, so now we know of something that reverts the setting to defaults.

Etho
14 Aug 2007, 08:56
Alright ladies and gents,

I decided to update this program once again. SchemeEddy v2.05 is now released! You may download it here:

http://www.ethos-lab.com/programs/scheme/SchemeEddy2.zip

The following changes have been made:

I had accidently written the round time seconds in reversed order before. They now are in the correct order.
I've changed the font colors so that they no longer use your system's default colors... I hope.
A new setting for a scheme's object count has been added. This is compatible with the Worms Armageddon v3.6.28.0 Beta patch.
The fall damage setting has been changed so that you can accurately adjust its strength. Normal fall damage can cause a maximum damage of 67 points. You can use this as a marker for understanding just how strong your fall damage setting is. For example: 33.5 FD = 0.5x, 67 FD = 1.0x, 134 FD = 2.0x, 201 FD = 3.0x, 268 FD = 4.0x, etc... Sorry Gregor.
Some of the settings/options have been positioned differently due to the new additions.


Please report any bugs, mistakes, or other problems found with this new version of the program.

pisto
14 Aug 2007, 09:36
uh, finally a way to select fd easily! did you try all these value by yourself??
i suggest a warn message when you set non-standard fall damage, in fact changing the options with the build-in editor of wa turns off fd at all.
gj btw

franpa
14 Aug 2007, 11:49
great googly moogly, GJ !

karseet
14 Aug 2007, 16:05
Great update!

custom fd and changing the object count to 250 is awesome :)

franpa
14 Aug 2007, 16:40
all thats left is listing fall damage in order from least to most ;) but that only a very minor thing.

Etho
14 Aug 2007, 16:58
Yeah I wanted to do that, like I did with the water rise rate, but I didn't have enough room for another item on the form. Pisto, I didn't test every Fall Damage setting because that would have taken a long time. Rather I tested about 10 different settings and developed an equation to predict the rest of them.

Plainplane
18 Aug 2007, 00:35
Etho, I just downloaded your latest version of SchemeEddy and I am having a blast! I made a hilarious scheme for WWP the other day - maybe you should pay WormNet 2 a visit soon.

Plainplane :)

Melon
19 Aug 2007, 20:55
By the way, the bug which meant that Scales of Justice delay cannot be set has now been fixed, so you can remove or change the read-me file and the warning that is generated when you try to save a scheme with SoJ delay.

HR93
15 Sep 2007, 15:38
I hope the SuperWeapons can be edited and WILL WORK , on WWP on this one.........

Meszka
19 Mar 2008, 13:01
Hi, I found a bug in the wa->wwp convertion in SchemeEddy.
Here's what I did:
I took a W:A v2 scheme, changed the object type to 'both' and object count to 1. This changed the object byte (0x16) value to 0x0F.
Then I converted this scheme to a WWP scheme.
The object-byte's value was still 0x0F, even though WWP doesn't support object count, so it should reset to 0x05 ('both').
When I loaded this scheme in WWP it was interpreted as 'no objects'.

Edit: Same happens with other non-standard object counts.

Etho.
20 Mar 2008, 15:11
Thanks for the report. I will update the program again if a few more bugs are reported to make it worthwhile.

Deadcode
20 Mar 2008, 20:46
Etho, you did a pretty good job figuring out a formula for "maximum fall damage" as a function of the scheme byte value. Your formula is not quite exact for all values, though.

Here is the exact formula, in BASIC parlance:
FDCOEF = (FDBYTE * 50) mod 256
DAMAGE = INT(((VSPEED - 8 + 1/65536) * FDCOEF + 18) / 18)

Note is that there really is no maximum fall damage — there's a maximum vertical speed, and it's normally at this impact speed that the highest fall damage is reached. With TestStuff5, there's no maximum speed. The maximum fall damage with TestStuff5 should be 32767/18 = 1820 (at extremely high speeds the damage will be pseudo-randomized due to integer truncation, but it'll always be <= 1820).

VSPEED is the vertical speed at impact in pixels per frame. The normal maximum for this 32. So using the standard values for everything:
DAMAGE = INT(((32 - 8 + 1/65536) * 50 + 18) / 18) = 67

Note that with value of FDCOEF=0, this formula gives a DAMAGE=1. However, W:A treats this as an exception — FDCOEF=0 disables fall damage completely.

Also note that since (128*50) mod 256 = 0, the FDBYTE values 128-255 are duplicates of 0-127. SchemeEddy currently doesn't take this into account and the list is twice as long as it could be. (In fact, for some reason your formula gives some slightly different values in the range 128-255 than it does in 0-127.) Also, SchemeEddy should really sort the list, which it currently does not.

Note that before my fixes, W:A used to use this formula instead:
DAMAGE = INT((VSPEED - 7) * FDCOEF) / 18
This yields a standard max fall damage of 69 instead of 67.

What with TestStuff eliminating the normal maximum, and with different versions of W:A having different fall damage formulas, it doesn't really make sense to use the "max fall damage" as a reference point. I have a suggestion: list the fall damages as percentages (with 100 being standard, and 0-508 being the full range) instead of "maximum fall damage" values.
FDPERCENT = FDCOEF * 2

Here is the reverse formula, covering values of FDPERCENT ranging from 0 to 508 in increments of 4:
FDBYTE = ((FDPERCENT / 4) * 41) mod 128
This should make it easier to sort the list in SchemeEddy.

Etho.
20 Mar 2008, 23:24
Thank you for that information Deadcode, I always enjoy reading posts like that. I'll probably use the information if I decide to update SchemeEddy 2 in the future.

The rather odd formula I was using to predict the maximum fall damage values was (n * 66.7965 + 0.2) Mod 342 with n being an unsigned byte because VB doesn't support signed bytes. I knew it wasn't the formula W:A uses, but it was the most accurate one I could come up with on my own (while still being lazy, not testing many values).

Deadcode
20 Mar 2008, 23:41
Thank you for that information Deadcode, I always enjoy reading posts like that. I'll probably use the information if I decide to update SchemeEddy 2 in the future.

The rather odd formula I was using to predict the maximum fall damage values was (n * 66.7965 + 0.2) Mod 342 with n being an unsigned byte because VB doesn't support signed bytes. I knew it wasn't the formula W:A uses, but it was the most accurate one I could come up with on my own (while still being lazy, not testing many values).You're welcome, Etho, and thanks for showing me your formula — out of curiosity I briefly tried to recreate it and couldn't, and that's because I only tried tweaking the value of 66.8 in INT(((n*50) mod 256) * 66.8 + 0.5).

Etho.
25 Apr 2009, 05:39
I've been out of touch with the worms community for a while. But, tonight I decided to spend 1 hour updating SchemeEddy2 to take advantage of the new features introduced in W:A v3.6.29.0.

I don't have access to my worms site anymore, so I uploaded to blamethepixel.

Download: SchemeEddy v2.07 (http://www.blamethepixel.com/filedownload.php?id=3782)

Changes:
1. Random worm select support was added.
2. Jetpack fuel is now displayed in the weapon list.
3. I've applied Deadcode's fall damage suggestion. Fall damage is now displayed in order and in percentages. Toggle between 0% and 100% by clicking on the fall damage image.

I hope everyone enjoys this small update. Let me know if I made any mistakes in this new version.

Explorer
25 Apr 2009, 12:11
Small issues:
1. In English, the weapon name of bazooka has a capital "K" in the ending.
2. The warning of the round length is disabled when the fall damage is greater than zero, why?

double post edit

Bug report.
When I opened a scheme by double-clicking it, the weapon names were messed up:

http://thecybershadow.net/dump/413697ce57ec56019fdb5e94009660c7/00000308.png

Also, the scheme data wasn't actually loaded.

I found a similar bug. It rises when I save a scheme to the DAT and restart SchemeEddy.

Explorer
25 Apr 2009, 18:05
A few suggestions about the graphics:
1. Use the "highlighted" GFX on the weapon icons rather than the one which look greyed. (see the picture I attached)
2. Make an icon for the WSC scheme files.

EDIT:
http://img56.imageshack.us/img56/8433/pic1c.png (http://img56.imageshack.us/my.php?image=pic1c.png)
(the 2 rows marked with "H")

Etho.
25 Apr 2009, 19:05
Thanks for pointing out those issues. However, I don't understand the DAT bug you are experiencing. Can you explain what you are doing or how to re-create the bug?

Anyways, I've updated SchemeEddy again. Let me know of any problems.

Download: SchemeEddy v2.07 (http://www.blamethepixel.com/filedownload.php?id=3782)

Changes:
1. I fixed a small mistake with the way the object count was saved. This bug was also causing the "K" or other symbol to appear at the end of "Bazooka".
2. The round time warning has been fixed.
3. I've changed the SchemeEddy icon. The old icon resampled very poorly and looked particularly bad on vista. The new icon still doesn't look great, but it is better in my opinion.

Edit: Your scheme files should use the SchemeEddy icon. This won't happen until you have ran SchemeEddy at least once and I believe your computer needs to be rebooted. I think the same applies for the Convert to W:A / WWP option when you right click on a scheme file.

Muzer
25 Apr 2009, 21:48
It would be nice if the source code were available for this, in case you have another hiatus.

Etho.
25 Apr 2009, 22:53
I'm not opposed to releasing the source code. The main problem with this idea though is that the source code is really a nightmare. The odd design of scheme files and complexity of the program, not to mention my lack of organization, has created a large mess of code. I wrote it, and I have a hard time making changes to it.

Explorer
26 Apr 2009, 12:01
Thanks for pointing out those issues. However, I don't understand the DAT bug you are experiencing. Can you explain what you are doing or how to re-create the bug?

This is what i've done:
1. Run SchemeEddy, press "Save" button in the lower right corner of the window.
2. Choose "Save Changes", (which overwrites the SchemeEddy.dat file)
3. Exit and restart SchemeEddy

Explorer
7 May 2009, 12:25
Sorry for bumping the thread, but I found another small bug:
When I tried to set all ammos to infinite amount, the C(%) row of the list freezed up. (It did't respond even when I scrolled the list.)

EDIT: How to re-create
1. Set all weapon/utility ammos to infinite. (like the Full Wormage scheme)
2. Adjust the ammo of just one weapon.
3. Scroll