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Messages - evilhamburger

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1
User modifications / Re: Modding Application
« on: July 01, 2010, 03:11:44 pm »
Sorry for getting everyone's hopes up about all this, but I will be releasing full source-code so others may continue the work.

Current progress is this:
 -> No user interfaces
 -> Little backend support
 -> Parsing only some types
 -> Poor code structure

I will clean up the code so that the last one goes away, and maybe (MAYBE) make a quick dynamic reader to fix the third one... The others are up the the public.

2
User modifications / Re: Modding Application
« on: July 01, 2010, 03:05:55 pm »
Yeah but things are getting really hectic. I think all I have time to do it clean up the code and release it for others to finish...

Sorry, this seems to happen a lot to things I work on (Never finished due to time constraints)... I've only been home one day all week.

3
User modifications / Re: Modding Application
« on: June 10, 2010, 10:38:14 am »
I wish lol
Today was the end of semester Chem exam, physics presentation and a business presentation... tomorrow is Maths exam and my last French exam for 3 months.

By the end of next week I will have finished all of my exams and assignments, this school is really non-stop when it comes to the last month of a semester.

Sorry for delays, if I find out I will be unable to continue I will translate the code into C++ and release it to the public.

4
User modifications / Re: Modding Application
« on: May 26, 2010, 11:09:23 am »
No progress in the last week... Exam block this week and part of next week.

5
User modifications / Re: Modding Application
« on: May 22, 2010, 04:26:40 pm »
Unfortunately it's winter here and I have about 4-6 weeks of term left... Coming up to exam and assignment time...

6
User modifications / Re: Modding Application
« on: May 20, 2010, 06:01:08 am »
I wish I was in college... Grade 10 at QASMT. (A weird school in Australia)

Travel times mean that I don't get much time to work on projects like these, but I have plenty of time on the weekend (Today was subject selections, so I get today off :D)

7
User modifications / Re: Modding Application
« on: May 19, 2010, 03:48:30 pm »
In this case (unlike the mod switcher) I will only be releasing when it is (hopefully) bug free.

I hope to release a few screenies next weekend, and then the mod switcher the weekend after (release 5th or 6th of June)

Remember this is just a project in my spare time, I have a lot of school work to do :P (Although playing UFO:AI is more fun...)

8
User modifications / Re: Modding Application
« on: May 18, 2010, 03:22:38 pm »
Going well, It is now able to read and write MO files, a basic string editor has also been created.

It can now read "inventory", "font", "tips" and "damage types".
Next on the list are aircraft and craft items.

I am saving Items for last, as the rely on most other types and are a very broad item to parse.

9
User modifications / Re: Modding Application
« on: May 13, 2010, 11:34:46 am »
Po files are downloadable from SVN web interface, then you only need a po/mo compiler which is shipped with gettext (msgfmt.exe).

Unfortunately my program can't just mod a standard PO file, for it to be an editor it needs to be able to read off MO files.

gettext doesn't support compressed languagefiles they must be individual files in the directory tree supplied. However you can create new languages, just add definitions for them into languages.ufo scriptfile.

Thanks for the idea about creating new languages. :)




So I guess for now I'll code an MO parser and an MO file creator? (Not really a compiler as all it doesn't spit out a PO file)

10
User modifications / Re: Modding Application
« on: May 13, 2010, 10:29:10 am »
Have read up on all that, so if I want my application to support changing in-game texts I have to find a MO decompiler (or make one myself)? (I don't need to worry about finding one if I can find out the hashing algorithm)

Next, does UFO:AI support modded language files? (IE can they be placed in a PK3 or do I have to overwrite existing files?)

Would UFO:AI mind me excluding a hash table from the MO files? What kind of performance hit would this produce?

Note: I'm a very DIY guy when it comes to programming.

11
User modifications / Re: Modding Application
« on: May 13, 2010, 09:42:51 am »
Thanks, found it now :)

Is there anywhere I can find a file descriptor for this? Or do I have do download source to extract it from there?
Or does one of the included executables include a switch to do this via command line?

12
User modifications / Re: Modding Application
« on: May 13, 2010, 09:24:30 am »
Awesome...
What PO files?

13
User modifications / Re: Modding Application
« on: May 12, 2010, 03:38:24 pm »
Also, a few questions...

Does the game care what data is in which UFO? (ATM I am working on the assumption that the organisation is for readability...)
This is going to seem like a dum question... Where are the messages for techs/etc found?
Quote
   description {
      default "_laser_txt"
   }
   pre_description {
      default "_laser_pre_txt"
   }
IE where do I find/edit those messages?

And is everyone OK if I don't do a menu editor for a while? (Meaning leave that until last)

14
User modifications / Re: Modding Application
« on: May 12, 2010, 10:06:46 am »
It still works perfectly until you hit edit :P

The actual editor will take quite a while for the first release, I want it to be able to parse all UFO files and mod many of them before I release.

15
User modifications / Re: Modding Application
« on: May 11, 2010, 01:36:33 pm »
Ok, this is the last update until Saturday, at which time I will give you all news on how the modding part of this project is coming along.

Here are 3 bugfixes for the mod switcher:
1. Errorviewer was showing too much call stack information. (See above, call stack includes "Debug.Error" when that should be trimmed, actual debug.txt did not have this problem)
2. A typo would mean that settings.bin would always be viewed as "corrupt"
3. Temp directory is now cleared often to ensure mod files do not corrupt.

Download

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