MegaGlest Forum
Modding and game content creation => Tools => Topic started by: anonymousjim on 2 December 2010, 14:02:07
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DOWNLOAD (new version) (http://www.mediafire.com/?lz8eowl65pj7owz) stats (http://kiwi6.com/file/5vifbrqmw4)
(Currently Windows Only)
Hi,
me again,
I've been doing quite a bit of Glest recently and it's really fun to mod with but I find that writing the code for units, factions, techs and tilesets can be very consuming, especially since there are normally loads of minor errors to be fixed etc... So, I came up with an idea to make a glest modding studio. A program the makes the XML's for you if you tell it what you want through a series of screen input forms. I've started building it and, while it's nowhere near complete, it's looking quite promising and I think it would cut down modding time by quite a lot. So, my question is, how many of you guys would use such a program when it's made? Do you think my idea is good, bad or in need of improvement?
Please would you post what you think and also give suggestions for the program if you would.
Cheers
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Sounds good but I think some people already are doing something like this, maybe?
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There's a WIP project called "Glest Developer (https://forum.megaglest.org/index.php?topic=6048.0)". I think that matches what you're asking for...
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There's a WIP project called "Glest Developer (https://forum.megaglest.org/index.php?topic=6048.0)". I think that matches what you're asking for...
I don't think that's going anywhere...
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I don't think that's going anywhere...
Heh, maybe. But if so, I wonder why... :| I'll send a PM to check...
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I don't think that's going anywhere...
Heh, maybe. But if so, I wonder why... :| I'll send a PM to check...
He seemed pretty pissed...
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I was being sarcastic... But really, if he abandoned it...what a waste...
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so, I guess, that's a go-ahead?
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Yes please do :D
The above mentioned "Glest Developer" was never released and generally considered to be vapourware. However Silnarm (lead coder for GAE) made a basic mod developer called Glest Asset Manager. It might be useful to take a look at this as it was a very basic but functioning asset manager for Glest and might be helpful in figuring out which bits of code to look into :)
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hmm, well, I'm not particularly doing an asset manager. More like a lot of wizards to create the different things. I may add in a way of linking things up later as well. Right now I've done the tech one and I'm onto tilesets. Yeah, coming along well, and making this is less depressing than trying to make painfully low-poly characters for my mod :p
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So did you finish developing this? After all you did start a mod...
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What about a tool to check for errors? Like first you make a mod and then you tell a program to check this and this folder for XML-errors and/or upper/lowercase letter errors. WOuld actually improve efficiency a lot.
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Not sure for uppercase/lowercase problems are detected, but for XML errors all you need to do is run this command for megaglest... something --validate
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Sorry for the double post, but it looks like he did it! Nice, could be a bit cleaner/"glestier" but it's fine for me!
http://www.gamefront.com/files/20146515/Glest+XML+Designer+by+AnonymousJim.exe
I hope you don't mind that I uploaded it, for others...
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Well its not exactly pretty and has some layout bugs on my windows machine but it does the job and will certainly help with the creation of unit XMLs :)
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Sorry lol, I forgot about this thread... So yeah, there's a new one going to be released soon. The layout bugs shouldn't happen this time and it's quite a bit neater and cleaner in the layout. When you say 'glestier' would you like me to give it a glest theme rather than looking like a normal program?
Also, does anyone have a visual basic compiler for linux?
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sorry for double post but I've finished it and here it is for you guys to test and tell me your problems with. next stage is a gae one methinks
download here (http://www.mediafire.com/?pvsmykrbnq135pw)
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Please re-upload? Seems like a bad upload. (corrupted file...0KB) :-X
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seems cool. Does it parse the inputs?
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I hate the way that vb2010 exports!!!! I can't find the application :/
this is the best I can do, it should work (http://www.mediafire.com/?lz8eowl65pj7owz)
as for parsing/validation routines, there are none as yet. To be honest though, this is really only an initial release and much will probably be added in future
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bump'd
it's been 3 days guys... anyone downloaded? opinions?
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I liked it, its simple, not too advanced, the top tabs works well.
1.I did not see a load option for exsiting XML's. if there isnt, make one.
2.when browsing for a image, does it include the full path, it dosnt make sense to have the full path.
PS. please update the toplink with the newest release.
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I liked it and appreciate the effort. I'm probably not a typical user though I already have my XML habits. I see padding as a big issue, as with this people can still write XML that'd crash?
Maybe add a function that you can load a real XML from magitech as a blueprint so that the user can feel what sorts of values they ought to add. Like HP of 12067887 is dumb.
Thanks man.
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hmmm, I have in mind some plans for an 'open' function but it might require quite a lot of work to make...
yeah.. it does include the full path... its stupid lol, i neeed to fix that, thanks for reminding me :p
its true the xmls can be imperfect, but that's what i need feedback for and suggestions to help me improve the software...
for the blueprint thing... i was really intending this for non-n00bs who know a bit about the xmls and just dont want to type it all... I could always add some range controllers etc, but then again that would be rather limiting to modders. e.g. if there is a mod where everyone has high h.p. for some intricate mechanic to work then they wouldn't want to be stuck on low values
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Do not make limits please, Only the game code should be the limiting factor.
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yup, thats one of my strong beleifs lol, i really dont want to force people into a mould with the program
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What is needed is a spreadsheet approach to the values
By showing all the units on one faction on the vertical axis and all the units of another faction on the horizontal axis, with the basic win formula - and other heuristic comparisons - you can double-click on a unit to edit its values; double-click on a cell in the grid to edit the values of one side and see, live, the outcome when fighting the unit of the other side.
And so on.
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but what about mods that have very different yet balanced teams with units that don't directly relate to each other?
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That's why its a table showing faction vs faction - the overall thing should be roughly balanced - although the user might have a concept of what balance of speed vs firepower vs rate of fire vs production vs harvesting etc that makes it overall balanced but adopting different strategies.
Showing it all spreadsheet-like - with a selection on waht you are looking at exactly - will help people get more balanced.
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hmm, ok, I may work on systems like that later on if I expand the editor so it makes faction or tech tree xml's, it doesn't particularly seem to be such a useful feature when you're making individual unit xml's
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hmm, ok, I may work on systems like that later on if I expand the editor so it makes faction or tech tree xml's, it doesn't particularly seem to be such a useful feature when you're making individual unit xml's
QFT
PS. QFT Means Quoted for Truth
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Who here writes XML from scratch? I use copy / paste and tweaking of existing code mostly, just adding extra lines if needed.
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Who here writes XML from scratch? I use copy / paste and tweaking of existing code mostly, just adding extra lines if needed.
I wrote my XML templates for Solunar from scratch, just for everything in that mod to be my own. It's not really healthy or practical, but it satisfies my mental compulsiveness. :P
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I do most of my XML editing in scratch. I occasionally copy over things I can't remember, but for the most part, I type fast and I know what I'm doing. I know Glest's XMLs very very well. Combine this with Notepad++, which can close XML tags automatically and syntax highlighting which makes mistakes blindingly obvious, and we got a pretty good deal going.
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I think for people to make their XMLs from scratch, they need to be able to type fast. And then there are other type of foreign keyboards, and I'm not so sure it would be easy to type what is needed...
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i do not make them from scratch, but i use notepad++, and i think the ability to navigate XML's so easily is what makes a good glest xml "programmer"
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I think for people to make their XMLs from scratch, they need to be able to type fast. And then there are other type of foreign keyboards, and I'm not so sure it would be easy to type what is needed...
I don't do mine from scratch ether, I copy Tech (Or some other faction) and modify it.
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I think for people to make their XMLs from scratch, they need to be able to type fast. And then there are other type of foreign keyboards, and I'm not so sure it would be easy to type what is needed...
I don't do mine from scratch ether, I copy Tech (Or some other faction) and modify it.
While I do mine for the most part from scratch, I do often make use of the templates on the Wiki just to save typing it all up and then just tweaking the values. Time is money, and money is...well, money.