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J Bytheway
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England
Jul 2001 time: 05:19
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I'm writing a CTP2 Editing GUI for my own (nefarious ) purposes. Kind of like EasyMod for CTP, only not really - mine's very different and much better (obviously ). Well, in some respects, anyway, and if I get it doing everything I hope to.
I know many (most?) people prefer fiddling the text files themselves for most of the time, and I sometimes feel the same way, but I'm hoping the strengths of my program will be its ability to do mass changes, e.g. Double the cost of all age three advances, generate all the statistical bits of the GL, etc. (Although none of that is implemented at the mo - there's only a basic editing interface; you can't even add or remove entries yet ). I wrote lots of little applets to do these things for CTP, but I wanted to conglomerate them this time around.
So, is anyone else interested in using such a thing? And if so, would they like to help test it during development (which is of course the most dangerous stage in terms of the possibility of losing all your work, etc.)?
Or are you all hardcore text-files-or-nothing people?
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:19
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The GL is the worse part for the modders in my point of view. A lot of work and really boring!
Something that connects would be nice.
Eg. it would read in prereqs if you write something like EnableAdvance for a unit it would find the unit in the Uniticon.txt read the Unit.txt find the line EnableAdvance recognize the advance finding it in the Advance.txt serch it in the uniticon again and link it to to the advance entry of the library.
I dream with it everytime i start the GL work for my unreleased mod.
Last edited by Pedrunn on 30-04-2002 at 22:46
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J Bytheway
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England
Jul 2001 time: 05:19
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quote: Originally posted by Martin Gühmann
Actal I needed a lot of time to add all the new goods to my mod, a lot of Great Library work, work with the uniticon.txt, goods.txt, goodID.txt. Such a tool would accelerate the mod developement a lot. A lot of work was copy and paste and modifying the copied entries, and sometimes I forgot something to change. And of course it would help people to start modding. So we could get new modmaker. Of course it would be good if such a tool would be open source, so everyone who knows the program language and has the time could help develope this program. |
I'm not sure if I like the idea of my bad, inefficient, code being visible to everyone - but I suppose it wouldn't be too bad . I'm writing it in VB6 (I know - not a *real* programming language, but I don't care).
quote: Some feature I like to see in are a Great Library prewiev, multi language support, saving all files in a certain mod directory. Ability to load all files of this mod (gamefile.txt). And a textfile viewer as subwindow. |
GL preview. Hmmm... Should be doable.
Multilanguage support already built in to a certain extent, but you can't develop in two languages at once - you have to choose one way or another. And all the comments, help, etc. is in English.
Files are currently saved in their respective game directories - I was considering the option to save them all in a copy of the directory tree for the purposes of zipping and distribution.
You can already import a project from a gamefile.txt (I tried it with cradle and it seemed to work fine).
Textfile viewer would be easy if you didn't want to edit in it whilst the GUI was open - but having both at once would be asking for trouble. Regenerating the text of the file repeatedly would slow things down and use up more memory (and the memory consumption is quite considerable already...)
quote: Originally posted by Pedrunn
The GL is the worse part for the modders in my point of view. A lot of work and really boring!
Something that connects would be nice.
Eg. it would read in prereqs if you write something like EnableAdvance for a unit it would find the unit in the Uniticon.txt read the Unit.txt find the line EnableAdvance recognize the advance finding it in the Advance.txt serch it in the uniticon again and link it to to the advance entry of the library.
I dream with it everytime i start the GL work for my unreleased mod. |
That's what I plan for, only my vision goes further yet. But it won't be easy. It almost certainly won't be in the first release version.
Progress so far is that you can edit pretty much as I wished for, add, remove, copy, paste entries, and I've got good support working for the advance tree.
Now working on the mass changing code, but the big job is designing all the structure files to describe to the program the content of each data file (I've only done a couple for testing purposes so far). The one for units.txt in particular will likely be a big job...
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J Bytheway
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England
Jul 2001 time: 05:19
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quote: Originally posted by Martin Gühmann
child of Thor J Bytheway is working on a advance CTP2 textfile editor, not on a slic file editor, this one would be a little bit more complicated but I think not impossible as the game develope team considered to do it on their own. |
Quite. I was, however, considering a feature to export small chunks of repetetive SLIC code, like the following from CRA_homeguard.slc:
code: CRA_MILITIA_TYPE[0] = UnitDB(UNIT_SPEARMAN_MILITIA);
CRA_MILITIA_TYPE[1] = UnitDB(UNIT_HOPLITE_MILITIA);
CRA_MILITIA_TYPE[2] = UnitDB(UNIT_LEGION_MILITIA);
CRA_MILITIA_TYPE[3] = UnitDB(UNIT_MAN_AT_ARMS_MILITIA);
CRA_MILITIA_TYPE[4] = UnitDB(UNIT_INFANTRYMAN_MILITIA);
CRA_MILITIA_TYPE[5] = UnitDB(UNIT_MACHINE_GUNNER_MILITIA);
CRA_MILITIA_TYPE[6] = UnitDB(UNIT_HOVER_INFANTRY_MILITIA);
And I'm sure that as SLICers get more ambitious and the code gets more complex these kinds of things might get much longer. But that wasn't a priority - it's not that hard to do with copy-and-paste (but you are more likely to make a mistake).
quote: By the way the CTP2 icon for the CTP2 editor would be much cooler (like ModSwapper) than just this a standart icon. |
Good idea. I was wondering about what to use as an icon. It's possible to add icons next to all the files in the list on the left, too, if anyone has any bright ideas as to what to use.
Any preference as to the icons on the various subwindows? I don't want to use the CTP icon for all of them...
quote: Maybe an additional textfile editor/viewer would be to much but would it be possible to view the code of a currently selected advance/good/unit/citystyle...... |
A textfile editor/viewer is really easy (so long as you don't want syntax highlighting or anything fancy like that - there's one in the sample applications for VB . It's certainly much much easier than the GUI I've made so far). It would be possible to view the code of the currently selected entry, but if you wanted this visible all the time and constantly updated it would slow things down since the relevant data is stored in an object tree, so it would have to keep regenerating the text. I don't think it's necessary since the interface is very WYSIWYG but if you still want it after you've tried using the editor then I'll try to oblige you.
Anyway, enough talking - time to get back to coding for those annoying GL entry things...
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