project-navigation
Personal tools

Poll

Should I start working on a modding application with a good GUI?

Yes
24 (85.7%)
No
1 (3.6%)
Why?
3 (10.7%)

Total Members Voted: 23

Author Topic: Modding Application  (Read 34916 times)

Offline evilhamburger

  • Rookie
  • ***
  • Posts: 31
  • It's not a bug, It's just an unexpected "feature"
    • View Profile
Re: Modding Application
« Reply #15 on: May 01, 2010, 04:11:05 pm »
Java? nah...

I am current coding it in C#/C++ (I know it sucks...) and am doing so because it is much quicker than pure C++.

Once I have a fully working version, I will rewrite everything in C++ to make it portable (I prototype everything in C#/C++)

BTW... when I say C#/C++ I mean that I use C# plus some C++ code wrapped in a .dll

Offline Legendman3

  • Sergeant
  • *****
  • Posts: 306
    • View Profile
Re: Modding Application
« Reply #16 on: May 01, 2010, 04:32:46 pm »
Use winrar alot of people have it

Offline evilhamburger

  • Rookie
  • ***
  • Posts: 31
  • It's not a bug, It's just an unexpected "feature"
    • View Profile
Re: Modding Application
« Reply #17 on: May 02, 2010, 06:33:49 pm »
1641 Lines so far (Yes... I added them up) and 106 lines of normal text (Describing custom files used by the programs)

The mod launcher is ready for a beta-release. At current it just dumps out .pk3 files in place of their originals, next version will support creating .pk3 files, and therefore be able to simply place .PK3s alongside their default counterparts. (Meaning switching mods is quicker)

It's 2:20am so that's why I am making little sense :)

Current Binaries are:
UFOAImodder.exe
ModSwitcher.exe
Error.dll -- Contains a universal error reporting system, used by both exes
Mod.dll -- Contains classes and functions relating to manipulating .mod files
Settings.dll -- Contains a 460 line completely dynamic, multi-purpose (and standalone :))settings class (Have been meaning to write one for a while)
Later I will roll the .dlls into a single library... But not until I get the .zip functions working...


On my TODO: List for tomorrow is.
  • Create a rollback function on ModSwitcher for default files
  • Use ZLib to manipulate PK3 files
  • Rework ModSwitcher to support .ufos
  • Finish coding item file parser/saver on UFO:AI Modder
  • Get basic edits working (Means that a preview of the modder won't be far off if I get this done)


Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Modding Application
« Reply #18 on: May 02, 2010, 07:31:43 pm »
if you are writing stuff like this, please keep portabiilty in mind - did you had a look at the uforadiant sources yet? an editor is already integrated - extending it might be a good idea. it would be a pity to not use some tools because they aren't portable.

Offline Legendman3

  • Sergeant
  • *****
  • Posts: 306
    • View Profile
Re: Modding Application
« Reply #19 on: May 02, 2010, 08:52:43 pm »
So can you release a beta on monday afternoon? To you thats probably Monday late-night.

Offline evilhamburger

  • Rookie
  • ***
  • Posts: 31
  • It's not a bug, It's just an unexpected "feature"
    • View Profile
Re: Modding Application
« Reply #20 on: May 03, 2010, 02:34:31 am »
if you are writing stuff like this, please keep portabiilty in mind - did you had a look at the uforadiant sources yet? an editor is already integrated - extending it might be a good idea. it would be a pity to not use some tools because they aren't portable.

My goal never was to build a map editor, and no I have not looked at any sources for UFO:AI.

As for portability, C# is 100% portable to both OSX and Linux, the best thing is I can do all that without leaving windows (Before the hate starts... My windows is awesome and "customised")

I will post a beta for the modswitcher tonight, and some screen-shots of the UFO:AI Modder

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Modding Application
« Reply #21 on: May 03, 2010, 08:17:30 am »
ok, it's up to you what you code and where you code it in.

uforadiant is not only a mapeditor, but also a particle editor, mapdef editor, ump editor, ufo script editor and so on. so extending this piece of software would be better than adding new tools imo

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Modding Application
« Reply #22 on: May 03, 2010, 10:03:47 am »
What'choo talking 'bout, mattn? Radiant doesn't edit any of those things. It only edits maps.

Well okay, there seems to be a "particle editor" window, but it's just a non-interactive panel that's bisected black and white.

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Modding Application
« Reply #23 on: May 03, 2010, 11:22:29 am »
It edits what mattn said plus the material file. Check out the options under Map with an RMA tile loaded.

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Modding Application
« Reply #24 on: May 03, 2010, 11:53:17 am »
Oh, I see. Doesn't seem too terribly useful though since there doesn't seem to be a direct effect on the in-editor display, so I'd probably prefer to do it with my normal text editor.

Offline Legendman3

  • Sergeant
  • *****
  • Posts: 306
    • View Profile
Re: Modding Application
« Reply #25 on: May 04, 2010, 10:25:05 pm »
Wheres the beta?

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Modding Application
« Reply #26 on: May 05, 2010, 07:32:25 am »
Oh, I see. Doesn't seem too terribly useful though since there doesn't seem to be a direct effect on the in-editor display, so I'd probably prefer to do it with my normal text editor.

that's the point - there should be an in-editor display for this. but this is not yet coded.

Offline evilhamburger

  • Rookie
  • ***
  • Posts: 31
  • It's not a bug, It's just an unexpected "feature"
    • View Profile
Re: Modding Application
« Reply #27 on: May 06, 2010, 12:48:49 pm »



Photos of the basic modding interface and the mod switcher.

<use new link>
Demo + source of DMSC.dll


WinRAR cannot make .zip files through command line (wtf lol) so I will have to include 7z.exe and run that off command line.
By the end of Saturday I can get every feature as specified in the readme.txt finished (I have lots and lots of spare time on the weekends, none in the week though sorry)

I'm taking most of Sunday off (for obvious reasons), so no coding then.
I chose C# over C++ because this program does not require performance and the ease of programming makes it worth it (Much lower Dev time)

This version requires the .net framework version 3.5 and is windows only. Future versions will only require V2.0 and final versions will be released for both Mac and Linux (Expect a 1-3 day delay between releases for Windows and Mac/Linux)
« Last Edit: May 08, 2010, 04:45:05 pm by evilhamburger »

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Modding Application
« Reply #28 on: May 06, 2010, 04:16:57 pm »
if you are interested in we can give you write access to our svn and you could add this stuff into your private branch.

Offline Legendman3

  • Sergeant
  • *****
  • Posts: 306
    • View Profile
Re: Modding Application
« Reply #29 on: May 06, 2010, 09:55:06 pm »
So what percent do you think this is at right now?