Author Topic: XML GUI  (Read 1766 times)

MoLAoS

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XML GUI
« on: 21 April 2012, 00:46:12 »
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« Last Edit: 22 June 2012, 04:10:35 by MoLAoS »

Omega

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Re: XML GUI
« Reply #1 on: 21 April 2012, 06:31:38 »
The Glest Asset Manager technically can do this, but the idea was (presumably) abandoned because of lack of interest. The program only supported vanilla Glest XML, it was difficult to keep up to date, and there was no real community support, as most serious modders found working with the XMLs more versatile. If you aren't already, I'd recommend to use a program with syntax highlighting, such as Notepad++. Syntax highlighting makes it really easy to see when your XML code isn't valid, as well as makes general reading far easier. Besides that, I'd also recommend you use existing XMLs, or the XML content on the Glest Wiki as templates, changing what you need.
« Last Edit: 18 June 2016, 18:16:51 by filux »
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wciow

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Re: XML GUI
« Reply #2 on: 21 April 2012, 17:21:21 »
There is also Treba's scenario editor

https://forum.megaglest.org/index.php?topic=5586.50
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Omega

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Re: XML GUI
« Reply #3 on: 22 April 2012, 06:55:26 »
I'm pretty close to done with my xml stuff though, so I will probably wait till my next mod to do the gui.
Might I recommend, if you ever get around to creating such a GUI program, that you expand on the existing GAM program (as per my previous post)? That way all the basics already exist, and you'd just have to add newer GAE and MegaGlest stuff, etc.
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