Author Topic: The GAM. 0.3 Available now.  (Read 11481 times)

silnarm

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The GAM. 0.3 Available now.
« on: 15 August 2009, 12:56:23 »
The Glest Asset Manager is now beta testing.

It is at this stage an editor. It can't 'add' new units/factions, nor unit skills/commands to an existing unit, but it can edit anything already there.

Beta means almost certainly broken, I've tested it somewhat, and simple changes are working. Complex changes are bound to break things, please let me know!

System Requirements
Windows: .Net 2.0: Just download, unzip and run.

Linux: Mono 2.0 + mono.winforms: You'll likely have Mono 2.0, mono.winforms you will need to acquire through your package manager of choice. I have noticed some problems with controls not resizing properly on mono, but haven't had time to look into that much.

0.3 now available:
https://sourceforge.net/projects/glestmm/files/GAM_0.3.zip/download


« Last Edit: 22 August 2009, 08:08:16 by silnarm »
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silnarm

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The GAM. Now beta testing
« Reply #1 on: 15 August 2009, 13:03:15 »
Reserved ;)

It currently doesn't overwrite any files, files changed in the program are saved with their normal filename + ".gam"

Warning: Beta2 & 0.3 overwrite the original files!

Functionality still pending:

- Create new Units/Upgrades
- Edit particle system XML
- GAE skills, commands, fields, properties etc
- 'Reference copy' copy a tech-tree's xml, changing paths to reference files in the original tech tree.
- Upgrade and Unit summary pages for factions.

Other nice things planned for later:

- 'de-duplicater' search tech-tree for identical files, and change associated paths to all reference one version of said file
- 'packaging wizard' an exporter, to export a 'fresh copy' of the tech-tree, with only the files actually referenced.
- Auto copy, if you specify a binary file from outside the techs directory, it should be automatically copied into the appropriate place, in the tech trees directory structure.

« Last Edit: 22 August 2009, 07:27:18 by silnarm »
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Coldfusionstorm

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Re: The GAM. Now beta testing
« Reply #2 on: 15 August 2009, 17:56:57 »
this looks truly awsome, im gonna give this a run when i get home...about the .gam files., woudlnt it be easier to copy a mod fx, and then have a second folder named "modname".g glest would show it as "modname.g" so you could still have your ogrinal mod,  if it adds every file as a .gam it seems like a lot of work when you need to rename them, agien, i havent looked yet, but i will.
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assassin

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Re: The GAM. Now beta testing
« Reply #3 on: 15 August 2009, 18:32:58 »
In a word: Wow!
This will make Glest modding sooo much easier!

P.S: I like the new icon silnarm!

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Re: The GAM. Now beta testing
« Reply #4 on: 16 August 2009, 09:26:44 »
Wow. That is great work Silnarm. You've been busy, and not just the icon (which is cool btw).  ;D

Seeing this, I am going to quit developement of the mod maker. While the beta of this cannot currently make new factions, I have a feeling it will not be too far ahead in the future. Besides, I'd have no time to work on the MM for at least a month, and I was running into some problems anyway. Heh.

Anyway, great job, and hope for improvement in the future.
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Re: The GAM. Now beta testing
« Reply #5 on: 16 August 2009, 12:02:11 »
This is soooo cool! keep up the good work :)

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Re: The GAM. Now beta testing
« Reply #6 on: 16 August 2009, 18:13:38 »
Good Work Silnarm  :)

I played with this a bit and it seems to work ok so far.

The one change I would like to see is for the files to be saved as XML and the original files to be saved as .bak files.
This way instead of having to hand edit each changed files extension before testing, you would only have to change a file name manually if something didn't work in new file.

Thanks for making this, it will make Glest development alot easier from now on.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

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Re: The GAM. Now beta testing
« Reply #7 on: 16 August 2009, 21:09:29 »
here comes the first bug report :D. it crashs if i load a techtree, be that the normal magitech or my own mod (GlestINSpace)

hope its usefull.

il translate the first part

System.ArgumentOutOfRangeException: Værdien '125' er ugyldig for 'Value'. 'Value' skal være mellem 'Minimum' og 'Maximum'.
Parameternavn: Value

Value '125' is not valid for 'Value' 'value' must be between 'minimum' and 'maximu'

Se slutningen af denne meddelelse, hvis du vil have detaljer om,
hvordan du starter JIT-fejlfinding i stedet for denne dialogboks.

************** Undtagelsestekst **************
System.ArgumentOutOfRangeException: Værdien '125' er ugyldig for 'Value'. 'Value' skal være mellem 'Minimum' og 'Maximum'.
Parameternavn: Value
   ved System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
   ved GlestAssetManager.AttributeTableControl.Initialise(TechTree techTree)
   ved GlestAssetManager.GlestAMForm.LoadTechTreeTab()
   ved GlestAssetManager.GlestAMForm.LoadTechTree(String tech)
   ved GlestAssetManager.GlestAMForm.SelectTech(Object sender, EventArgs e)
   ved System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   ved System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   ved System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   ved System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   ved System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   ved System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   ved System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   ved System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   ved System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   ved System.Windows.Forms.Control.WndProc(Message& m)
   ved System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   ved System.Windows.Forms.ToolStrip.WndProc(Message& m)
   ved System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   ved System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   ved System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   ved System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Indlæste assemblies **************
mscorlib
    Assemblyversion: 2.0.0.0
    Win32-version: 2.0.50727.3082 (QFE.050727-3000)
    CodeBase: file:///E:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
GlestAssetManager
    Assemblyversion: 1.0.0.0
    Win32-version: 1.0.0.0
    CodeBase: file:///E:/Documents%20and%20Settings/Frederick/Skrivebord/GlestAssetManager.exe
----------------------------------------
System.Windows.Forms
    Assemblyversion: 2.0.0.0
    Win32-version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assemblyversion: 2.0.0.0
    Win32-version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assemblyversion: 2.0.0.0
    Win32-version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
    Assemblyversion: 2.0.0.0
    Win32-version: 2.0.50727.3082 (QFE.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
mscorlib.resources
    Assemblyversion: 2.0.0.0
    Win32-version: 2.0.50727.3082 (QFE.050727-3000)
    CodeBase: file:///E:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Accessibility
    Assemblyversion: 2.0.0.0
    Win32-version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Windows.Forms.resources
    Assemblyversion: 2.0.0.0
    Win32-version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_da_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------

************** JIT-fejlfinding **************
Hvis du vil aktivere JIT-fejlfinding, skal værdien jitDebugging indstilles
i afsnittet system.windows.forms i konfigurationsfilen
for programmet eller computeren.
Programmet skal desuden kompileres med fejlfinding
aktiveret.

Eksempel:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

NÃ¥r JIT-fejlfinding er aktiveret, bliver alle ikke-afviklede
undtagelser sendt til den JIT-fejlfindingsfunktion, der er registreret på computeren, i stedet for
at blive afviklet af denne dialogboks.

OS_WIN_XP
32_bit
service_pack_2

if you need anything elles just tell :D
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silnarm

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Re: The GAM. Now beta testing
« Reply #8 on: 17 August 2009, 01:23:31 »
That error looks like it was because you have a damage multiplier of 125.  It only accepts 0.05 - 2.0, which I thought was reasonable. 125 ?!?!  Obviously crashing isn't the ideal behaviour of course ;)  If loading magitech is crashing I'd like to see the error message for that one.

Regarding the naming of files written, I do agree it makes testing not so nice, but I didn't want it overwriting anything just yet.  backing-up the 'original' seems a good idea, but then if you run the program twice, modifying the same file, the original backup is replaced by the 'first draft'.  I hope to have a beta-2 ready by the end of the week, with the ability to make a 'cheap copy' of an existing tree. I'll then have it save over the old files, and make magitech 'read-only'.

Thanks for the feedback guys :)
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Omega

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Re: The GAM. Now beta testing
« Reply #9 on: 17 August 2009, 08:37:49 »
Why not have it copy the entire tech tree in the start into a backup folder, then all changes in the glest directory can be applied, and there is no need to remove backups either, since they would be stored in a separate user-specified location (ie: C:\GAP-BACKUP\).

However, something is wrong. Military won't work in this, despite working in glest and gae.
Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Value of '0' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
   at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
   at GlestAssetManager.AttributeTableControl.Initialise(TechTree techTree)
   at GlestAssetManager.GlestAMForm.LoadTechTreeTab()
   at GlestAssetManager.GlestAMForm.LoadTechTree(String tech)
   at GlestAssetManager.GlestAMForm.SelectTech(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
GlestAssetManager
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Michael/Desktop/GlestAssetManager.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
It seems to be telling me that one of my values is 0, and that isn't allowed. However, I can't figure out what it is refering to. All of my values are guarenteed to be working.

Wait, seeing your last post, you limited damage multipliers from 0.05 - 2.0. I have some 0's in there (ie: sniper attack on something with tank armor doesn't deserve to be an instant kill like it is on infantry armor [which looks effin' cool btw]).

My recommendation is to remove all non-neccessary mins and maxes. As well, will there be GAE support in the future? FPM crashed it too (obviously).

Possible improvements in the future (all unneccessary, and lower priority than some other features):
-Ability to change settings of particle xmls.
-Ability to make a 'new' bmp file. For example, I can make a 'new' bmp icon, and it simply opens a blank 64x64 image, which would open in the default program.
-Ability to place the models birds eye view in the cell map, since cellmaps always where a pain without seeing the model, and the g3d viewer isn't perfect with its grid.
-Ability to see all colors with a preview button. For example, if I put red at 1.0, green at 1.0, and blue at 0.0, the preview button will show me a yellow box. I don't think this is impossible, since the RGB units are just percentages (x100).
-Ability to somehow use this for particle offsets, ie: show the model as though it where in the g3d viewer and show a line to where the particle comes from and possibly preview it (far in the future, if ever)
Edit the MegaGlest wiki: http://docs.megaglest.org/

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Coldfusionstorm

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Re: The GAM. Now beta testing
« Reply #10 on: 17 August 2009, 08:42:44 »
yeah, min and max is useless imo, if you want to limit it limit to what glest is cabable of doing, but perhaps thats what you done?, i get the same error with normal magitech tree. :/.

and agien, what little ive seen of this program yet looks very nice.
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Omega

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Re: The GAM. Now beta testing
« Reply #11 on: 17 August 2009, 08:55:03 »
Ooh, I didn't pay enough attention my first testing period. I realized now that you cannot add a new command or skill. Is this a 'to-come' feature or a bug?
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silnarm

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Re: The GAM. Now beta testing
« Reply #12 on: 17 August 2009, 10:57:59 »
yeah, min and max is useless imo, if you want to limit it limit to what glest is cabable of doing, but perhaps thats what you done?, i get the same error with normal magitech tree. :/.

Ok, people are obviously using damage multipliers in ways I had not anticipated... limits will be revised. If magitech is crashing with the same message, it's because you changed stuff in there too :)

Ooh, I didn't pay enough attention my first testing period. I realized now that you cannot add a new command or skill. Is this a 'to-come' feature or a bug?

Coming soon.
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Coldfusionstorm

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Re: The GAM. Now beta testing
« Reply #13 on: 17 August 2009, 12:26:50 »
the only modifying i have in my normal tech tee is a farm model replaced. nothing elles is replace, i play ladder with that techtree so no modifycations there im afraid :d
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Re: The GAM. Now beta testing
« Reply #14 on: 17 August 2009, 19:59:27 »
It put up an error message because my 5_energy, 10_energy, and 20_energy units had a size value of zero...

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Re: The GAM. Now beta testing
« Reply #15 on: 19 August 2009, 05:04:34 »
Hmm, yes that can cause some problems in my mod too, since my food 'unit' is also 0 size. 0 is completely appropriant in glest, as it is the only real way to properly produce a resource in the game as though it were a unit, but not show a unit (military is not about farming, we BUY our 'rations').

OT: We will no longer need 0 size units really if there was a way to produce a resource directly with a command!
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silnarm

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Re: The GAM. Now beta testing
« Reply #16 on: 19 August 2009, 14:44:23 »
I've changed the limits, and have allowed size 0, though I don't really like it  :-\

It can now add most stuff, but I need to finish a couple of things off, and atm that means wrestling my gfs computer off her... no easy task, hopefully have a new version to try in a day or two.

As to producing resources, I have both Upgrades and Commands that can do this working in GAE, but it relies on the refactoring which isn't in the 'mainline' yet, this will be in the next release though.
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Omega

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Re: The GAM. Now beta testing
« Reply #17 on: 19 August 2009, 19:32:39 »
Goody. Doing some testing now. Will let you know how it goes in a bit.
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Re: The GAM. Now beta testing
« Reply #18 on: 19 August 2009, 20:36:23 »
Hopefully by the time the next GAE release is out, the GAM will be up to speed with adding of commands and be compatible with GAE.

silnarm

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Re: The GAM. Now beta testing
« Reply #19 on: 20 August 2009, 02:26:49 »
Hopefully by the time the next GAE release is out, the GAM will be up to speed with adding of commands and be compatible with GAE.

I only left out GAE stuff because, as a programmer, I'm also lazy ;)  New skills & commands will be very easy to add later, so I thought I'd get it working properly first. Most GAE specific stuff will be in by the 1.0 release, which I imagine will be out before the next GAE release, indeed some of it is already in there, just commented out :)
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Omega

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Re: The GAM. Now beta testing
« Reply #20 on: 20 August 2009, 03:58:56 »
as a programmer, I'm also lazy ;) 
He he... :D

Hmm, is the link right? Or is it still my mod, because it isn't working still.  Did you update the download link for that new version? (that fixes some mins and maxes).
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silnarm

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Re: The GAM. Now beta testing
« Reply #21 on: 20 August 2009, 10:25:57 »
Sorry, I hadn't actually updated anything... but I have now...

Beta 2 is available, see first post... I'll get some nice new screenshots up, plus fill the second post out with some basic instructions, on the weekend.

Enjoy!
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Re: The GAM. Now beta testing
« Reply #22 on: 20 August 2009, 20:06:02 »
Looks good but you can't make any units or upgrades?
 :-\
Is it not done yet?
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Omega

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Re: The GAM. Now beta testing
« Reply #23 on: 21 August 2009, 04:33:31 »
Ah, that explains it. Will have to test this, but it hopefully will be better.

Elimnator, it is still under developement. This is a beta, and the ability to make new things will come later. For now, it can only change existing things(which is most handy to me).

@Silnarm, do you have a 'road map' of what you plan to do here?

(completely) OT:
I was wondering about how DTD's work. Does anyone know how they are written. I have considered making one for Glest's XML (GAE formating).

Of course, I don't know a lot about them. Have just seen the G3D exporters one, but they don't seem too complex.
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silnarm

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Re: The GAM. Now beta testing
« Reply #24 on: 22 August 2009, 07:37:23 »
0.3 Is out now.

You could just about create an entire tech-tree with it, particle system xml (with 'rubbish' values) will be generated for attack skills, but there is no 'user control' to edit them with yet, coming next week!

Reference copy is now fully functional, I strongly suggest you immediately make a reference copy of some existing tech-tree before making changes, this is still beta!
Tech-Tree -> Create, then select 'reference copy' in the new tech tree dialog.

@Omega:
Not much of a road map, but the second post has planned stuff in it.

A DTD for glest's data wouldn't actually be that usefull I don't think, and I suspect certain parts of Glest's XML may not be expressable in a DTD...  And even if you made one, I could easily give you XML that would pass as valid and at the same time crash Glest every time :)

Glest Advanced Engine - Code Monkey

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