Thank you, I'm glad the tool manages to serve its intended purpsoe
ApexMods wrote:initially the executable fell over a one-letter typo in one of the XMLs and couldn't finish parsing the rest (luckily it did report the error before giving up parsing)
It bothers me as well, but that's the way SMM's parser works, I don't really know how I'd go about correcting this. In any way, the best solution is to validate your mod with SMM's validate function, to catch typos like that, before
feeding it to the checker.
ApexMods wrote:for some reason it wrongly reports false description lengths for bomb weapons with 17-part image strips ("Mismatched frame count declared in anim and frame count in anim sheet (17 != 9)")
The checker compares the number of frames declared by length=
attribute in <desc> child in <anim> tags:
and the frame count acquired by dividing width
(w) by frame width
(fw) of the linked <animSheet>:
Code: Select all
<animSheet name="" w="#" h="#" fw="#" fh="#">...</animSheet>
I'm not exactly positive that this is how it works, and it seems to have no effects in-game... But most anims/animsheets follow this rule *shrugs*
ApexMods wrote:it does not recognize class="random" and class="ghost" statements for crew in blueprints.xml ("Referenced blueprint name does not exist")
Whoops, I'll look into it.
ApexMods wrote:for ships with artillery in place of cloaking (that can't have both) it reports the missing cloaking declaration as a critical error ("Player ship doesn't have a required system tag declared (missing <cloaking> system tag)")
Well, actually, you can
have both artillery and cloaking, it's just that the UI will break and look awful.
I don't really like having an exception to the error, by not reporting a missing <cloaking> when <artillery> is present...
ApexMods wrote:some XML objects that are hard-coded or referenced across e.g. sector-specific XMLs are not recognized as linked and therefor marked as unused ("This object is not referenced from anywhere, and is not used in-game")
I actually have a list of stuff that FTL is hardcoded to use, that the checker ignores -- though I may have missed some. As far as I'm aware, though, FTL does not use the WEAPONS_STANDARD, and similar, blueprintLists (that's why the augment list can have non-existing augments, and the game doesn't crash - it's never used)
ApexMods wrote:double line breaks in credits.txt are reported as layout error ("Double line break in txt layout file")
Whoops, I'll get that fixed
ApexMods wrote:although you already mentioned your reasoning, but I'd still prefer missing/wrong closing tags to be reported
Yeah, I don't like it either, the old parser did
report mismatched closing tags -- but as Vhati said, SMM's validate should catch that
ApexMods wrote:on my Mac, EC has 100% usage of one CPU core and occupies about 600MB of RAM while being idle
Whoa. The RAM usage could be explained by the re-created XML structure that the checker uses internally to detect errors. But the CPU usage has me puzzled...
ApexMods wrote:rendering the resulting XML a visual mess extremely difficult to read in EC.
You mean, everything is on one line in the text viewer on the right side? That shouldn't be happening...