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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 29302 times)

Offline geever

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Re: Modding Application
« Reply #45 on: May 13, 2010, 09:39:47 am »
Awesome...
What PO files?

The installer doesn't contain them, but the compiled MO files. Btw long texts like research descriptions should be edited on the wiki. We copy them into the PO files via scripts.

-geever

Offline evilhamburger

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Re: Modding Application
« Reply #46 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?

Offline geever

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Re: Modding Application
« Reply #47 on: May 13, 2010, 09:58:29 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?

We use gettext for translations.

-geever

Offline evilhamburger

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Re: Modding Application
« Reply #48 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.

Offline geever

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Re: Modding Application
« Reply #49 on: May 13, 2010, 11:30:07 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)

Po files are downloadable from SVN web interface, then you only need a po/mo compiler which is shipped with gettext (msgfmt.exe).

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

Btw if anyone creates a real new translation should be sent us as a patch to include into the official game. Modded, hacked language files are another category ofc.

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

IDK. I would suggest using the standard msgfmt.

-geever

Offline evilhamburger

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Re: Modding Application
« Reply #50 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)

Offline Legendman3

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Re: Modding Application
« Reply #51 on: May 17, 2010, 12:33:08 pm »
Four days hows everything coming along burger?

Offline evilhamburger

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Re: Modding Application
« Reply #52 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.

Offline Legendman3

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Re: Modding Application
« Reply #53 on: May 18, 2010, 10:28:54 pm »
Sweet

Offline DiDiT

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Re: Modding Application
« Reply #54 on: May 18, 2010, 10:54:12 pm »
Well put, legendman! Very sweet indeed!  ;D

Like I have said before, Cant wait for the modmaker! good luck burger!

Offline Legendman3

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Re: Modding Application
« Reply #55 on: May 19, 2010, 03:42:44 am »
Whenz canz we haz a beta? :P

Offline evilhamburger

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Re: Modding Application
« Reply #56 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...)

Offline Legendman3

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Re: Modding Application
« Reply #57 on: May 19, 2010, 08:18:41 pm »
Are you in college? Because my school is out on friday. And it takes that long to at least make something that works and that we can get use to? Ah oh well at least its not as long as it will take to wait for HL2:E3. (Four years in the making without any information. Valves good.)

Offline evilhamburger

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Re: Modding Application
« Reply #58 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)

Offline Legendman3

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Re: Modding Application
« Reply #59 on: May 20, 2010, 05:54:35 pm »
Do you have summer break over there? When is it? Mine is this saturday so i could go learn some stuff and maybe help you out.