Bay 12 Games Forum

Dwarf Fortress => DF Modding => Utilities and 3rd Party Applications => Topic started by: BradUffner on March 02, 2012, 03:26:37 pm

Title: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: BradUffner on March 02, 2012, 03:26:37 pm
Raw explorer is a tool designed to let you visually browse, edit, and create Raw files for Dwarf Fortress.  All the objects defined in the raws are categorized and displayed in a tree, with all the tokens of the selected object displayed in a searchable grid.  The tokens can be edited directly in the grid with simple controls that help ensure the proper syntax.  Thanks to a great community almost all the major tokens and their arguments are fully documented.  An easy to use definition editor will let you upload definitions for undocumented, or new tokens with just a few clicks, making them available to anyone else.

Screenshots:
Browsing the Creatures:
Spoiler (click to show/hide)

Complex Argument Editing:
Spoiler (click to show/hide)

Token Definition Editor:
Spoiler (click to show/hide)

Custom Building Designer:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Language Editor:
Spoiler (click to show/hide)

Graphic Set / Tile Editor:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)


Recent Changes:
Spoiler (click to show/hide)

Download (http://www.gumpstudio.com/RawExplorer-Beta-13.zip) Beta 13
DFFD Mirror (http://dffd.wimbli.com/file.php?id=6298)
Raw Explorer requires the .NET Framework version 4.0.

Title: Re: New Modding Tool: Raw Explorer
Post by: RadHazard on March 02, 2012, 03:55:04 pm
This is amazing! Being a dabbling modder myself, I'm looking forward to being able to use this.  The only feature you haven't mentioned that I'd like to see would be a simple search/filter function.  Being able to search all the files by the name of a creature/item/material/whatever would be nice.  Even cooler would be if you could define any tag or combination of tags and be able to filter out anything that has those tags.  An example would be searching for all creatures with the QUADRUPED or QUADRUPED_HOOF tokens and with the [GRAZER] tag to display all four-legged herbavores.
Title: Re: New Modding Tool: Raw Explorer
Post by: UnkemptArmada on March 02, 2012, 03:59:30 pm
Honestly, even a good viewer like this is ultra helpful. I have problems wrapping my head around the pure-text sometimes (I'm too addicted to my programming IDE's :) ). A beautiful idea with just the right amount of ambition.
Title: Re: New Modding Tool: Raw Explorer
Post by: 3 on March 02, 2012, 04:00:10 pm
Just so you know, there have been various attempts at this sort of thing in the past. The one I remember (and apparently the most recent) is here (http://www.bay12forums.com/smf/index.php?topic=64569).
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 02, 2012, 04:00:19 pm
This is amazing! Being a dabbling modder myself, I'm looking forward to being able to use this.  The only feature you haven't mentioned that I'd like to see would be a simple search/filter function.  Being able to search all the files by the name of a creature/item/material/whatever would be nice.  Even cooler would be if you could define any tag or combination of tags and be able to filter out anything that has those tags.  An example would be searching for all creatures with the QUADRUPED or QUADRUPED_HOOF tokens and with the [GRAZER] tag to display all four-legged herbavores.

That's all planned!  In addition to that there will be the ability to apply commands as Batches to all objects that fit some criteria, as in "Add / Remove [Token] to all these objects", as a single step.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 02, 2012, 04:08:51 pm
Honestly, even a good viewer like this is ultra helpful. I have problems wrapping my head around the pure-text sometimes (I'm too addicted to my programming IDE's :) ). A beautiful idea with just the right amount of ambition.

I may upload an alpha version of this soon, as long as everyone realizes that it's buggy as hell (no input validation) and is missing a ton of even the most basic features.
Title: Re: New Modding Tool: Raw Explorer
Post by: RadHazard on March 02, 2012, 04:09:07 pm
This is amazing! Being a dabbling modder myself, I'm looking forward to being able to use this.  The only feature you haven't mentioned that I'd like to see would be a simple search/filter function.  Being able to search all the files by the name of a creature/item/material/whatever would be nice.  Even cooler would be if you could define any tag or combination of tags and be able to filter out anything that has those tags.  An example would be searching for all creatures with the QUADRUPED or QUADRUPED_HOOF tokens and with the [GRAZER] tag to display all four-legged herbavores.

That's all planned!  In addition to that there will be the ability to apply commands as Batches to all objects that fit some criteria, as in "Add / Remove [Token] to all these objects", as a single step.

Then this tool could very well become my favorite modding tool ever.  Good luck to you in making it!
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 02, 2012, 04:16:42 pm
I added a preview build up in the first post...  be kind.
Title: Re: New Modding Tool: Raw Explorer
Post by: Alem on March 02, 2012, 04:24:56 pm
This tool would be an absolute dream. Hell as it is with the ability to edit the fields would be amazingly useful, get all the other features mentioned in and this would be total win. Good luck!  :D
Title: Re: New Modding Tool: Raw Explorer
Post by: RadHazard on March 02, 2012, 05:28:33 pm
Okay, I downloaded your preview and I'm getting an error message when I try to open up my raws folder.  I'm using Ironhand's 0.34.04 package with several custom creatures, reactions, and interactions added.  Here's the error message it's giving me:

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.ArgumentException: An item with the same key has already been added.
   at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
   at RawExplorer.RawObjectDictionary.add(RawObject obj)
   at RawExplorer.RawLibrary..ctor(String rawDirectory)

Just to be clear, I should be selecting the "raw" folder when I load it up, not the main dwarf fortress folder or the raw/objects folder, right?
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 02, 2012, 05:37:10 pm
Okay, I downloaded your preview and I'm getting an error message when I try to open up my raws folder.  I'm using Ironhand's 0.34.04 package with several custom creatures, reactions, and interactions added.  Here's the error message it's giving me:

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.ArgumentException: An item with the same key has already been added.
   at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
   at RawExplorer.RawObjectDictionary.add(RawObject obj)
   at RawExplorer.RawLibrary..ctor(String rawDirectory)

Just to be clear, I should be selecting the "raw" folder when I load it up, not the main dwarf fortress folder or the raw/objects folder, right?

Correct.  I'll run it on my local copy of IronHand and see what happens.

*UPDATE*
It ran fine on the new Iron Hand set for me.  My best guess at this point is that point is that you have a duplicate object in your raws someplace.  I'll be adding better checks for this kind of thing in the future.  At the moment if it encounters anything unexpected it blows up badly.

If you zip up your raws and send them to bradley.uffner@gumpstudio.com I'll take a look.  It can't hurt to have a set of custom raws for me to test against anyway.
Title: Re: New Modding Tool: Raw Explorer
Post by: RadHazard on March 02, 2012, 05:58:03 pm
There you go, sent 'em to ya.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 02, 2012, 06:15:50 pm
There you go, sent 'em to ya.

I ran the program against the raws you sent me and I didn’t get any errors.  I may have already fixed the bug while doing general work on the program.  One thing that I did see was that some of the raw files have an incorrect filename marker.  According to the wiki the first line of each raw file needs to match the filename of the file without the extension.  Several of the raws that you sent me have the wrong values. Specifically creature_vlk.txt, creature_varulf.txt, reaction_vlk.txt, and others.  I don’t know if this is an actually something that the game checks or uses, but I thought that I would mention it since they aren't strictly following the format.

Thanks for supplying me with a new set of data to test against.
Title: Re: New Modding Tool: Raw Explorer
Post by: RadHazard on March 02, 2012, 06:26:30 pm
Haha, facepalm. That's what I get for copying and pasting files and editing them, without actually checking them for errors.
Title: Re: New Modding Tool: Raw Explorer
Post by: BigD145 on March 02, 2012, 06:39:16 pm
Search and comparing two or more files would be handy for most, I'm sure.
Title: Re: New Modding Tool: Raw Explorer
Post by: Seraphyx on March 02, 2012, 06:41:28 pm
Just tried it out with the Masterwork mod version of DF and it gives me an error saying that "MAKE_GLAZE_ASH" was not found

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.ArgumentException: Requested value 'MAKE_GLAZE_ASH' was not found.
   at System.Enum.EnumResult.SetFailure(ParseFailureKind failure, String failureMessageID, Object failureMessageFormatArgument)
   at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult)
   at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase)
   at RawExplorer.RawLibrary..ctor(String rawDirectory)
   at RawExplorer.RawExplorer.parseRawFile()
   at RawExplorer.RawExplorer.mnuParse_Click(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: 4.0.0.0
    Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
RawExplorer
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Seraphyx/Desktop/RawExplorer.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.236 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.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.


Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 02, 2012, 06:58:20 pm
Just tried it out with the Masterwork mod version of DF and it gives me an error saying that "MAKE_GLAZE_ASH" was not found

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.ArgumentException: Requested value 'MAKE_GLAZE_ASH' was not found.
   at System.Enum.EnumResult.SetFailure(ParseFailureKind failure, String failureMessageID, Object failureMessageFormatArgument)
   at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult)
   at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase)
   at RawExplorer.RawLibrary..ctor(String rawDirectory)
   at RawExplorer.RawExplorer.parseRawFile()
   at RawExplorer.RawExplorer.mnuParse_Click(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: 4.0.0.0
    Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
RawExplorer
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Seraphyx/Desktop/RawExplorer.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.236 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.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 may have been a bit early for me to make a download available.  I've only been working on this for a few hours now and haven't really done any internal testing at all.  I'll download that mod and use it as a testing target also.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 02, 2012, 06:59:59 pm
I've got another teaser screenshot, this time showing a simple editor for the color raws (they were the easiest to do first).

Spoiler (click to show/hide)
Title: Re: New Modding Tool: Raw Explorer
Post by: Seraphyx on March 02, 2012, 07:11:15 pm
Just tried it out with the Masterwork mod version of DF and it gives me an error saying that "MAKE_GLAZE_ASH" was not found

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.ArgumentException: Requested value 'MAKE_GLAZE_ASH' was not found.
   at System.Enum.EnumResult.SetFailure(ParseFailureKind failure, String failureMessageID, Object failureMessageFormatArgument)
   at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult)
   at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase)
   at RawExplorer.RawLibrary..ctor(String rawDirectory)
   at RawExplorer.RawExplorer.parseRawFile()
   at RawExplorer.RawExplorer.mnuParse_Click(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: 4.0.0.0
    Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
RawExplorer
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Seraphyx/Desktop/RawExplorer.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.236 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.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 may have been a bit early for me to make a download available.  I've only been working on this for a few hours now and haven't really done any internal testing at all.  I'll download that mod and use it as a testing target also.

No worries, it looks like it'll be a promising utility for modders.
Title: Re: New Modding Tool: Raw Explorer
Post by: Clover Magic on March 02, 2012, 07:27:31 pm
I've got another teaser screenshot, this time showing a simple editor for the color raws (they were the easiest to do first).

Spoiler (click to show/hide)

This makes your program entirely worth it.  Having to stare at the hex numbers and guess what exact shade a color is (heliotrope?) is a pain.   Watching this.
Title: Re: New Modding Tool: Raw Explorer
Post by: Quietust on March 02, 2012, 07:34:35 pm
One thing that I did see was that some of the raw files have an incorrect filename marker.  According to the wiki the first line of each raw file needs to match the filename of the file without the extension.  Several of the raws that you sent me have the wrong values. Specifically creature_vlk.txt, creature_varulf.txt, reaction_vlk.txt, and others.  I don’t know if this is an actually something that the game checks or uses, but I thought that I would mention it since they aren't strictly following the format.
Those strings need to be there, but they do not need to match the filename - as far as we know, the only thing the game does with them is sort by them so that the raws are always loaded in the same order.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 02, 2012, 07:41:39 pm
One thing that I did see was that some of the raw files have an incorrect filename marker.  According to the wiki the first line of each raw file needs to match the filename of the file without the extension.  Several of the raws that you sent me have the wrong values. Specifically creature_vlk.txt, creature_varulf.txt, reaction_vlk.txt, and others.  I don’t know if this is an actually something that the game checks or uses, but I thought that I would mention it since they aren't strictly following the format.
Those strings need to be there, but they do not need to match the filename - as far as we know, the only thing the game does with them is sort by them so that the raws are always loaded in the same order.

Good to know.  The biggest challenge for me is going to be that I have never actually made a mod, and I'm not really interested in making them either.  I got curious, as geeks so often do, and poked around the raw folder one day.  I saw what a mess the files were and I've seen how frustrated people can get trying to make mods.  I figured there should really be an easier way.  I like making little utilities that help people do what they do easier.  Since I don't have much any modding experience I've been using the wiki and trying to parse the mod files of others in my head to make this work without actually knowing if I'm interpreting things correctly.  I may need to call on the experience of some of the more seasoned modders from time to time to make this program.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 05, 2012, 12:22:42 pm
Ok, I've got my first question for the mod experts.  Do tokens ever have a varying number of arguments, or are they always fixed?  For those of you who come from a programming background I can ask it another way, can they be "overloaded"?
Title: Re: New Modding Tool: Raw Explorer
Post by: RadHazard on March 05, 2012, 01:39:24 pm
Ok, I've got my first question for the mod experts.  Do tokens ever have a varying number of arguments, or are they always fixed?  For those of you who come from a programming background I can ask it another way, can they be "overloaded"?

Certain tokens I know can be like that.  The [BODY] token in creature definitions is a big one, as it can take any number of body part definitions.  There's also the [TL_COLOR_MODIFIER] token in creatures, which will take any number of possible colors. (e.g. [TL_COLOR_MODIFIER:GREEN:1] or [TL_COLOR_MODIFIER:GREEN:1:BLUE:1:BLACK:1])

Most syndrome tokens [CE_*] have several optional arguments, such as END:<number>, BP:<bodypart>:<tissue>, and the SIZE_DILUTES, RESISTABLE, and similar tags.  I can't think of any other tokens with varying numbers of arguments at the moment, but there may be some more.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 05, 2012, 02:52:02 pm

Certain tokens I know can be like that.  The [BODY] token in creature definitions is a big one, as it can take any number of body part definitions.  There's also the [TL_COLOR_MODIFIER] token in creatures, which will take any number of possible colors. (e.g. [TL_COLOR_MODIFIER:GREEN:1] or [TL_COLOR_MODIFIER:GREEN:1:BLUE:1:BLACK:1])

Most syndrome tokens [CE_*] have several optional arguments, such as END:<number>, BP:<bodypart>:<tissue>, and the SIZE_DILUTES, RESISTABLE, and similar tags.  I can't think of any other tokens with varying numbers of arguments at the moment, but there may be some more.

Thanks, that's exactly what I was looking for!

Now a question of terminology.  In a raw file that looks like this:
Spoiler (click to show/hide)

"ITEM" is commonly referred to as the object's "type" on the wiki, but I haven't seen a term for the "ITEM_PANTS" part.  I've been referring to this in code as the object's "sub-type".  Is that the correct term for this, or is there a more commonly used word to refer to this string?
Title: Re: New Modding Tool: Raw Explorer
Post by: RadHazard on March 05, 2012, 03:56:08 pm
Actually, I think ITEM_PANTS is considered the type.  ITEM seems to be closer to a "supertype" or something.  With other raw definitions, such as creatures, you put [OBJECT:CREATURE] at the top and then [CREATURE:<whatever>] at the beginning of the definition, so the type name is used in both instances.  With items, however, you have to put [OBJECT:ITEM] at the top and [ITEM_<something>:<whatever>] at the beginning of the definition.  Further supporting this is that when tokens ask for an item as an argument, they usually ask for them in the format ITEM_PANTS:ITEM_PANTS_PANTS, never specifying the ITEM part.  This is unique among item definitions, I think. Every other definition type seems to use the type name as the argument for the OBJECT token.

This is all just speculation on my part, however.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 05, 2012, 04:01:39 pm
Actually, I think ITEM_PANTS is considered the type.  ITEM seems to be closer to a "supertype" or something.  With other raw definitions, such as creatures, you put [OBJECT:CREATURE] at the top and then [CREATURE:<whatever>] at the beginning of the definition, so the type name is used in both instances.  With items, however, you have to put [OBJECT:ITEM] at the top and [ITEM_<something>:<whatever>] at the beginning of the definition.  Further supporting this is that when tokens ask for an item as an argument, they usually ask for them in the format ITEM_PANTS:ITEM_PANTS_PANTS, never specifying the ITEM part.  This is unique among item definitions, I think. Every other definition type seems to use the type name as the argument for the OBJECT token.

This is all just speculation on my part, however.

The language files seem to do it also.  Can you mix types within the same file?
Title: Re: New Modding Tool: Raw Explorer
Post by: RadHazard on March 05, 2012, 04:07:48 pm
You can't mix most types.  Items are, again, an exception.  Since they're all under the "supertype" ITEM, they can be mixed.  This is according to the wiki, since I haven't modded very many items myself.  I think I might have done it with a previous mod, but I don't have it anymore to check.
Title: Re: New Modding Tool: Raw Explorer
Post by: Meph on March 05, 2012, 08:36:14 pm
I will test this on my mod and report the findings.

ITEM:ITEM_TYPE it is btw. First that it is an item, then what the item is. Next one would be material type, last one is the actual material.

EDIT: Oh, and I do request a feature: Read out inorganic materials and make them sortable by different  tags/values. Very important to find out which metal is better for blunt or edged, and so forth.

And you, bradley, should maybe set another default folder for it, since it shows your full name.

EDIT2: Cant open my raw folder, but it is heavily modded anyway. Get a crash instantly
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 05, 2012, 11:02:26 pm
EDIT: Oh, and I do request a feature: Read out inorganic materials and make them sortable by different  tags/values. Very important to find out which metal is better for blunt or edged, and so forth.

Your wish is my command! It needs a bit of work obviously, but it was pretty easy.
Spoiler (click to show/hide)

*EDIT*
Now with sortable columns...  Which was WAY more complicated than I was expecting.  It involved typing stuff like this:
Quote
Dim orderByExpression As Expression(Of Func(Of List(Of T), IEnumerable(Of T))) = Expression.Lambda(Of Func(Of List(Of T), IEnumerable(Of T)))(Expression.[Call](orderByMethod, New Expression() {sourceParameter, propertySelectorLambda}), sourceParameter)
Title: Re: New Modding Tool: Raw Explorer
Post by: Meph on March 06, 2012, 01:12:22 am
this is amazing and would save me hours upon hours of work... if I only could get it to work. I tried a fresh download and run it on the raws of an unmodded vanilla DF raw folder, and get the same crash. My net framework is updated, so I cant really tell whats wrong.

I get this message: (This part is german: Ein Element mit dem gleichen Schlüssel wurde bereits hinzugefügt. and means translated: An elemant with the same key has already been added.)
Spoiler (click to show/hide)

You got any idea whats wrong ? Besides the crash, Thanks a lot for your effort :)
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 06, 2012, 01:15:39 am
this is amazing and would save me hours upon hours of work... if I only could get it to work. I tried a fresh download and run it on the raws of an unmodded vanilla DF raw folder, and get the same crash. My net framework is updated, so I cant really tell whats wrong.

I get this message: (This part is german: Ein Element mit dem gleichen Schlüssel wurde bereits hinzugefügt. and means translated: An elemant with the same key has already been added.)
Spoiler (click to show/hide)

You got any idea whats wrong ? Besides the crash, Thanks a lot for your effort :)

I'll upload a new version in a minute to see if it fixes anything for you.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 06, 2012, 01:23:02 am
New version is uploaded.  Link is in the first post.  The tag grid is currently all screwy, so just ignore that.

If you get a crash while loading raws, zip up your raw directory and email it to bradley.uffner@gumpstudio.com
Title: Re: New Modding Tool: Raw Explorer
Post by: Greendogo on March 06, 2012, 01:28:10 am
This is amazing!  It reminds me of Bethesda Softworks' modding software for it's Elder Scrolls series.

Will you ever implement the ability to view or edit the currently installed graphical tile set for objects and creatures?  Like the function that shows you what the RGB colors look like in the Color Raws, this would improve the ability of mod makers to choose exactly which graphical tile from the installed Graphical Tileset would be used with which creature or item.  That could be mighty handy if paired up with this program.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 06, 2012, 01:32:55 am
This is amazing!  It reminds me of Bethesda Softworks' modding software for it's Elder Scrolls series.

Will you ever implement the ability to view or edit the currently installed graphical tile set for objects and creatures?  Like the function that shows you what the RGB colors look like in the Color Raws, this would improve the ability of mod makers to choose exactly which graphical tile from the installed Graphical Tileset would be used with which creature or item.  That could be mighty handy if paired up with this program.

It's in my plans.  That's why it asks you to select the Raw folder instead of just the Object folder.  I want to try and get "pixel perfect" previews of things as they would show up in the game.
Title: Re: New Modding Tool: Raw Explorer
Post by: Meph on March 06, 2012, 01:39:26 am
You are quick. :)

Works with vanilla, breaks down with my mod. When I copy my inorganic files into a vanilla folder, it runs, but cant read out the inorganic files at all, not even the normal ones anymore. IF I copy all my inorganic materials in a original inorganic file, then it can read them out.

Got it to work, so to speak. I can view and sort all the new metals, which for me is the main feature, since I can finally show the users of my mod a definite guide to all the different metals in the mod. Amazing. You have my thanks.

It will take a while till I have it sorted, but really, you saved me lots of work. Any chance to export the findings of the "Inorganic Analyzer" ? If not, no problem, screenshots and a bit of cropping will work as well ;)
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 06, 2012, 01:46:35 am
I'm glad it's been helpful to someone even at this early stage.

At some point I may need the community's help building the file that will document tag and argument definitions from the wiki.  It's mostly going to be cut and paste work from the wiki, but there is a lot of it.  That's the file that will specify which tags can be placed on which objects, what the argument list is, and what type each argument is, etc.
Title: Re: New Modding Tool: Raw Explorer
Post by: Meph on March 06, 2012, 03:11:04 am
Well, I am already finished with what I wanted to do. :)

Here, have a look:
Spoiler (click to show/hide)

Besides that, things I noticed: I have no scroll bar for the displayed tags. The Inorganic Viewer has one, but if I open a creature, or entity, I cant scroll down and only see the topmost tags.

If I open the tissue template I get an error, the program still runs, though.

Would be a nice option to filter unneeded stuff, for example in the buildings the entire color/block tags/workspace tags. But this might be just me.

I take a guess here, but I am fairly certain that quite a few people would be interested in something like the Inorganic Viewer, just for Plants. To see which seasons/biomes/growdurations each plant has, and which ones can be used for dye, thread, booze and so on.

The categories in the Inorganic Viewer can be sorted, but not made smaller/bigger btw. I mean the little box saying: Density, Molar Mass, Material_Value and so on. I can move unwanted things aside, but I cant make the fields smaller, which results in massive fields for short numbers, simply because the title is long.

Just random observations, I am really impressed how easy this programs seems to come to you ;) And thanks to you my players have a metal guide :)
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 06, 2012, 03:21:36 am
Well, I am already finished with what I wanted to do. :)

Here, have a look:
Spoiler (click to show/hide)

Besides that, things I noticed: I have no scroll bar for the displayed tags. The Inorganic Viewer has one, but if I open a creature, or entity, I cant scroll down and only see the topmost tags.

If I open the tissue template I get an error, the program still runs, though.

Would be a nice option to filter unneeded stuff, for example in the buildings the entire color/block tags/workspace tags. But this might be just me.

I take a guess here, but I am fairly certain that quite a few people would be interested in something like the Inorganic Viewer, just for Plants. To see which seasons/biomes/growdurations each plant has, and which ones can be used for dye, thread, booze and so on.

The categories in the Inorganic Viewer can be sorted, but not made smaller/bigger btw. I mean the little box saying: Density, Molar Mass, Material_Value and so on. I can move unwanted things aside, but I cant make the fields smaller, which results in massive fields for short numbers, simply because the title is long.

Just random observations, I am really impressed how easy this programs seems to come to you ;) And thanks to you my players have a metal guide :)

Looking good!  Is it just me, or is the sort arrow on the value pointing the wrong direction?  I'll have to check the program to make sure that isn't a bug.

The tag grid is currently very messed up.  I'm in the process of making inline editors for for it, which means I'm building my own grid control from scratch.

I'll see what I can do about allowing the columns to resize.  I like the idea for handling plants in teh same way as the inorganics, I'll look in to adding that.  Filtering and batch operations are coming, but I have to work out the grid control first.
Title: Re: New Modding Tool: Raw Explorer
Post by: Reudh on March 06, 2012, 03:45:16 am
This looks amazing.

I eagerly await the finished version - If i'm able to help in any way I shall (I don't have really any experience with coding).
Title: Re: New Modding Tool: Raw Explorer
Post by: FiveFives on March 06, 2012, 02:20:25 pm
This project looks absolutely wonderful.
I used to create lots of new content for my own use in the older versions of DF.  I stopped when things like anatomy and materials became more advanced, unable (unwilling) to acclimate myself to the new, more complex raws.

This looks like exactly the thing to bring simple modding back into my comfort zone.
Many thanks in advance.  I'll be watching this one.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 06, 2012, 02:50:46 pm
Preview of inline token rendering (And working scrollbars again on the grid).  Inline editing comes next, where you can click on a tag value and edit inside the grid cell, or inside a popup control if it's a more complex type.
Spoiler (click to show/hide)
Title: Re: New Modding Tool: Raw Explorer
Post by: Meph on March 06, 2012, 05:03:28 pm
Looking good :)

The Inorganic Viewer could use a yes/no list for these tags:
        [ITEMS_WEAPON]
   [ITEMS_WEAPON_RANGED]
   [ITEMS_AMMO]
   [ITEMS_DIGGER]
   [ITEMS_ARMOR]
   [ITEMS_HARD]
   [ITEMS_METAL]
   [ITEMS_BARRED]
   [ITEMS_SCALED]

Or at least: Weapon, armor and hard. :) Hope that is not too much work.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 06, 2012, 05:05:06 pm
Looking good :)

The Inorganic Viewer could use a yes/no list for these tags:
        [ITEMS_WEAPON]
   [ITEMS_WEAPON_RANGED]
   [ITEMS_AMMO]
   [ITEMS_DIGGER]
   [ITEMS_ARMOR]
   [ITEMS_HARD]
   [ITEMS_METAL]
   [ITEMS_BARRED]
   [ITEMS_SCALED]

Or at least: Weapon, armor and hard. :) Hope that is not too much work.

That shouldn't be too hard to add.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 06, 2012, 05:58:01 pm
Some slightly more useful inline editing.
Spoiler (click to show/hide)
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 10, 2012, 03:09:02 pm
Showing tiles for creatures now! Correct colorization is coming next, then I'll add pulling the image from the graphic set if it has one.

Spoiler (click to show/hide)
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 10, 2012, 07:54:51 pm
I'm having some problems understanding the exact interaction between a a creatures foreground / background colors, and the tile's alpha layer, and rgb layers.  If someone could help me out understanding exactly how these things all work together to get the final drawn tile it would be extremely helpful.

I /thought/ that a tile rendered this way based on reading the "tile magic" post:
1. fill the tile's area with the back color.
2. take the tile's image and turn all the grey pixels (pixels with RGB values all equal to each other) in to shades of the foreground color based on who "white" the pixel is. This allows non grey tiles to hold on to their actual colors while grey colors take on the applied color.
3. draw the converted tile over the patch of background color, allowing the background color to show through the semi-transparent areas of the tile.

From what I can tell messing around in the arena it doesn't actually work this way at all.  It looks like the foreground color is applied equally over the entire tile, overwriting grey pixels and colored pixels alike.  I can't figure out how it derives the intensity of the final foreground color per pixel.  If this is true I don't really see the point of having colored pixels in the tiles, except the are obviously used in some places, like beds.  Is it just creatures that overwrite colored pixels?
Title: Re: New Modding Tool: Raw Explorer
Post by: Vherid on March 10, 2012, 08:01:49 pm
Something that can make comparisons and highlight differences is always very helpful
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 10, 2012, 08:18:48 pm
Something that can make comparisons and highlight differences is always very helpful

There are already tons of programs out there that can compare files and directories to show you differences.  I'm personally a HUGE fan of this free one http://www.sourcegear.com/diffmerge/ (http://www.sourcegear.com/diffmerge/).  If that's not quite what you mean, please let me know.
Title: Re: New Modding Tool: Raw Explorer
Post by: Vherid on March 10, 2012, 08:22:17 pm
Something that can make comparisons and highlight differences is always very helpful

There are already tons of programs out there that can compare files and directories to show you differences.  I'm personally a HUGE fan of this free one http://www.sourcegear.com/diffmerge/ (http://www.sourcegear.com/diffmerge/).  If that's not quite what you mean, please let me know.

Very nice, I'll play around with it, definitely looking forward to this tool though.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 10, 2012, 09:14:36 pm
Ha!!  I win!!!  At least for creatures.  That took a LOT more in depth experimenting with the game, screen shots and image editing programs than I would have liked.  I thought I was going to go nuts for a bit trying to figure this one out.

Part of my problem was that I had hard coded the color values in the program based on DF's default colors.  But I'm testing with IronHand's graphic set, which uses different colors by default.  I kept seeing different colors in game than what I was getting from the program.  Once I realized that I had it read colors.txt and use the actual colors that the game was using and everything started working perfectly.

If anyone is curious, this is the actual drawing procedure I'm using now.
1. draw the background color
2. per pixel: get an average value from the R, G and B channels.
3. calculate a scaler by dividing that value by 255
4. set each of the R, B and B values of that pixel to the forecolor value channel times the scaler calculated in the previous step.

Spoiler (click to show/hide)
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 11, 2012, 01:53:52 am
Creature graphic sets are now working!

Spoiler (click to show/hide)
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 11, 2012, 02:46:47 am
I've uploaded a new preview release.  Link is in the first post.  As always, if you get an error opening the raw files please zip up your raw directory and send it to me at bradley.uffner@gumpstudio.com along with the error report.
Title: Re: New Modding Tool: Raw Explorer
Post by: Intrinsic on March 11, 2012, 04:54:55 am
This looks very cool even just for nosey gits like myself, and no doubt even more useful for those excellent mod makers.
Title: Re: New Modding Tool: Raw Explorer
Post by: Greendogo on March 11, 2012, 05:02:16 am
I had an unhandled exception when clicking on the "Description" text box for the "Bird_KIWI" entry.  I'm using Ironhand 0.66.

Picture of Error:
Spoiler (click to show/hide)

Error Text:
Spoiler (click to show/hide)

Edit: I can't get this error to happen again.  I have noticed a few graphical glitches as well, with certain fields not updating completely.  I will just put this all down to you not having gotten around to it yet, as you've only just started working on it  :P  Very cool program so far!
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 11, 2012, 05:18:16 am
I had an unhandled exception when clicking on the "Description" text box for the "Bird_KIWI" entry.  I'm using Ironhand 0.66.

Picture of Error:
Spoiler (click to show/hide)

Error Text:
Spoiler (click to show/hide)

Edit: I can't get this error to happen again.  I have noticed a few graphical glitches as well, with certain fields not updating completely.  I will just put this all down to you not having gotten around to it yet, as you've only just started working on it  :P  Very cool program so far!

Thank,  that's exactly the kind of error report I need!
Title: Re: New Modding Tool: Raw Explorer
Post by: Greendogo on March 12, 2012, 05:10:58 pm
Any progress on that big red X bug?
Title: Re: New Modding Tool: Raw Explorer
Post by: Eldrick Tobin on March 13, 2012, 12:20:45 am
Bug Report (probably just the size of the mess I'm running is freaking it out... almost 6mb and 257 things in the raw dir. lots of cv and caste work)

No Screenshot -nothing interesting to see-

Error Report:
Spoiler (click to show/hide)
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 13, 2012, 12:45:16 am
Bug Report (probably just the size of the mess I'm running is freaking it out... almost 6mb and 257 things in the raw dir. lots of cv and caste work)

No Screenshot -nothing interesting to see-

Error Report:
Spoiler (click to show/hide)

Would you mind zipping up and sending your raws to me?  It'll really help figure out what's crashing it.  You cans end them to bradley.uffner@gumpstudio.com.
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 13, 2012, 12:46:14 am
Bug Report (probably just the size of the mess I'm running is freaking it out... almost 6mb and 257 things in the raw dir. lots of cv and caste work)

No Screenshot -nothing interesting to see-

Error Report:
Spoiler (click to show/hide)

Not yet, But I know where the problem is based on your error log.  I haven't had much time to work on it the past 2 days.  I have some free timing coming up, and my weekend will be nice and free.
Title: Re: New Modding Tool: Raw Explorer
Post by: Eldrick Tobin on March 13, 2012, 01:09:21 am
Bug Report (probably just the size of the mess I'm running is freaking it out... almost 6mb and 257 things in the raw dir. lots of cv and caste work)

No Screenshot -nothing interesting to see-

Error Report:
Spoiler (click to show/hide)

Not yet, But I know where the problem is based on your error log.  I haven't had much time to work on it the past 2 days.  I have some free timing coming up, and my weekend will be nice and free.

Email sent. File backed up on my github account as a just in case. EldrickWT-MLA-raw-objects-dir.zip (https://github.com/EldrickWT/My-Crazy-Dwarf-Fortress-Mods/blob/master/EldrickWT-MLA-raw-objects-dir.zip)

Hopefully no hair pulling will be involved.  :D
Title: Re: New Modding Tool: Raw Explorer
Post by: BradUffner on March 13, 2012, 03:30:53 am
Bug Report (probably just the size of the mess I'm running is freaking it out... almost 6mb and 257 things in the raw dir. lots of cv and caste work)

No Screenshot -nothing interesting to see-

Error Report:
Spoiler (click to show/hide)

Not yet, But I know where the problem is based on your error log.  I haven't had much time to work on it the past 2 days.  I have some free timing coming up, and my weekend will be nice and free.

Email sent. File backed up on my github account as a just in case. EldrickWT-MLA-raw-objects-dir.zip (https://github.com/EldrickWT/My-Crazy-Dwarf-Fortress-Mods/blob/master/EldrickWT-MLA-raw-objects-dir.zip)

Hopefully no hair pulling will be involved.  :D

I couldn't sleep so I decided to take a look at your error.  The program was choking on the BODYGLOSS tokens, which I hadn't seen before.  After a few updates it is now reading your raws correctly.  Thanks for your help! I'll upload a new version.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: huhwhozat on March 13, 2012, 06:11:29 am
This is beautiful stuff, BradUffner.  I hope to see this tool go far.

Difficult feature request:  Integrate modified raws with currently existing saves for rapid testing.  AFIK, World Tinker (http://www.bay12forums.com/smf/index.php?topic=67059.msg1602138#msg1602138) is the only utility that does this at the moment, and it hasn't been updated in a while.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 13, 2012, 06:58:34 am
This is beautiful stuff, BradUffner.  I hope to see this tool go far.

Difficult feature request:  Integrate modified raws with currently existing saves for rapid testing.  AFIK, World Tinker (http://www.bay12forums.com/smf/index.php?topic=67059.msg1602138#msg1602138) is the only utility that does this at the moment, and it hasn't been updated in a while.

I'll see if I can figure out what,  and how,  it does the merging. If it's a good fit for Raw Explorer ill try to add support for it.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 17, 2012, 10:37:59 am
Just a quick update since it's been a while.

I'm currently working on the tool to edit and maintain the token definition file that.  That's the file that will tell Raw Explorer what the different tokens are, what objects they can be used on, and what their arguments are.  Right now it starts off with a dump of the tokens that Raw Explorer generates with the "Export" function.  That creates a file with a list of all the tokens and what items they were used on.  The Definition Editor takes that and lets you edit the different ways the token can be used before saving it off as an XML file.

Currently it looks like this:
Spoiler (click to show/hide)

You can also see the new grids I'm going to be using in the main program in there.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 19, 2012, 04:36:52 pm
I ran in to a token in the raws that I'm not sure is valid or a mistake.  Could someone with more experience check this out?

In creature_small_mammals, in the RAT creature it has the token "[:GENERAL_POISON]".  As you can see, it has no name. Other creatures in the same file have the "GENERAL_POISON" value specified as "[CREATURE_CLASS:GENERAL_POISON]".  RAT is the only object in all the stock raws that I see this way, so I'm leaning twords it being a typo.

Is the nameless token valid, or is this a bug in the raw files?  If it is valid what is it's effect?
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: Meph on March 19, 2012, 10:10:28 pm
My guess is that it is a typo. It can be easily tested in the Arena by poisoning the rat with a syndrome that should only affect the genera_poison class.

If you found this in the vanilla raws it might be good advice to send a little PM to Tarn about this. Otherwise it might be intentional, since rats are rather disease resistant and act more as carrier, and not as victims.

Still, I just came here to check up on your progress and leave a: Well done :) for you.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 23, 2012, 01:22:21 am
Just a quick progress update today.

Most of my time since the last post has been taken up with ripping out my old UI controls and replacing them with a new UI library that has a lot more functionality.  Now that all that is done, and I'm just about back to where I was before, new features should start coming quickly. Other than that I've created a program for editing token and argument definitions.  I've added "sanity checking" to the raws, so you can scan for any conflicts of errors, like conflicting tokens, tokens with bad data, duplicate objects, and other stuff like that.

Here is a quick screenshot of the program with the new UI library.
Spoiler (click to show/hide)

That nested grid you can see there for the color will eventually list out the arguments as name value pairs that comprise the token's value.  In the case of COLOR, it would be the "foreground", "background", and "bright".  This should give some guidance as to what the arguments for a token are, and the ability for the program to restrict them to valid values.

The program will eventually support pluggable editors that can enhance it's functionality.  There are 3 "levels" of editor that can be made. "Object" editors will allow you an easy way to edit an object as a whole without directly messing with the tokens.  Token editors will let you edit token values without getting down to the argument level. And finally argument editors, which give the finest level of control.  Editor plugins can be created by anyone with .NET experience.

I'm planning a public web based app for maintaining a "dictionary" of tokens, their arguments and other meta data such as conflicting tags.  Anyone will be able to edit tag definitions through the site as new uses for tokens are discovered by modders, or new tokens are added by Toady.  The dictionary will be freely available for use by any other program or website that needs information about raws in xml format. Thinks of it like the token section of the wiki, but more programmatic and automated.  Raw explorer will be able to automatically update it's definitions from the site so it will always be up to date.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: Reudh on March 23, 2012, 01:42:03 am
You sir, are a genius.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: FiveFives on March 24, 2012, 04:42:07 am
I am so in love with this.
I've already begun reacquainting myself with token definitions in anticipation.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 24, 2012, 07:24:48 pm
Update showing token definitions and arguments in the editor window.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

The website for adding / editing token and argument definitions is almost ready.  There are a lot of tokens in the wiki that will need to be entered in the library.  I'm going to need your help with that part to make this successful.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BigD145 on March 24, 2012, 07:57:12 pm
Oh, wow. You've got me itching to mod now between this and S.L.A.D.E.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 24, 2012, 10:35:59 pm
Some quick stats on the raws from the latest version of DF.
There are 971 unique tokens used in the raw files, with 1193 different usages.  A usage is where the same token is used in different ways with different arguments.  I'm going to set the site up in such a way so that it will be easy to find tokens that need to have work done to them.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 25, 2012, 05:55:51 pm
The website is coming along nicely.  For now editing is done in xml format, but I'll try to add some fancier controls to make it easier when I have time.  I want to get back to the "fun" stuff (I've never liked web design).
Spoiler (click to show/hide)

.....and I just noticed the html bug in the argument list.  But you get the idea.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: Reudh on March 25, 2012, 05:58:42 pm
Brad, when you complete this, the community will be indebted to you forever more. :D
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BigD145 on March 25, 2012, 07:06:20 pm
An offline version of the site would also be welcome. Just thinking ahead...
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 25, 2012, 07:14:31 pm
An offline version of the site would also be welcome. Just thinking ahead...

A copy of the most recent definition for all the raws will be freely available as an xml file that Raw Explorer (or any other program) can read.  The web site isn't really my main focus, it's just a way to get the token definitions in to Raw Explorer.  Raw Explorer will be able to display the token definitions and auto update them through the website. Though the more I work on the site the bigger and more important of a project it seems to become.   I think it may eventually before just as important as Raw Explorer if people use it and help keep it up to date.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 27, 2012, 12:35:52 am
Let's talk Token Definition Scheme!

As an example of the full scheme I'm made up a hypothetical COLOR token. It's values are not "correct" as dwarf fortress actually uses COLO, but this is for example purposes only.
Spoiler (click to show/hide)

This token's name is "COLOR", it is allowed to be used on custom workshops, creatures, and entities.
Each "usage" defines token's description and arguments depending on which object type it is placed on.  The usage with the type and subtype of "ALL" is a default usage, and the CREATURE CREATURE Usage is a specific usage.  In Raw Explorer, if I were to place this token on an Item (even though it isn't allowed there), it would pick up the ALL ALL usage since none of the specific usages match.  It always looks from most specific to least specific.  A single usage entry of type of ALL:ALL will be the most common.

The CREATURE usage has a textual description that explains what the token does in a general way.  It has 3 arguments named foreground, background and foregroundBright.

Foreground is of type "integer", which is a numeric data type.  This particular integer must be a number from 1 to 100.  Raw explorer will give a warning if you try to use 200 as the first argument in this token on a creature.  If you leave out the typeData attribute any integer will be accepted.

The 2nd argument is named background.  It's is of type "color", which means when raw Explorer lets you edit this argument it will display a color picker.  There is no typeData on this argument, but types of "color" can be restricted to the 8 dark colors, or allow all 16 colors (default if none is specified).

The 3rd param, "foregroundBright", is a bit.  This means it can only have 2 values, on or off.  By default Raw Explorer will show this as a checkbox, but though the use of the typeData it can be made to display as yes / no, on / off, 1 / 0, etc...

You will notice that the usage for BUILDING has as the "flag" attribute on it with a value of 1.  This value means that the usage doesn't use standard arguments.  In this case when color is used on the building the number of arguments varies with the number of columns and rows in the custom building.  Currently Raw Explorer will only let you edit this type of value directly as a string

I've gone through the raws and looked at the different tokens and tried to break their arguments down in to types.  I've explained the integer, color, and bit types. So far I've come up with the following types.  I've sure that there are some that I've missed, if you know of any, let me know.

Each of these types will be able to be controlled in different ways via the typeData attribute.  The website will have all the documentation once I've figured it all out.

Speaking of which, the website is almost ready for some limited beta testing.  If anyone wants to volunteer to test it just let me know.  The website will allow anyone to view tokens.  Editing a token will require an account.  All edits will go in to a queue for approval before they show up live.  I hope to have a few trusted people who can help me as moderators approving submissions once the site is running.

Stay tuned, exciting things are happening!
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 27, 2012, 10:07:32 pm
Ok, the website is up and ready for some testers.  I need 2 or 3 people who are willing to poke it and won't get upset about it crashing or losing data due to bugs.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: Reudh on March 27, 2012, 10:11:24 pm
*raises hand*


Do I have to install Apache or anything to get this going?
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 27, 2012, 10:14:02 pm
*raises hand*


Do I have to install Apache or anything to get this going?

Haha, no. it's all running on my servers, you just need a web browser.
sending you the link via pm.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 28, 2012, 11:07:24 pm
Behold! Actual Functionality!

Spoiler (click to show/hide)
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: Reudh on March 28, 2012, 11:12:26 pm
This is looking amazing. Question, does it update its definitions and descriptions via. the site you linked me? As in, if a user were to update the tag info there, the user could update their XML with new definitions and descriptions? Or does it constantly update (ie. require an internet connection to use)?

And I'm glad I could help with the testing. :D

Will do some more tonight when I get home from uni.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 28, 2012, 11:19:21 pm
This is looking amazing. Question, does it update its definitions and descriptions via. the site you linked me? As in, if a user were to update the tag info there, the user could update their XML with new definitions and descriptions? Or does it constantly update (ie. require an internet connection to use)?

And I'm glad I could help with the testing. :D

Will do some more tonight when I get home from uni.

Yep, there is a menu under "Help" that will download the latest xml file from the website automatically.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 29, 2012, 09:55:33 am
If anyone with some artistic skill is feeling bored or generous, I could use some artwork for Raw Explorer and the website.  First I need an application icon for Raw Explorer, at 48x48 and 16x16.  The [DF:Tokens] website also need some kind of logo suitable for a favicon (16x16) and for use in the site header.  Also, 4 16x16 icons for use on the toolbar for the "Insert" and "Remove" tag buttons, and the "Move Up" and "Move Down" buttons.  Everything I have is just a place holder, and I completely lack artistic talent.  Any help would be greatly appreciated.  I'll even add your names to the "About" dialog in the application and website.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: nocker on March 29, 2012, 10:13:50 am
I want to play with this tool, and help to develop/update it. General programming knowledge here, with emphasis on c#.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: Greendogo on March 30, 2012, 06:45:34 am
If anyone with some artistic skill is feeling bored or generous, I could use some artwork for Raw Explorer and the website.  First I need an application icon for Raw Explorer, at 48x48 and 16x16.  The [DF:Tokens] website also need some kind of logo suitable for a favicon (16x16) and for use in the site header.  Also, 4 16x16 icons for use on the toolbar for the "Insert" and "Remove" tag buttons, and the "Move Up" and "Move Down" buttons.  Everything I have is just a place holder, and I completely lack artistic talent.  Any help would be greatly appreciated.  I'll even add your names to the "About" dialog in the application and website.
Ask Phoebus or Ironhand or Kohaku to give you a sprite of an enlarged blacksmith dwarf or something.  I know Ironhand recently joined Pixel Joint, so he might be up for making an icon from scratch if you ask him nicely.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 30, 2012, 11:18:50 pm
I want to play with this tool, and help to develop/update it. General programming knowledge here, with emphasis on c#.

I really appreciate the offer, but honestly, what would be the most help to me right now would be people testing the website and then filling in the data from the wiki once the site is ready.  Raw Explorer will be pretty useless without the Data from the website that defines everything.  The source code is small enough that if there were multiple developers in it at once we would just end up tripping over each other all the time.  That may change in the future, and I'll keep your offer in mind.
Title: Re: New Modding Tool: Raw Explorer (Alpha 4 - Updated 3/13/2012)
Post by: BradUffner on March 30, 2012, 11:43:25 pm
Ok, new I'm making a new alpha version available for download.  The main point of this one is to make sure I have the control libraries packaged up correct, as they are a bit complex to redistribute.  There are probably errors and crashes all over this version after ripping out my old controls and replacing them.  If you download this version please let me know if you get any error during start-up.  Also please try out the "update" menu under "help" to make sure it can download the new token definitions from the website.

http://www.gumpstudio.com/RawExplorer-alpha-5.zip (http://www.gumpstudio.com/RawExplorer-alpha-5.zip)
Title: Re: New Modding Tool: Raw Explorer (Alpha 6 - Updated 4/1/2012)
Post by: BradUffner on April 02, 2012, 01:41:30 am
Alpha 6 has been uploaded. Link is in the first post.
Title: Re: New Modding Tool: Raw Explorer (Alpha 6 - Updated 4/1/2012)
Post by: BradUffner on April 04, 2012, 01:10:59 am
Preview of the tile picker used to select the character tiles and graphics from graphic sets.
Spoiler (click to show/hide)
Title: Re: New Modding Tool: Raw Explorer (Alpha 6 - Updated 4/1/2012)
Post by: CLA on April 04, 2012, 04:17:42 am
Downloaded your tool to test if I typed the raws of my graphic set correctly. It makes my life a lot more convenient!

Anyway. I use white sprites and let the game assign their default color. Your nifty little program shows me the correct graphic just fine, but doesn't use the color. It just shows them in white.
So, if Raw Explorer would recognize the ADD_COLOR and AS_IS tokens and would add the default color in case of ADD_COLOR, that would be great.
Title: Re: New Modding Tool: Raw Explorer (Alpha 6 - Updated 4/1/2012)
Post by: BradUffner on April 04, 2012, 10:56:41 am
Downloaded your tool to test if I typed the raws of my graphic set correctly. It makes my life a lot more convenient!

Anyway. I use white sprites and let the game assign their default color. Your nifty little program shows me the correct graphic just fine, but doesn't use the color. It just shows them in white.
So, if Raw Explorer would recognize the ADD_COLOR and AS_IS tokens and would add the default color in case of ADD_COLOR, that would be great.

Does "ADD_COLOR" apply color to the tile in the same way that the foreground color is applied to the normal tileset?

*EDIT*
I found the answer by using a graphic set that uses this token.  It does indeed draw the same way as when the image is drawn from the tileset.  Support for ADD_COLOR will be in the next version.
Title: Re: New Modding Tool: Raw Explorer (Alpha 7 - Updated 4/5/2012)
Post by: BradUffner on April 05, 2012, 06:37:44 pm
Alpha 7 is now available in the first post.
Title: Re: New Modding Tool: Raw Explorer (Alpha 7 - Updated 4/5/2012)
Post by: BradUffner on April 05, 2012, 09:09:43 pm
Tonight I'm going to be working on exporting the edited raws from Raw Explorer in to actual useable files.  Formatting won't be pretty at first.  They will be all nice, flat, and hard to read.  I have to work out some way to get better indenting and to know when to put some tokens on the same line.  Also, comments probably won't work right away either.

Just a reminder, I'm still looking for people to help test the token definition web site.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9 - Updated 4/6/2012 again)
Post by: BradUffner on April 06, 2012, 04:09:00 pm
Alpha 9 has been released in the original post.

I've added the ability to export edits out to a new set of raws.  It's ugly at the moment, but I'll be working on better indenting and other format improvement soon.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9 - Updated 4/6/2012 again)
Post by: Deon on April 06, 2012, 04:17:41 pm
It gives me a big red cross over the list when I try to open my creatures. I import raws from the Post-Apocalypse mod.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9 - Updated 4/6/2012 again)
Post by: BradUffner on April 06, 2012, 04:21:47 pm
It gives me a big red cross over the list when I try to open my creatures. I import raws from the Post-Apocalypse mod.

Did you go in to tools > options and point it at your copy of df.exe first?
Can you link me to that mod so that I can download and test with it? found it.

UPDATE
I found the problem and am working on a fix.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9 - Updated 4/6/2012 again)
Post by: BradUffner on April 06, 2012, 04:48:48 pm
It gives me a big red cross over the list when I try to open my creatures. I import raws from the Post-Apocalypse mod.

It should not be fixed in alpha 9.1.  I've updated the first post with the new link.  Thanks for the bug report.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.1 - Updated 4/6/2012 again-again)
Post by: Deon on April 06, 2012, 05:14:00 pm
Thanks, it works now. It's great to check which animals don't have tiles, also it showed an error with an incorrect token which changelog didn't show.

There're two problems with tiles:

1) It reads [DEFAULT:DOMESTIC:2:0:AS_IS:GHOST] as a simple DEFAULT, so it shows the ghost tile instead of a default tile in the program.
2) It has problems reading 18x18 tiles, it shifts them.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.1 - Updated 4/6/2012 again-again)
Post by: BradUffner on April 06, 2012, 05:19:51 pm
Thanks, it works now. It's great to check which animals don't have tiles, also it showed an error with an incorrect token which changelog didn't show.

There're two problems with tiles:

1) It reads [DEFAULT:DOMESTIC:2:0:AS_IS:GHOST] as a simple DEFAULT, so it shows the ghost tile instead of a default tile in the program.
2) It has problems reading 18x18 tiles, it shifts them.

Ahh, I didn't realize there was a different version of the graphic tokens that took more than 5 arguments.  Unfortunately the wiki seems to lack proper documentation on the tokens for graphic sets.  At last I couldn't find anything good.  Do you know of a decent source for documentation on that?
  Ignore all that, I read it wrong.  Need sleep.

When it looks for a graphic to display it always prefers the one listed as DEFAULT first, and if one isn't listed it looked for STANDARD.  This is actually the change I just made to fix the bug you found.  I wrote the program using IronHand as my working tileset, and all the creatures had DEFAULT graphics.  I assumed that DEFAULT would be the one that was always there.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.1 - Updated 4/6/2012 again-again)
Post by: Deon on April 06, 2012, 05:33:48 pm
I mean that it reads ghost tiles instead of default ones because those are default too... If it makes sense. Just make sure there's no GHOST when you read a tile :).
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.1 - Updated 4/6/2012 again-again)
Post by: BradUffner on April 06, 2012, 05:48:08 pm
I mean that it reads ghost tiles instead of default ones because those are default too... If it makes sense. Just make sure there's no GHOST when you read a tile :).

Fixed for next version.  Now to figure out why it's shifting some of your tiles around.

EDIT

Hmm.. that actually seems to have fixed both problems.  I'm no longer seeing the shifting.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: BradUffner on April 06, 2012, 10:26:18 pm
One more update to fix some little bugs, and add better input sanity checking.  If you got errors trying to open a previous saved library that had "warning" this should fix it.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: BradUffner on April 07, 2012, 02:03:08 am
I've decided that it's far too annoying to edit token definitions through the website as it currently exists.  The XML format is too verbose and hard to get right.  If I have a hard time entering definitions via XML as the person who wrote the scheme I can't really expect others to want to do it.

The definitions are too important for the useability of Raw Explorer to not have people maintain them.  My next task is going to be to allow definitions to be created and edited directly in Raw Explorer via GUI.  All the edits made in the program will still be synced with the website so that it can be used as a reference
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: Deon on April 07, 2012, 02:33:33 am
Do you develop it as you can, or can you accept modder's requests?

Basically, could you make the tile selection for plants, stone, gems, tools etc. in the same way as it works for creatures? It would totally replace raw tile selector for me then (so with a little icons next to all stuff which can have its tile changed, and with a popup tileset in the editing field, including values like ITEM_SYMBOL).

Also if you plan to develop it in future, an option to draw workshops on a popup "X x Y" grid would be awesome (like in WorkshopDraw).

If you could make those both options avaliable, I would vote for this tool as "the best modder's tool of all times" :D.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: BradUffner on April 07, 2012, 02:43:01 am
Do you develop it as you can, or can you accept modder's requests?

Basically, could you make the tile selection for plants, stone, gems, tools etc. in the same way as it works for creatures? It would totally replace raw tile selector for me then (so with a little icons next to all stuff which can have its tile changed, and with a popup tileset in the editing field, including values like ITEM_SYMBOL).

Also if you plan to develop it in future, an option to draw workshops on a popup "X x Y" grid would be awesome (like in WorkshopDraw).

If you could make those both options avaliable, I would vote for this tool as "the best modder's tool of all times" :D.

It actually should already support the tile selector for plants and anything else that needs tiles.  The problem is that none of the other tokens are defined for them yet at the Df Tokens website.  Once people start going in there and entering the data about the different tokens, such as the argument names and their types this should automatically start working after you update the definitions from the "Help" menu.  I've been alternating back and forth between adding new features and entering some of the token definitions, but there are hundreds of them.  I can't do them alone, I need the help of the community.

As far as requests for specific features, I'll gladly listen to them and implement them if I can.  The workshop designer is something I thought of today at the gym, it's definitely something I want to implement when I have time.  Getting the tokens defined is my top priority though since that's where most of the functionality will actually come from (something needs to tell RE that the 3rd argument of token X is actually for a tile).  I'm hoping that once I have a working definition editor built in to Raw Explorer that more people will be willing to help define the tokens.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: i2amroy on April 07, 2012, 04:17:19 am
Just want to inform you of an error I found in the latest version.

So every time I started it up it failed to update the tokens and whenever I asked it to download the update version it gave me an error. Then I opened up your .exe file and saw that you had the wrong link listed for the download connection. The proper link should be http://dftokens.gumpstudio.com:8080/DownloadXml.ashx and if you paste this into the .exe file then it works fine.

Edit 1:Also I'm getting an error that showed up when I double clicked on a caste name:
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.NullReferenceException: Object reference not set to an instance of an object.
   at RawExplorer.RawExplorerForm.getUsageFromRowHandle(Int32 gvTokenRowHandle) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawExplorerForm.vb:line 473
   at RawExplorer.RawExplorerForm.gvTokens_CustomRowCellEditForEditing(Object sender, CustomRowCellEditEventArgs e) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawExplorerForm.vb:line 291
   at DevExpress.XtraGrid.Views.Grid.GridView.RequestCellEditor(GridCellInfo cell)
   at DevExpress.XtraGrid.Views.Grid.GridView.ActivateEditor(GridCellInfo cell)
   at DevExpress.XtraGrid.Views.Grid.GridView.ShowEditor()
   at DevExpress.XtraGrid.Views.Base.BaseView.ShowEditorByMouse()
   at DevExpress.XtraGrid.Views.Grid.Handler.GridRegularRowNavigator.OnMouseDown(GridHitInfo hitInfo, DXMouseEventArgs e)
   at DevExpress.XtraGrid.Views.Grid.Handler.GridHandler.OnMouseDown(MouseEventArgs ev)
   at DevExpress.Utils.Controls.BaseHandler.ProcessEvent(EventType etype, Object args)
   at DevExpress.XtraGrid.Views.Base.Handler.BaseViewHandler.ProcessEvent(EventType etype, Object args)
   at DevExpress.XtraGrid.GridControl.OnMouseDown(MouseEventArgs ev)
   at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at DevExpress.XtraEditors.Container.EditorContainer.WndProc(Message& m)
   at DevExpress.XtraGrid.GridControl.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: 4.0.0.0
    Win32 Version: 4.0.30319.261 (RTMGDR.030319-2600)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
RawExplorer
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/RawExplorer-alpha-9.2/RawExplorer.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.261 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Common
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/RawExplorer-alpha-9.2/Common.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
DevExpress.Utils.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/RawExplorer-alpha-9.2/DevExpress.Utils.v11.2.DLL
----------------------------------------
DevExpress.Data.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/RawExplorer-alpha-9.2/DevExpress.Data.v11.2.DLL
----------------------------------------
DevExpress.XtraTreeList.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/RawExplorer-alpha-9.2/DevExpress.XtraTreeList.v11.2.DLL
----------------------------------------
DevExpress.XtraEditors.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/RawExplorer-alpha-9.2/DevExpress.XtraEditors.v11.2.DLL
----------------------------------------
DevExpress.XtraGrid.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/RawExplorer-alpha-9.2/DevExpress.XtraGrid.v11.2.DLL
----------------------------------------
DevExpress.XtraBars.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/RawExplorer-alpha-9.2/DevExpress.XtraBars.v11.2.DLL
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.237 (RTMGDR.030319-2300)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
DevExpress.XtraLayout.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/RawExplorer-alpha-9.2/DevExpress.XtraLayout.v11.2.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.
I'm running Windows 7 64 bit on Boot Camp if that's important.

Edit 2: Also I would love to help start really defining some of the tokens, but I'm not quite sure how some of the formatting works out, particularly with the "list" option.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: Deon on April 07, 2012, 08:36:44 am
This 0.92 crashes with my new graphical version (0.95) of Post-Apocalypse mod. I know it's something with graphics, if I remove graphics folder contents it works. Could you check it?
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: huhwhozat on April 07, 2012, 11:24:59 am
Brad, do you still want icons for insert, remove, etc.. as you mentioned before?  I noticed in your latest screenshot you have some shiny blue icons in place, but if you would still like some custom art for the program, please PM me with an email I can send a draft to.  If so I can put together something; I'm pretty decent, but I'm not a pixel art expert so don't expect too much.  Also, if there's any specific elements you want to appear in the icon, let me know in the PM.  Thanks!  This tool is going to be great, even moreso than it already is! :D
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: BradUffner on April 07, 2012, 12:06:14 pm
Just want to inform you of an error I found in the latest version.

So every time I started it up it failed to update the tokens and whenever I asked it to download the update version it gave me an error. Then I opened up your .exe file and saw that you had the wrong link listed for the download connection. The proper link should be http://dftokens.gumpstudio.com:8080/DownloadXml.ashx and if you paste this into the .exe file then it works fine.

Edit 1:Also I'm getting an error that showed up when I double clicked on a caste name:
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.NullReferenceException: Object reference not set to an instance of an object.
   at RawExplorer.RawExplorerForm.getUsageFromRowHandle(Int32 gvTokenRowHandle) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawExplorerForm.vb:line 473
   at RawExplorer.RawExplorerForm.gvTokens_CustomRowCellEditForEditing(Object sender, CustomRowCellEditEventArgs e) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawExplorerForm.vb:line 291
   at DevExpress.XtraGrid.Views.Grid.GridView.RequestCellEditor(GridCellInfo cell)
   at DevExpress.XtraGrid.Views.Grid.GridView.ActivateEditor(GridCellInfo cell)
   at DevExpress.XtraGrid.Views.Grid.GridView.ShowEditor()
   at DevExpress.XtraGrid.Views.Base.BaseView.ShowEditorByMouse()
   at DevExpress.XtraGrid.Views.Grid.Handler.GridRegularRowNavigator.OnMouseDown(GridHitInfo hitInfo, DXMouseEventArgs e)
   at DevExpress.XtraGrid.Views.Grid.Handler.GridHandler.OnMouseDown(MouseEventArgs ev)
   at DevExpress.Utils.Controls.BaseHandler.ProcessEvent(EventType etype, Object args)
   at DevExpress.XtraGrid.Views.Base.Handler.BaseViewHandler.ProcessEvent(EventType etype, Object args)
   at DevExpress.XtraGrid.GridControl.OnMouseDown(MouseEventArgs ev)
   at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at DevExpress.XtraEditors.Container.EditorContainer.WndProc(Message& m)
   at DevExpress.XtraGrid.GridControl.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)



I'm running Windows 7 64 bit on Boot Camp if that's important.

Edit 2: Also I would love to help start really defining some of the tokens, but I'm not quite sure how some of the formatting works out, particularly with the "list" option.

Thanks for the bugs!  I fixed the update url, and I think I fixed the crash on double clicking a caste (I wasn't never able to reproduce it myself, but you error text showed the line number where it happened).  I'll have the new version uploaded just as soon as I take a look at the other bugs people reported over night.

The format the "list" type is pretty easy, just separate each option with a space.  For lists it's easiest to place them inside their own typeData element inside the argument.  Here is an example from the DEFAULT token in graphic sets, It also shows the format for "lookup".  I may have left out some of the options on that last argument, if I did feel free to add them.
Spoiler (click to show/hide)
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: BradUffner on April 07, 2012, 12:07:35 pm
This 0.92 crashes with my new graphical version (0.95) of Post-Apocalypse mod. I know it's something with graphics, if I remove graphics folder contents it works. Could you check it?

Testing it now.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: BradUffner on April 07, 2012, 12:10:20 pm
Brad, do you still want icons for insert, remove, etc.. as you mentioned before?  I noticed in your latest screenshot you have some shiny blue icons in place, but if you would still like some custom art for the program, please PM me with an email I can send a draft to.  If so I can put together something; I'm pretty decent, but I'm not a pixel art expert so don't expect too much.  Also, if there's any specific elements you want to appear in the icon, let me know in the PM.  Thanks!  This tool is going to be great, even moreso than it already is! :D

Yep, I'm still interested in graphics for those toolbar items, and especially an application Icon.  The current toolbar items are just place holders.  I'm not really happy with what I currently have, but it's hard to find icons that are free, have the same feel, and have the meaning I'm looking for.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: BradUffner on April 07, 2012, 12:24:50 pm
This 0.92 crashes with my new graphical version (0.95) of Post-Apocalypse mod. I know it's something with graphics, if I remove graphics folder contents it works. Could you check it?

Testing it now.

Are you getting any crash error text?  I'm not able to reproduce it with your mod version from this link http://dffd.wimbli.com/file.php?id=6106 (http://dffd.wimbli.com/file.php?id=6106) (is that the right one?)
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: Deon on April 07, 2012, 01:36:41 pm
No, the graphical version: http://dffd.wimbli.com/file.php?id=6117

It's something with graphics_***.txt files.
Title: Re: New Modding Tool: Raw Explorer (Alpha 9.2 - Updated 4/6/2012 - yep, once more)
Post by: BradUffner on April 07, 2012, 01:57:38 pm
No, the graphical version: http://dffd.wimbli.com/file.php?id=6117

It's something with graphics_***.txt files.

Found and fixed!  You have a duplicate object it was choking on.  I'm uploading a new version now.
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: BradUffner on April 07, 2012, 02:04:31 pm
Alpha 10 has been uploaded.  See the first post for the download.
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: Deon on April 07, 2012, 02:07:55 pm
Thank you, you patched it really quickly!
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: i2amroy on April 07, 2012, 05:48:14 pm
I took a little time and threw up some descriptions for 50ish tokens and a few descriptions/arguments for those with them.
Spoiler: Here's the list (click to show/hide)

Also I discovered 2 creature tokens that (probably because they don't occur in vanilla DF) didn't show up on your token list.
OPPOSED_TO_LIFE
MATUTINAL

Lastly I wanted to do the temperature tokens (FIXED_TEMP, HOMEOTHERM, etc.) but I couldn't quite figure out how to get it to accept the degreesUrist type and if it required a subtype or not.
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: BradUffner on April 07, 2012, 05:55:45 pm
I took a little time and threw up some descriptions for 50ish tokens and a few descriptions/arguments for those with them.
Spoiler: Here's the list (click to show/hide)

Also I discovered 2 creature tokens that (probably because they don't occur in vanilla DF) didn't show up on your token list.
OPPOSED_TO_LIFE
MATUTINAL

Lastly I wanted to do the temperature tokens (FIXED_TEMP, HOMEOTHERM, etc.) but I couldn't quite figure out how to get it to accept the degreesUrist type and if it required a subtype or not.

You ROCK!  I went through and accepted all your submissions.  They should show up now when you update the definitions via the "Help" menu in Raw Explorer.

The temperature type acts just like an integer, but it has a maximum bound of 60000.  It doesn't require any typeData unless you want to set your own upper and lower bounds.  If you do the format is just the "lowerBound upperBound".  Same as for integers.
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: Askot Bokbondeler on April 07, 2012, 08:08:54 pm
ptw
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: BradUffner on April 07, 2012, 08:47:40 pm
Getting close to having a good definition editor in the application.  It should be ready sometime tonight unless I hit a major snag.  This should be a lot easier than editing the raw XML.
Spoiler (click to show/hide)

Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: BradUffner on April 07, 2012, 10:19:05 pm
I took a little time and threw up some descriptions for 50ish tokens and a few descriptions/arguments for those with them.
Spoiler: Here's the list (click to show/hide)

Also I discovered 2 creature tokens that (probably because they don't occur in vanilla DF) didn't show up on your token list.
OPPOSED_TO_LIFE
MATUTINAL

Lastly I wanted to do the temperature tokens (FIXED_TEMP, HOMEOTHERM, etc.) but I couldn't quite figure out how to get it to accept the degreesUrist type and if it required a subtype or not.

I see you are adding more tokens!  I accepted the new items you added.  I'm going to give you moderator access so that you can approve your own items.  One thing I wanted to mention was that I saw for the ARMOR_LEVEL token you ended up having to repeat the arguments and description several times.  There is a shortcut to doing this.  Set the Usage to ALL:ALL and that same description will be used for every thing that the token is allowed on.  The "allowedOn" list still controls what things it is valid for, but this will save a lot of typing.  This way you only have to enter the arguments once.  If for some reason there is one usage where you want something different you can still do this.  enter the generic stuff under ALL:ALL, then enter your specific type.  It will always search from most specific to most general, using the ALL:ALL entry as a catch all.
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: BradUffner on April 07, 2012, 10:31:48 pm
I see you are adding more tokens!  I accepted the new items you added.  I'm going to give you moderator access so that you can approve your own items.  One thing I wanted to mention was that I saw for the ARMOR_LEVEL token you ended up having to repeat the arguments and description several times.  There is a shortcut to doing this.  Set the Usage to ALL:ALL and that same description will be used for every thing that the token is allowed on.  The "allowedOn" list still controls what things it is valid for, but this will save a lot of typing.  This way you only have to enter the arguments once.  If for some reason there is one usage where you want something different you can still do this.  enter the generic stuff under ALL:ALL, then enter your specific type.  It will always search from most specific to most general, using the ALL:ALL entry as a catch all.

As an example, here is the one of the tokens you just did, modified using the shortcut.
Code: [Select]
<token name="BARRED">
<allowedOn type="ITEM" subType="ITEM_ARMOR" />
<allowedOn type="ITEM" subType="ITEM_GLOVES" />
<allowedOn type="ITEM" subType="ITEM_HELM" />
<allowedOn type="ITEM" subType="ITEM_PANTS" />
<allowedOn type="ITEM" subType="ITEM_SHOES" />
<usage type="ALL" subType="ALL">
<description>Allows item to be crafted out of bone.</description>
</usage>
</token>

The token will still only be allowed to be placed on the subtypes listed, but now they all share a description.
You can enter "ALL" for either the type of subType to have it treated as a wildcard.
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: i2amroy on April 07, 2012, 10:39:11 pm
Yeah I'm working my way through them, though someone else will need to handle the ones in the GRAPHICS category since I've never messed about with graphics before. Also thanks for the example, I'm sure it will make things easier! :D

Just a few things here:
1)I see that in your Data file you have a list of biomes. Is there any way for me to reference that list without needing to make one that includes every biome for every time it comes up? If so is there a way similar lists with all of the skill tokens (http://dwarffortresswiki.org/index.php/DF2012:Skill_token) or profession tokens (http://dwarffortresswiki.org/index.php/Profession_tokens) could be made/referenced?
2)Is there a way to make an argument that is optional for a given token? This occurred with the ARMOR token as the rarity value is technically optional, but I'm not sure how to have a blank option on a list.
3)The last problem showed up when I took a stab at the APPOINTED_BY token. The token uses the list of positions that is defined in the entity, so I would assume that a "lookup" type would probably function best in this case. The problem then comes that since the various positions are defined inside of a normal entry, I couldn't see a way to point the lookup to find the defined positions inside of the entity.
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: BradUffner on April 07, 2012, 10:43:28 pm
Yeah I'm working my way through them, though someone else will need to handle the ones in the GRAPHICS category since I've never messed about with graphics before. Also thanks for the example, I'm sure it will make things easier! :D

Just a few things here:
1)I see that in your Data file you have a list of biomes. Is there any way for me to reference that list without needing to make one that includes every biome for every time it comes up? If so is there a way similar lists with all of the skill tokens (http://dwarffortresswiki.org/index.php/DF2012:Skill_token) or profession tokens (http://dwarffortresswiki.org/index.php/Profession_tokens) could be made/referenced?
2)Is there a way to make an argument that is optional for a given token? This occurred with the ARMOR token as the rarity value is technically optional, but I'm not sure how to have a blank option on a list.
3)The last problem showed up when I took a stab at the APPOINTED_BY token. The token uses the list of positions that is defined in the entity, so I would assume that a "lookup" type would probably function best in this case. The problem then comes that since the various positions are defined inside of a normal entry, I couldn't see a way to point the lookup to find the defined positions inside of the entity.

There are still a few details I have to work out with some of the more advanced tokens.  Especially those with variable numbers of arguments.  I would skip those for now.  I'll take a closer look at the APPOINTED_BY token after I get the in-app definition editing working and come up with some way the get the data in there.
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: i2amroy on April 07, 2012, 11:05:50 pm
I'm still getting some problems when I'm trying to use temperatures for arguments.

This is what I have for the argument:
Code: [Select]
<argument name="boiling point" type="degreesUrist" />and I keep getting the error "Index was outside of the bounds of the array".
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: BradUffner on April 07, 2012, 11:29:27 pm
I'm still getting some problems when I'm trying to use temperatures for arguments.

This is what I have for the argument:
Code: [Select]
<argument name="boiling point" type="degreesUrist" />and I keep getting the error "Index was outside of the bounds of the array".

I think I found the problem.  I'll have a fix for it soon.
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: BradUffner on April 07, 2012, 11:39:55 pm
Website has been updated. degreesUrist types seem to be working now.
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: BradUffner on April 08, 2012, 01:22:33 am
Ouch, I just realized that this whole time the path to df.exe in the settings wasn't getting saved. Sorry about that guys  :-[
It'll be fixed shortly.  I'm just polishing up the code to submit token definitions to the DF:Tokens site.
Title: Re: New Modding Tool: Raw Explorer (Alpha 11 - Updated 4/8/2012 Happy Easter!)
Post by: BradUffner on April 08, 2012, 04:13:35 am
Alpha 11 is up!  This release includes in-app token definition editing!!!  8)

Do edit a token definition just right click it in the token grid.  In order to submit your definitions to the website for everyone to enjoy you will need to register at http://dftokens.gumpstudio.com (http://dftokens.gumpstudio.com).  Then open Raw Explorer and put your user name and password in to Tools > Options.  Once that's done there will be a checkbox on the token definition editor to upload your edits.  The submissions will need to be approved by i2amroy or myself before you can download them using Help > Update.

This probably still has a few bugs in it, so if you run in to any problems please let me know.  I'll probably have time for one quick round of bug fixing tomorrow before I head off for Easter Dinner; I won't be back until monday.

I wanted to publicly thank i2amroy for all the work he's been doing today entering tokens with the XML editor on the website.  He has entered dozens of definitions so far using a method that can't be easy.  Everyone give him a round of applause!
Title: Re: New Modding Tool: Raw Explorer (Alpha 11.1 - Updated 4/8/2012 Happy Easter!)
Post by: BradUffner on April 08, 2012, 04:27:48 am
11.1 released, fixed a bug in definition submission.
Title: Re: New Modding Tool: Raw Explorer (Alpha 11 - Updated 4/8/2012 Happy Easter!)
Post by: i2amroy on April 08, 2012, 04:29:17 am
Thank you! Thank you! :P

Anyways I've got another hundred or so in and though I've gotten fairly good at the XML editor, I'm very glad that there will be an easier way to input tokens. I'll be shutting down for the weekend in just a bit, though I might manage to get some more tokens entered in tomorrow in between church and dinner sometime. I'm just happy to help make this turn into a tool that all of us modders can use and can't wait until it reaches a widely usable point.

Also if anybody out there is good with graphics packs and their various tokens don't be afraid to step up and edit those tokens. I've never used a graphics pack myself, so I'll probably sticking to the other tokens until I've got those done so a bit of help there would be greatly appreciated.
Title: Re: New Modding Tool: Raw Explorer (Alpha 11.1 - Updated 4/8/2012 Happy Easter!)
Post by: BradUffner on April 08, 2012, 04:46:50 am
A quick note about what "StickTo" is for in the definition editor.  This is used when you export your work back in to raws.  Whenever a token is written to the file it checks the previous token.  If the the previous one is in the current one's "stick to" list, it will output in the same line instead of going going down a line.

"ParentOf" will work similarly, but it's used for indenting (or will be when I get to that point).  Any token with items in that list will have those tokens indented under them when they are output.
Title: Re: New Modding Tool: Raw Explorer (Alpha 10 - Updated 4/7/2012)
Post by: BradUffner on April 08, 2012, 12:46:07 pm
3)The last problem showed up when I took a stab at the APPOINTED_BY token. The token uses the list of positions that is defined in the entity, so I would assume that a "lookup" type would probably function best in this case. The problem then comes that since the various positions are defined inside of a normal entry, I couldn't see a way to point the lookup to find the defined positions inside of the entity.

I'm reworking the typeData for lookup types to handle this (don't worry, existing data will be backwards compatible).
The new format will start with a "command", either "object" or "token" so far.

"object" works like the current format, where it returns a list of objects that match a type and subtype.  "object:ITEM:ITEM_SHOES" to return all "shoe" items in the raws.

"token" is a bit more complex, but it will support to the more advanced feature you will need for things like APPOINTED_BY.
The format is "<objectId>:<TokenName>:<argumentIndex>".  So "token:MOUNTAIN:POSITION:0" will return a list of all the POSITION tokens within the MOUNTAIN object (0 for the first argument of that token).  There is one more step needed to actually do the APPOINTED_BY token though, "replacements".  Anything between a set of "%" in the type data will be replaced with the value of a token in the current object being edited. Anything between "~self~" will represent that the source is from the same object.

Using all this the typeData for APPOINTED_BY would be "token:~self~:POSITION:0" (if I managed to follow my own logic).  This will start working in a future version, it's not finalized yet, so don't try to enter tokenData using this format yet.

UPDATE

IT WORKS!!!!  My crazy scheme actually works!  MWAhahahhahahahahhahahaha.
Spoiler (click to show/hide)

Now I'm off to go stuff myself full of ham.
Title: Re: New Modding Tool: Raw Explorer (Alpha 11.1 - Updated 4/8/2012 Happy Easter!)
Post by: RadHazard on April 08, 2012, 05:23:34 pm
I'm glad to see you're making good progress with this!

I went ahead and added some entity token definitions through the built-in editor.  I also have a few usability suggestions.

First, in the login screen the tools > options menu, when you press tab with the Username field selected, it highlights the Register button, instead of the password field, as expected.  It's a small thing, but changing it would make it even nicer to use :).

Second, when using the token definition editor, if you have an invalid type data entered, such as ITEM:ITEM_WEAPON for an integer, you can't exit out using the cancel button.  Once again, it's a minor thing, but it would make it a little easier to use.

Thanks for all your hard work so far, and keep it up!
Title: Re: New Modding Tool: Raw Explorer (Alpha 11.1 - Updated 4/8/2012 Happy Easter!)
Post by: BradUffner on April 08, 2012, 10:38:05 pm
I'm glad to see you're making good progress with this!

I went ahead and added some entity token definitions through the built-in editor.  I also have a few usability suggestions.

First, in the login screen the tools > options menu, when you press tab with the Username field selected, it highlights the Register button, instead of the password field, as expected.  It's a small thing, but changing it would make it even nicer to use :).

Second, when using the token definition editor, if you have an invalid type data entered, such as ITEM:ITEM_WEAPON for an integer, you can't exit out using the cancel button.  Once again, it's a minor thing, but it would make it a little easier to use.

Thanks for all your hard work so far, and keep it up!

Ahhh yes, tab order, the bane of my existence :)
I usually don't pay too much attention to tab order until things settle down and the forms have stopped changing a lot during development.  It has to be redone as new controls are added and removed from the form. It can waste a lot of time trying to get it right when you aren't sure what the final form will look like.  Don't worry though, I'll make sure to clean that all up as things got closer to their final look.

As far as the field validation on the argument grids, you can press escape to to revert the cell back to it's previous value and exit the editor.  Unfortunately it's one of the few things the control library I choose doesn't give me much choice over how it works.  I'm not sure how much I can change that behavior, but I will take alook at it when I get a chance.
Title: Re: New Modding Tool: Raw Explorer (Alpha 12 - Updated 4/9/2012)
Post by: BradUffner on April 09, 2012, 01:03:02 am
Alpha 12 is released. This one adds support for more advanced "lookup" arguments, and fixes several bugs.
Title: Re: New Modding Tool: Raw Explorer (Alpha 12.1 - Updated 4/10/2012)
Post by: BradUffner on April 10, 2012, 01:22:08 pm
Alpha 12.1 released to fix bug in lookup lists that caused some of them to be empty.
Also added file lookups that provide an argument with a list of items from a file (used for biomes at the moment)
Title: Re: New Modding Tool: Raw Explorer (Alpha 12.1 - Updated 4/10/2012)
Post by: Askot Bokbondeler on April 10, 2012, 09:15:12 pm
i can't wait for you to implement the delete and copy-paste functions
Title: Re: New Modding Tool: Raw Explorer (Alpha 12.1 - Updated 4/10/2012)
Post by: BradUffner on April 10, 2012, 09:31:13 pm
i can't wait for you to implement the delete and copy-paste functions

Good news then! That's what I just started working on.  As well as undo and redo.  I just finished up adding tokens to objects also.
Title: Re: New Modding Tool: Raw Explorer (Alpha 12.1 - Updated 4/10/2012)
Post by: BradUffner on April 10, 2012, 09:58:37 pm
Hmmm... Write your own custom batch operation in lua script..... share them with others....
*BradUffner has been taken by a fey mood*
Title: Re: New Modding Tool: Raw Explorer (Alpha 13 - Updated 4/11/2012)
Post by: BradUffner on April 11, 2012, 01:36:15 pm
Alpha 13 is released!  This adds full clipboard support for the token grid, and copy support (paste in next version) for the object tree.  Not only can you paste the tokens you copy in to raw explorer, you can also paste them directly in to any text editor and get proper Raw formatted text!  This also works for objects you copy.
For example, this was copied by right-clicking "Aardvark_man", and selecting copy, then pasting directly in to this window.
Spoiler (click to show/hide)


This version also fixed a fairly major bug in exporting the raws.

The next step is adding the ability to create new objects, along with full copy/paste of them.
Title: Re: New Modding Tool: Raw Explorer (Alpha 13 - Updated 4/11/2012)
Post by: BradUffner on April 11, 2012, 03:53:51 pm
I'm going to try to add the ability to paste raws from a raw text file directly in to Raw Explorer and have it converted in to either an object or a set of tokens depending on whats in the clipboard and what you have selected. No guarantees on this though, checking to make sure things are in the right format and that you didn't try to paste in a picture of your cat is going to be tricky.
Title: Re: New Modding Tool: Raw Explorer (Alpha 13 - Updated 4/11/2012)
Post by: Askot Bokbondeler on April 11, 2012, 05:46:19 pm
this is shaping up to become the ultimate modding tool. thanks
Title: Re: New Modding Tool: Raw Explorer (Alpha 13 - Updated 4/11/2012)
Post by: BradUffner on April 13, 2012, 12:36:47 am
Creating / deleting objects is in, as well as copying and pasting them.  You can also grab the text of an object from a raw text file and paste that.  It's will recognize it as an object and paste it in.  Same goes for tokens, you can grab token text and paste it in to an existing object.  There is no "sanity checking" yet, so it will let you put any token in to any object, even if it doesn't belong.  That's the next thing to add.  Some more testing and it'll be ready to move from Alpha to it's first Beta release, possibly later tonight.

I want to add a toolbar button to toggle the "sanity checking" on or off so that you can override things and put whatever tokens and values you want wherever, just in case there are situations where it's needed.

I'm still pondering the best way to handle some of the more advanced token formats that take multiple argument numbers, and some (like the body tokens) that can have arbitrary lists of arguments.  Some of them may need to have special hard coded logic if I can't think of a good generic way to handle them.
Title: Re: New Modding Tool: Raw Explorer (Alpha 13 - Updated 4/11/2012)
Post by: Askot Bokbondeler on April 13, 2012, 01:28:37 pm
updated download?
Title: Re: New Modding Tool: Raw Explorer (Alpha 13 - Updated 4/11/2012)
Post by: BradUffner on April 13, 2012, 01:30:36 pm
updated download?

Not yet, ran in to some bugs last night.  It's not quite where I want it to be yet.
Title: Re: New Modding Tool: Raw Explorer (Alpha 13 - Updated 4/11/2012)
Post by: Webcarrots on April 13, 2012, 01:33:04 pm
Help window doesn't seem to be opening.  :(
Also, how do I access the part of this program where it sorts inorganics?
Title: Re: New Modding Tool: Raw Explorer (Alpha 13 - Updated 4/11/2012)
Post by: BradUffner on April 13, 2012, 01:36:08 pm
Help window doesn't seem to be opening.  :(
Also, how do I access the part of this program where it sorts inorganics?

The Help menu is just a place holder until I can actually write some documentation.  There may be some other buttons and menus scattered around that don't function yet either.  The inorganic stuff is under the tools menu.
Title: Re: New Modding Tool: Raw Explorer (Alpha 13 - Updated 4/11/2012)
Post by: Askot Bokbondeler on April 13, 2012, 01:36:57 pm
Help window doesn't seem to be opening.  :(
Also, how do I access the part of this program where it sorts inorganics?

the program is in alpha. it is likelly that those features haven't been implemented yet

hey look, a ninja
updated download?

Not yet, ran in to some bugs last night.  It's not quite where I want it to be yet.
ok, best luck with that
Title: Re: New Modding Tool: Raw Explorer (Alpha 13 - Updated 4/11/2012)
Post by: BradUffner on April 13, 2012, 01:39:46 pm
The inorganic stuff is under the tools menu.

...Which seems to be broken in the current build... <sigh>Add one more bug to my list.
Sorry about that.
Title: Re: Modding Tool: Raw Explorer (Beta 1 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 13, 2012, 02:57:18 pm
The first Beta version has been released!  Get Beta 1 from the first post.

Things finally seemed stable enough, and enough features exist to actually move Raw Explorer from Alpha to Beta Stage.
Title: Re: Modding Tool: Raw Explorer (Beta 1 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 13, 2012, 03:05:15 pm
Ehh.. You may want to hold off on the update for a sec. I just found a pretty major bug.  I'll have it fixed in a few minutes.
Title: Re: Modding Tool: Raw Explorer (Beta 1.1 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 13, 2012, 03:11:51 pm
Ok, Beta 1.1 is up. This will fix the crash that happens after opening some of the dialogs and then trying to edit the object that was displayed from before the dialog.
Title: Re: Modding Tool: Raw Explorer (Beta 1.1 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Markus on April 13, 2012, 04:33:01 pm
Impressive work, sir. I applaud your fine effort.

Now, to MOD some more!
Title: Re: Modding Tool: Raw Explorer (Beta 1.1 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Askot Bokbondeler on April 13, 2012, 05:49:44 pm
deleting objects isn't working for me
Title: Re: Modding Tool: Raw Explorer (Beta 1.1 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 13, 2012, 06:12:18 pm
deleting objects isn't working for me

Fixed in beta 1.2, which I just uploaded.

*update*
In case anyone hasn't noticed, the menu to update token definitions has moved from Help to Tools.  I think it makes more sense there.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Askot Bokbondeler on April 13, 2012, 06:16:54 pm
fantastic! thanks

edit: what's a gump?
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 13, 2012, 06:32:43 pm
fantastic! thanks

edit: what's a gump?
"Gump" comes from the old MMO "Ultima Online".  Gumps where little visual forms that the server could send to the client for things like menus and buttons and other UI stuff.  I wrote a program for people who ran Server Emulators to help them design gumps without having to look at the ugly text code.  In a lot of ways Gump Studio is a lot like Raw Explorer in what it does.  I bought the domain name Gumpstudio so that I could host the project there.  I've been hosting all my other stuff there since it's the only domain I own.
Title: Re: New Modding Tool: Raw Explorer (Alpha 13 - Updated 4/11/2012)
Post by: Webcarrots on April 13, 2012, 08:37:37 pm
Help window doesn't seem to be opening.  :(
Also, how do I access the part of this program where it sorts inorganics?

The Help menu is just a place holder until I can actually write some documentation.  There may be some other buttons and menus scattered around that don't function yet either.  The inorganic stuff is under the tools menu.
Thanks for replying. And jeez you update fast! Adding and removing is in! This was the bit I was waiting for! Thanks for this program, I think it'll make modding DF a lot easier.  :D
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 16, 2012, 02:54:06 am
The next version will include batch scripting.  You will be able to run 2 different kinds of scripts, the first works at the library level, the 2nd works on specific selected objects only.

Scripts will be stored as text files in the "Scripts" folder, which will be read out when the program starts and will show up as a menu.  They can be organized by sub folder, and the script menu will mimic it's layout with submenus.

This is an example of a script that can be run on an entire library to remove the aquifers from the game.
Spoiler (click to show/hide)
I'm still working out the details, so things will probably change slightly. For those of you familiar with it, this script is indeed written in VB.NET, I plan to also support C#.  I originally tried both LUA and Javascript, but couldn't get it working the way I wanted.

It'll probably be a few days yet before I have this working the way I want and get all the bugs worked out, but I'll be posting updates and snippets of scripts to use as examples of doing different things.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 16, 2012, 07:01:51 pm
Final form of a script in vb.net to remove the aquifer tokens:
Spoiler (click to show/hide)

Same script in C#:
Spoiler (click to show/hide)

Each script can override "runGlobalSCript", "runBatchScript", or both.  runGlobalScript is run once each time the script is run, before runBatchScript is called.  runBatchScript is called once per object in the batch of selected objects.  Both function are passed a reference to the RawLibrary that has all of the objects and sources in it so that you can do things like add or remove objects from the library, or mess with all of the objects in some way. runBatchScript is passed a reference to one RawObject each time it's called, as well as a reference to the RawLibrary that it's in.

You will be able to make full use of the .net framework and call any public classes that RawExplorer has defined internally as well as any public methods on them.  You should be able to do almost anything with this, from popping of dialogs and prompting for input on what actions to take to reading and writing files.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Reudh on April 17, 2012, 03:39:11 am
I'm downloading the actual program now. YAYAYAYAYAYAY!


Well done brad on making it to Beta!
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Jeoshua on April 18, 2012, 02:21:28 pm
I've spent some considerable amount of time editing the token definitions and uploading them to the database.  There's quite a lot missing and I've been focusing on the creatures.

I hope I've put stuff in the correct format, but looking through I notice that there needs to be a definition of subtypes for Creatures.  There are two subtypes of creature token:

CREATURE:CREATURE
CREATURE:CASTE

This needs to be sorted out, so that we can place caste tokens below and as children of their respective castes.

Also, I'm having some trouble in figuring out how to define the [BODY: token.  It takes a list of body parts, but I don't know where to tell the program to find these parts, or how to tell the program that the list can be ANY size, and contain any valid name data for those body parts.

And, as a feature request, I would like to be able to put the application focus on the list at the right, then type in the name of something and have it come up.  You know, like Windows Explorer or one of a myriad of user interfaces that use this kind of lookup.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Meph on April 18, 2012, 02:29:32 pm
Just wanted to report, even if not really helpful, that the tool can read my mod, but does crash (red X over the menu to the left) randomly. I cant really tell if it is a mod problem, or my netbook not having enough virtual memory. But it did load and display everything correctly till the error showed up.

Nice to see how far you got :)
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Jeoshua on April 18, 2012, 02:57:10 pm
I've experienced some crashing too.  The error report doesn't always say what the problem is, but sometimes it spits out something like "2+2.  Cannot resolve into integer" or something like that.  It's almost always a raw problem where some of the data is bad, according to the database.

A way to find out what happens is to scroll through the list one unit by one.  Eventually you will get the red X of doom, but the up and down arrows will still scroll through the list.  The unit that just loaded on that list is the one with the problem.

So basically go one-by-one down the list with your arrow buttons until it crashes, then scroll down one or two more, and that's the problem object.

======

Another feature request:  Collapse all records of a certain type down into one actual file.  Alphabetize it as well.  This would make merging two separate overhaul mods, or comparing their records, much easier.  As a related request, being able to tell which file an object comes from easily would be very helpful.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: slothen on April 20, 2012, 10:05:10 am
with this tool could I record/make scripts that reapply my own tweaks on the mods to new versions of the game's raws without losing whatever changes toady makes via just copying over?
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 21, 2012, 01:33:44 am
Sorry for the extended absence, but I'm back now!

For those of you getting the "X of Doom", I'll try and add more format checking to the parser to fix the issue.  The normal cause is when raw explorer expects something to be in a specific format, but the argument string doesn't match.

The BODY token that was mentioned before is one of the more complex tokens that I still need to figure out how to handle.  It's currently not supported with the lookup types I have coded.  It will probably have to be one of the "hard coded" tokens.

Jeoshua mentioned the difference between creature level tokens and caste level ones.  This is something else I just recently realized, and I'm planning out the best way to handle it.  I have some ideas, but I need to figure out which will work the way it needs to.

The ability to put focus on a grid and start typing to move to matching records is something the grid controls are supposed to be doing already, but aren't.  I'm still trying to figure out the root cause.  It's a known bug.

Thanks again to everyone who has been entering token definitions!
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 21, 2012, 01:35:07 am
with this tool could I record/make scripts that reapply my own tweaks on the mods to new versions of the game's raws without losing whatever changes toady makes via just copying over?

This is a feature I would like to implement, I just haven't had much time to plan it out yet.  If I can figure out a good way to handle it I will definitely add it as a feature.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 21, 2012, 01:39:47 am
Another feature request:  Collapse all records of a certain type down into one actual file.  Alphabetize it as well.  This would make merging two separate overhaul mods, or comparing their records, much easier.  As a related request, being able to tell which file an object comes from easily would be very helpful.

You can do the collapse bit already.  Select Manage Sources from the Library menu, and delete the source file you no longer want.  It will prompt you what do do with the objects in that file.  You can delete them, or move them to an existing source file of the same type.  This currently only works one file at a time though.  I'll see about adding a faster, more convenient way to do it.  I'll add the ability to alphabetize the objects as well.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Jeoshua on April 21, 2012, 04:22:31 am
I figured deleting the sources would remove the links to that data.  I didn't even consider that to be an option!

This is very quickly becoming one of the most useful tools out there.  Just a few usability tweaks in order, really, before I'd say it's pretty well "stable".
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 21, 2012, 02:09:03 pm
Working on support for the "advanced" argument lists, such as those for BODY and other tokens with a dynamic number of arguments.  My solution is to give each usage a type and typeData similar to what the arguments currently have.

The normal argument list type, where there are a fixed number of defined arguments, will be the "Standard" type. The BODY token's usage will be a "List" type with typeData="BODY:BODY", meaning the arguments are an unlimited list drawn from the BODY objects defined in the library.  There will be additional types for things such as the TILE and COLOR tokens placed on custom workshops, which are dynamic lists, but their count is limited by something else on the object. I believe I also need some special type for tokens that have the first few arguments fixed, but the rest is a dynamic list of something else that can vary in length.

As far as other features go, I've added the ability to add and remove objects from the batch list, which is what the batch scripts will operate on.  I've got the scripting pretty much locked down and working now.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Mormota on April 21, 2012, 03:54:47 pm
Uuuh. So, um... I give it the path to DF's executable, but then how do I do da majiks? The Open library command is sort of useless because I can't open libraries (duh), and clicking new library just extends the objects library. Then I'm at a loss again.

I'm sure it's just me, but I can't make sense of this beauty...


Edit: Don't mind me, I didn't notice the "import raws" function. I feel stupid.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 21, 2012, 03:59:01 pm
Uuuh. So, um... I give it the path to DF's executable, but then how do I do da majiks? The Open library command is sort of useless because I can't open libraries (duh), and clicking new library just extends the objects library. Then I'm at a loss again.

I'm sure it's just me, but I can't make sense of this beauty...


Edit: Don't mind me, I didn't notice the "import raws" function. I feel stupid.

No worries, I'm still trying to work out the proper language for the menus to make things as clear as possible. I have a lot of work to do on usability yet.  These kinds of posts give me a good idea of what I need to focus on.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 21, 2012, 05:48:46 pm
My brain is now fried... But it sacrificed it's self to bring you this image...
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Jeoshua on April 21, 2012, 05:58:48 pm
That looks AMAZING.  That interface should work great for list-type arguments.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 21, 2012, 06:11:03 pm
That looks AMAZING.  That interface should work great for list-type arguments.
Best part is... I managed to do it without hard-coding anything.  It's pretty flexable too.  The typeData for the usage is pretty ugly, but it gives you a lot of power.  The format is "[argumenttype:<typeData for this argumentType>]......".  In the case of body it's "[lookup:object:BODY:BODY]".  Which means that every argument is a "lookup" (you can use any of the defined argument types), and that lookup's typeData is everything after the first ":".

The complexity comes from the fact that you can make repeating patterns like this "[lookup:object:BODY:BODY][lookup:object:ITEM:ITEM_WEAPON][string]".  Which specifies a repeating set of 3 arguments, an object from the BODY types, a weapon, and a string.

There is still a bunch of stuff I have to do with this version before I can release it.  Mainly things related to the website and it's back end database that holds all this data, and the definition editing UI of the application.  But I'm hoping for late tonight or tomorrow.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 22, 2012, 02:20:17 am
Good news Everyone! </farnsworth>
I figured out what was stopping the incremental search feature (the thing that lets you type in the grid and it moves to matching rows, like explorer in windows) from working.

As an example of how it works...
Typing "cas":
Spoiler (click to show/hide)

pressing ctrl+down arrow to move to the next instance (ctrl + up/down arrows are used to navigate between matching rows):
Spoiler (click to show/hide)
Pressing ctrl + down arrow once more would move it to the next CASTE token in the list.

I've still got a few more bugs to fix up, and features to polish off before releasing this version, but it's looking good for tomorrow.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Mormota on April 22, 2012, 04:01:12 am
One thing I noticed is that it doesn't add tab key presses to the raws. For example, here's how a part of the GCS raws look vanilla:

Code: [Select]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]
[STATE_NAME:LIQUID:giant cave spider venom]
[STATE_ADJ:LIQUID:giant cave spider venom]
[STATE_NAME:GAS:boiling giant cave spider venom]
[STATE_ADJ:GAS:boiling giant cave spider venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:giant cave spider bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
[SYN_INJECTED]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
[ATTACK:STING:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK_FLAG_CANLATCH]

And here's how they look if made by RawExplorer:

Code: [Select]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]
[STATE_NAME:LIQUID:giant cave spider venom]
[STATE_ADJ:LIQUID:giant cave spider venom]
[STATE_NAME:GAS:boiling giant cave spider venom]
[STATE_ADJ:GAS:boiling giant cave spider venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:giant cave spider bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
[SYN_INJECTED]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
[ATTACK:STING:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK_FLAG_CANLATCH]

I've just started to get around to modding so I don't know if it actually affects how the game reads the raws, but I thought I'd mention.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Reudh on April 22, 2012, 05:05:39 am
I believe that the tab breaks are purely so it's easier for us to read, and has no real effect on the code; not unlike the way a lot of programming languages are written.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 22, 2012, 11:51:53 am
Ok, I need some more help from an experienced creature modder with understanding some of the tokens so that I can come up with a syntax for defining them.

I'm looking at tokens like "TENDONS" and "BLOOD".  The wiki ways they have 2 arguments, a material and a healing rate, but all instances of them I've seen in the raws have 3 arguments with the 1st always being "LOCAL_CREATURE_MAT".  Is the wiki just wrong about the arguments, or does the local_creature_mat act as a flag in some way and combine with the 2nd argument to say "draw this material from the local object", and get treated as a single argument by the game?  Can there be things in there other than LOCAL_CREATURE_MAT?
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 22, 2012, 12:02:59 pm
Also I want to make sure that I understand BODY_DETAIL_PLAN correctly.  It's always the objectId of something from the body_detail_plan, followed by a variable number of arguments?  Where are the values of those arguments drawn from (materials?), ie, when I populate the list box of available choices for those arguments, what should they be?
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Windpoison on April 22, 2012, 12:58:04 pm
Ok, I need some more help from an experienced creature modder with understanding some of the tokens so that I can come up with a syntax for defining them.

I'm looking at tokens like "TENDONS" and "BLOOD".  The wiki ways they have 2 arguments, a material and a healing rate, but all instances of them I've seen in the raws have 3 arguments with the 1st always being "LOCAL_CREATURE_MAT".  Is the wiki just wrong about the arguments, or does the local_creature_mat act as a flag in some way and combine with the 2nd argument to say "draw this material from the local object", and get treated as a single argument by the game?  Can there be things in there other than LOCAL_CREATURE_MAT?
Exactly, LOCAL_CREATURE_MAT is part of the material.
So LOCAL_CREATURE_MAT:UBERFLESH is treated as one argument, like INORGANIC:IRON would be.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 22, 2012, 01:13:23 pm
Exactly, LOCAL_CREATURE_MAT is part of the material.
So LOCAL_CREATURE_MAT:UBERFLESH is treated as one argument, like INORGANIC:IRON would be.

Well... That makes things more interesting.  I'm not sure how I'm going to handle that.  It's definitely going to involve a rewrite of the argument parser since splitting of the argument string in to an array delimited by ":" and using the index won't cut it any more.  Well, that's a problem to be solved another day.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on April 22, 2012, 03:21:22 pm
It's amazing what you discover when you accidentally hit a key combination sometimes....  I thought I had notepad focused and hit ctrl-F, but the token grid in raw explorer was focused instead. It popped up a little search panel that I never knew was built in to the grid!  So, yeah, new feature! yay!
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 2 - Updated 4/22/2012 - From Alpha to Beta!)
Post by: BradUffner on April 22, 2012, 09:40:07 pm
Beta 2 has been released! Download is in the first post.
Title: Re: Modding Tool: Raw Explorer (Beta 2 - Updated 4/22/2012 - From Alpha to Beta!)
Post by: BradUffner on April 22, 2012, 10:51:01 pm
This version has additional syntax for some of the more advanced definitions.
the BODY_DETAIL_PLAN token for example, is defined as having 1 argument that pulls it's values from the body_Detail_plan objects.  However the usage it's self is defined as being a list args type (meaning it has an unfixed number of arguments), with typedata "[lookup:tissue:~self~]".  This means that every argument after the 1st(fixed) argument is a lookup of a tissues defined on the current object. This is what lets BODY_DETAIL_PLAN look like "VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE".

*UPDATE*
Finally managed to find the documentation on the "material" argument type that's been giving me so many nightmares here http://dwarffortresswiki.org/index.php/DF2012:Material_token (http://dwarffortresswiki.org/index.php/DF2012:Material_token).  Ok... I think I can make this happen...
Title: Re: Modding Tool: Raw Explorer (Beta 2 - Updated 4/22/2012 - From Alpha to Beta!)
Post by: BradUffner on April 23, 2012, 01:43:22 pm
I think I have a solution worked out that will properly handle the Material type arguments for tokens.  It's going to involve quite a bit of refactoring and rewriting to make it all work together, so the next release will probably be a week or more away.  I have branched the code so that I can make bug fixes to the current Beta 2 version without issue as I work on the next version.  This is going to add a new argument type to the definition editor (material).

Does anyone know of any other tokens that act the same way as materials do, as far as them being made up of a smaller number of "sub tokens"?

*UPDATE*
It looks like "item" types behave almost the same way http://dwarffortresswiki.org/index.php/DF2012:Item_token (http://dwarffortresswiki.org/index.php/DF2012:Item_token).  My plan should cover those as well.  I just need to make a new argument type for each kind of token argument that can do this.
Title: Re: Modding Tool: Raw Explorer (Beta 2 - Updated 4/22/2012 - From Alpha to Beta!)
Post by: BradUffner on April 23, 2012, 03:56:11 pm
Wow, that was easier than I thought!
Spoiler (click to show/hide)
There are still several kinks to work out, but it's not looking like it will be too hard to do after all.

The hardest part was parsing the token and correctly interpreting the dynamic arguments.  Now that that's out of the way I can build a really nice editor for it.
Title: Re: Modding Tool: Raw Explorer (Beta 2 - Updated 4/22/2012 - From Alpha to Beta!)
Post by: Alexander86 on April 23, 2012, 04:14:09 pm
This is awesome! Great work!
Title: Re: Modding Tool: Raw Explorer (Beta 2 - Updated 4/22/2012 - From Alpha to Beta!)
Post by: inEQUALITY on April 23, 2012, 06:26:51 pm
I have been meaning to jump back into working on the mod I had promised some people forever ago, but keep getting turned of by the sheer unfriendliness of even something like Notepad++ (<ind you, the first mod I ever started with I made using plain old Notepad. Never. Again.) so this is a greatly appreciated tool. Thanks for your work in doing this.  :D
Title: Re: Modding Tool: Raw Explorer (Beta 2 - Updated 4/22/2012 - From Alpha to Beta!)
Post by: BradUffner on April 24, 2012, 03:50:51 am
Fun with Editors!
Spoiler (click to show/hide)


More options:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

It's smart enough to know that if you are editing a Creature you can't use "LOCAL_PLANT_MAT", and no "LOCAL_CREATURE_MAT" when editing plants.  The reaction materials are also only available when editing a reaction object.
Title: Re: Modding Tool: Raw Explorer (Beta 3 - Updated 4/24/2012 - Materials!)
Post by: BradUffner on April 24, 2012, 05:32:58 pm
Beta 3 is now available in the first post!
I managed to get the material token working far easier than I was expecting, which is the main focus of this version.
Many other bugs have been cleaned up as well.  Raw Explorer should no longer crash when it encounters an undefined token (sorry about that).

The Material picker is still a little wobbly, it will sometimes allow you to select invalid combinations depending on the order you choose them.  If you always go from top to bottom it should be ok.  This will improve as time goes on.  It also doesn't support materials in reactions that use "GET_MATERIAL_FROM_REAGENT" just yet, that'll be in the next version.  Support for item tokens is coming next.
Title: Re: Modding Tool: Raw Explorer (Beta 3 - Updated 4/24/2012 - Materials!)
Post by: Windpoison on April 25, 2012, 04:00:27 pm
You are awesome! Making a program to help with modding, with little modding experience yourself! Urist McWindpoison salutes you.
Title: Re: Modding Tool: Raw Explorer (Beta 3 - Updated 4/24/2012 - Materials!)
Post by: Tecknojock on April 27, 2012, 05:03:46 pm
The new object button doesn't seem to be creating objects. It throws the prompt, but after I hit create, the object never shows up.

EDIT: Maybe I'm doing something wrong. I tried it in Beta 1, 1.1, 1.2, 2, and 3 and in none of them could I create a new object, or at least none that I could find. 

Also, when I try to import from a raw file without a graphics folder, the program crashes, but placing an empty graphics folder in the raw resolves this.

This is the exception thrown when you try and import when a graphics folder is not located in the raw directory:
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.IO.DirectoryNotFoundException: Could not find a part of the path 'F:\PortableApps\Dwarf Fortress\raw\graphics\'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler)
   at System.IO.Directory.InternalGetFileDirectoryNames(String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
   at System.IO.Directory.InternalGetFiles(String path, String searchPattern, SearchOption searchOption)
   at RawExplorer.RawLibrary.parseDirectory(String directory) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawLibrary.vb:line 104
   at RawExplorer.RawLibrary.parseRawDirectory(String directory) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawLibrary.vb:line 99
   at RawExplorer.RawExplorerForm.mnuLoadRaws_Click(Object sender, ItemClickEventArgs e) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawExplorerForm.vb:line 129
   at DevExpress.XtraBars.BarItem.OnClick(BarItemLink link)
   at DevExpress.XtraBars.BarItemLink.OnLinkClick()
   at DevExpress.XtraBars.BarButtonItemLink.OnLinkAction(BarLinkAction action, Object actionArgs)
   at DevExpress.XtraBars.ViewInfo.BarSelectionInfo.UnPressLink(BarItemLink link)
   at DevExpress.XtraBars.Controls.CustomLinksControl.OnMouseUp(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at DevExpress.XtraBars.Controls.CustomControl.WndProc(Message& msg)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 (RTMGDR.030319-2300)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
RawExplorer
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/RawExplorer.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.232 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Common
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/Common.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
DevExpress.Utils.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.Utils.v11.2.DLL
----------------------------------------
DevExpress.Data.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.Data.v11.2.DLL
----------------------------------------
DevExpress.XtraTreeList.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraTreeList.v11.2.DLL
----------------------------------------
DevExpress.XtraEditors.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraEditors.v11.2.DLL
----------------------------------------
DevExpress.XtraGrid.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraGrid.v11.2.DLL
----------------------------------------
DevExpress.XtraBars.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraBars.v11.2.DLL
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
DevExpress.XtraLayout.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraLayout.v11.2.DLL
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.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.
Title: Re: Modding Tool: Raw Explorer (Beta 3 - Updated 4/24/2012 - Materials!)
Post by: BradUffner on April 27, 2012, 05:39:05 pm
The new object button doesn't seem to be creating objects. It throws the prompt, but after I hit create, the object never shows up.

EDIT: Maybe I'm doing something wrong. I tried it in Beta 1, 1.1, 1.2, 2, and 3 and in none of them could I create a new object, or at least none that I could find. 

Also, when I try to import from a raw file without a graphics folder, the program crashes, but placing an empty graphics folder in the raw resolves this.

This is the exception thrown when you try and import when a graphics folder is not located in the raw directory:
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.IO.DirectoryNotFoundException: Could not find a part of the path 'F:\PortableApps\Dwarf Fortress\raw\graphics\'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler)
   at System.IO.Directory.InternalGetFileDirectoryNames(String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption)
   at System.IO.Directory.InternalGetFiles(String path, String searchPattern, SearchOption searchOption)
   at RawExplorer.RawLibrary.parseDirectory(String directory) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawLibrary.vb:line 104
   at RawExplorer.RawLibrary.parseRawDirectory(String directory) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawLibrary.vb:line 99
   at RawExplorer.RawExplorerForm.mnuLoadRaws_Click(Object sender, ItemClickEventArgs e) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawExplorerForm.vb:line 129
   at DevExpress.XtraBars.BarItem.OnClick(BarItemLink link)
   at DevExpress.XtraBars.BarItemLink.OnLinkClick()
   at DevExpress.XtraBars.BarButtonItemLink.OnLinkAction(BarLinkAction action, Object actionArgs)
   at DevExpress.XtraBars.ViewInfo.BarSelectionInfo.UnPressLink(BarItemLink link)
   at DevExpress.XtraBars.Controls.CustomLinksControl.OnMouseUp(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at DevExpress.XtraBars.Controls.CustomControl.WndProc(Message& msg)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 (RTMGDR.030319-2300)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
RawExplorer
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/RawExplorer.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.232 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Common
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/Common.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
DevExpress.Utils.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.Utils.v11.2.DLL
----------------------------------------
DevExpress.Data.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.Data.v11.2.DLL
----------------------------------------
DevExpress.XtraTreeList.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraTreeList.v11.2.DLL
----------------------------------------
DevExpress.XtraEditors.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraEditors.v11.2.DLL
----------------------------------------
DevExpress.XtraGrid.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraGrid.v11.2.DLL
----------------------------------------
DevExpress.XtraBars.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraBars.v11.2.DLL
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
DevExpress.XtraLayout.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///F:/PortableApps/Dwarf%20Fortress/LNP/Utilities/2-Advanced/Raw%20Explorer/DevExpress.XtraLayout.v11.2.DLL
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
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************** 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's probably related to the changes that I made that allow you to add new objects via the clip board.  I'll  have both of these fixed asap.
Title: Re: Modding Tool: Raw Explorer (Beta 3 - Updated 4/24/2012 - Materials!)
Post by: BradUffner on April 27, 2012, 05:41:08 pm
I'ts probably related to the changes that I made that allow you to add new objects via the clip board.  I'll  have both of these fixed asap.

The ability to create new object is actually fairly

Or..., it could be related to the fact that I left the code blank in that sub <facePalm/>  At least it's an easy fix.
Title: Re: Modding Tool: Raw Explorer (Beta 3.1 - Updated 4/27/2012 - Oops)
Post by: BradUffner on April 27, 2012, 05:54:08 pm
Beta 3.1 has been released in the first post.
It fixes both bugs listed by Tecknojock.
Title: Re: Modding Tool: Raw Explorer (Beta 3.1 - Updated 4/27/2012 - Oops)
Post by: Tecknojock on April 27, 2012, 06:05:21 pm
Thanks, works great now.
Title: Re: Modding Tool: Raw Explorer (Beta 3.1 - Updated 4/27/2012 - Oops)
Post by: i2amroy on April 27, 2012, 10:17:55 pm
Recently I accidentally entered an integer into a spot that shouldn't have accepted that integer and the program accepted it without even popping up a warning message. Currently setting limits on integers appears to have no effect at all in program for what it allows you to put into the spot. This might just be a feature that you haven't got around to yet, but I had been fairly sure that you had added that in already so I'm reporting it.

To be more specific [UNDERGROUND_DEPTH:X:X] should only accept integers from 0 to 5 and even though it states that it only accepts those it will actually let you plug any integer you want into the arguments without even popping up a warning message.

Edit: One more thing. Currently you have all of the [BODYGLOSS:XX] entries all piled up as tokens on the UPPERBODY_PINCERS entry. In truth these are actually entirely different entries, similar to [BODY: entries, not tokens. They just only have one argument each instead of having tokens on each one. This seems to only occur if I try to start the definition of the new token by clicking on the "type" field instead of typing the name.

Edit2: Third thing. Whenever I define a new argument and chose from the list of types it always selects "integer" regardless of what I click on. Once it has chosen integer it works fine and changes to what I click on, but the first time it always selects integer. This could be a side effect of your code that automatically sets the type of any new arguments to "integer".
Title: Re: Modding Tool: Raw Explorer (Beta 3.1 - Updated 4/27/2012 - Oops)
Post by: Jeoshua on April 28, 2012, 12:13:19 am
If my submission to the token library was accepted that UNDERGROUND_DEPTH thing may be my fault, due to not really understanding how to set those kind of things.  :-\
Title: Re: Modding Tool: Raw Explorer (Beta 3.1 - Updated 4/27/2012 - Oops)
Post by: i2amroy on April 28, 2012, 12:23:50 am
If my submission to the token library was accepted that UNDERGROUND_DEPTH thing may be my fault, due to not really understanding how to set those kind of things.  :-\
No I've checked it and it's formatted right. The problem seems to be that the program isn't stopping you from inputting integers that are beyond the accepted ranges. I've checked a couple of other areas where an integer should be limited and they suffer from the same problem.

Also one more thing, the [SYN_INGESTED] token currently has no "allowed on" or "usage" areas. Whenever I try to add a usage area I then get the message "Unhandled exception has occurred in this application". Clicking on the "details" button does absolutely nothing different from clicking on "Continue". The other [SYNDROME_X] tokens appear to function fine though.

Edit: Another thing! Currently there are a few values which can technically accept negative values (Namely the [MATERIAL_VALUE:X] token). I was just wondering if your "integer" argument would naturally allow for those or no (considering that the limits were fixed that is).

Edit2: And another! I seem to have some problem at times getting the changed definition to send to the website. As far as I can tell if you just change the arguments on a thing that already has at least one argument defined then it doesn't send to the website when you click "save". If the token doesn't have any arguments defined or if you change the description then it sends, but if it has some arguments defined and you only change the arguments it doesn't send. The same thing also appears to happen if I only edit the "allowed on" field without changing the description field.

Edit3: One more! Anytime that I create an ALL:ALL usage token it changes the current displayed information for the token to unknown and blanks out all of the fields in the editor until I redownload the token definitions (after it has been applied).

Final Edit: I just noticed that if I right-click anywhere in the definition editor that isn't in a field then I have the "Customize Layout" option. Selecting this then opens up a menu that looks a little complex for the average user to be intended to open and looks more like something you would be using to edit the layout so I wasn't sure if you wanted it to be able to be accessed.

Sorry for dropping all of these various bugs/questions into your lap overnight! I guess that's what I get for throwing up 200-300 more token definitions in the middle of the night when nobody else is online. Anyways, I'm out for the night!
Title: Re: Modding Tool: Raw Explorer (Beta 3.1 - Updated 4/27/2012 - Oops)
Post by: BradUffner on April 28, 2012, 06:46:44 am
If my submission to the token library was accepted that UNDERGROUND_DEPTH thing may be my fault, due to not really understanding how to set those kind of things.  :-\
No I've checked it and it's formatted right. The problem seems to be that the program isn't stopping you from inputting integers that are beyond the accepted ranges. I've checked a couple of other areas where an integer should be limited and they suffer from the same problem.

Also one more thing, the [SYN_INGESTED] token currently has no "allowed on" or "usage" areas. Whenever I try to add a usage area I then get the message "Unhandled exception has occurred in this application". Clicking on the "details" button does absolutely nothing different from clicking on "Continue". The other [SYNDROME_X] tokens appear to function fine though.

Edit: Another thing! Currently there are a few values which can technically accept negative values (Namely the [MATERIAL_VALUE:X] token). I was just wondering if your "integer" argument would naturally allow for those or no (considering that the limits were fixed that is).

Edit2: And another! I seem to have some problem at times getting the changed definition to send to the website. As far as I can tell if you just change the arguments on a thing that already has at least one argument defined then it doesn't send to the website when you click "save". If the token doesn't have any arguments defined or if you change the description then it sends, but if it has some arguments defined and you only change the arguments it doesn't send. The same thing also appears to happen if I only edit the "allowed on" field without changing the description field.

Edit3: One more! Anytime that I create an ALL:ALL usage token it changes the current displayed information for the token to unknown and blanks out all of the fields in the editor until I redownload the token definitions (after it has been applied).

Final Edit: I just noticed that if I right-click anywhere in the definition editor that isn't in a field then I have the "Customize Layout" option. Selecting this then opens up a menu that looks a little complex for the average user to be intended to open and looks more like something you would be using to edit the layout so I wasn't sure if you wanted it to be able to be accessed.

Sorry for dropping all of these various bugs/questions into your lap overnight! I guess that's what I get for throwing up 200-300 more token definitions in the middle of the night when nobody else is online. Anyways, I'm out for the night!

Thanks for the bug reports!  I'll try to get fixes out for the most important ones first.

Apparently the Argument Grid decided to just stop validating input entirely at some point.  It just let me put in the value "cat" on something that is an integer only.  I'm not sure when that broken. UPDATE Found and fixed the problem for next version.

Far the items that were just questions:
It will accept negative numbers just fine, but you have to change the typeData to allow it.  If the typeData is blank it will only accept posative values. To accept negative numbers use something like "-1000000 1000000".  Thinking about this now I see that I need to add a better way (so you don't need to know the full range).  What do you think of setting typeData to "+-" to allow the full range of positive and negative numbers?
Title: Re: Modding Tool: Raw Explorer (Beta 3.2 - Updated 4/28/2012 - Oops)
Post by: BradUffner on April 28, 2012, 07:45:12 am
Beta 3.2 is now up!
This update fixes all the bugs reported by Jeoshua and i2amroy.
Title: Re: Modding Tool: Raw Explorer (Beta 3.1 - Updated 4/27/2012 - Oops)
Post by: BradUffner on April 28, 2012, 09:17:05 am
Recently I accidentally entered an integer into a spot that shouldn't have accepted that integer and the program accepted it without even popping up a warning message. Currently setting limits on integers appears to have no effect at all in program for what it allows you to put into the spot. This might just be a feature that you haven't got around to yet, but I had been fairly sure that you had added that in already so I'm reporting it.

To be more specific [UNDERGROUND_DEPTH:X:X] should only accept integers from 0 to 5 and even though it states that it only accepts those it will actually let you plug any integer you want into the arguments without even popping up a warning message.

Edit: One more thing. Currently you have all of the [BODYGLOSS:XX] entries all piled up as tokens on the UPPERBODY_PINCERS entry. In truth these are actually entirely different entries, similar to [BODY: entries, not tokens. They just only have one argument each instead of having tokens on each one. This seems to only occur if I try to start the definition of the new token by clicking on the "type" field instead of typing the name.

Edit2: Third thing. Whenever I define a new argument and chose from the list of types it always selects "integer" regardless of what I click on. Once it has chosen integer it works fine and changes to what I click on, but the first time it always selects integer. This could be a side effect of your code that automatically sets the type of any new arguments to "integer".

Oops, I missed this comment when I was going through the new bugs.

The thing you mentioned with underground_depth should be fixed with beta 3.2.

I'm not sure I entirely understand BODYGLOSS.  I've read the wiki and looked at how it's used in the raws, but it's not clicking for me.  I know it's not handled correctly at the moment, maybe I should have it completely skip it until I know how to properly handle it.  Could you (or someone else) explain in more detail how BODYGLOSS is supposed to work?  If you have any ideas on how raw explorer should present it in the UI I'd be open to hearing them. update - Actually, on reading the wiki page again more carefully, I think I understand it now.

The argument type resetting back to integer has been fixed for the next version. I don't think it's worth doing a new point release just for that.
Title: Re: Modding Tool: Raw Explorer (Beta 3.2 - Updated 4/28/2012 - Oops)
Post by: Jeoshua on April 28, 2012, 11:32:00 am
Suggestion for once you've gotten through the token processing stage:

Creatures will grab the graphics tile from the raws and display it on the "folder" selection side.  If there isn't a graphics tile, they correctly display the creature's ascii tile.

- Creatures with an ALT_TILE should blink between the two, as they do in-game
- Plants should display their tiles in the same way as creatures
- Items should display their tiles
- Inorganics should display their tiles And/Or their colors (if no tile is given)
Title: Re: Modding Tool: Raw Explorer (Beta 3.2 - Updated 4/28/2012 - Oops)
Post by: BradUffner on May 01, 2012, 04:59:30 pm
I've got another question for the modders.

I've almost got the "item" argument type complete, and the "material" type specific to reactions also. But in the process I found a discrepancy between the Raws and the Wiki.  This page http://dwarffortresswiki.org/index.php/DF2012:Item_token says that items without a subtype should use "NONE" as the subtype. However, reactions from the raw files show it using "NO_SUBTYPE".  Other places where the "item" type is used actually use "NONE".  Is there a functional different between NONE and NO_SUBTYPE?  Is NO_SUBTYPE exclusive to reactions, or could it be used anywhere with NONE and NO_SUBTYPE being equivalent?
Title: Re: Modding Tool: Raw Explorer (Beta 3.2 - Updated 4/28/2012 - Oops)
Post by: i2amroy on May 01, 2012, 06:09:50 pm
As far as I know NO_SUBTYPE and NONE are functionally equivalent and can be used interchangeably. I always tend to just use NONE because it is shorter. If I remember correctly then back in 40d NO_SUBTYPE was what you used in the raws and NONE was what was used for embark profiles, but with DF 2010 Toady combined them so that both NONE and NO_SUBTYPE could be used in the raws themselves. As a result the older reactions (such as the smelter ones) use NO_SUBTYPE since they were created back when that was the only option. The newer ones all use NONE though since they were created after that option was available.
Title: Re: Modding Tool: Raw Explorer (Beta 3.2 - Updated 4/28/2012 - Oops)
Post by: BradUffner on May 01, 2012, 07:06:31 pm
Thanks for the info.  I'll make sure both options are available.
Title: Re: Modding Tool: Raw Explorer (Beta 4 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 02, 2012, 10:04:16 pm
Beta 4 is now available!

Item and material arguments should now be fully functional.  There may be some issues with materials that use the CREATURE:CASTE format;  I had some problems finding good examples to test with. if you find any just let me know and I'll fix them.

If you edit a token without uploading it to the website the definition should now stick locally for the next time you run the program (in case you want to test before uploading).

Thanks again to everyone who has been uploading definitions. Raw Explorer wouldn't be nearly as useful without your help!
Title: Re: Modding Tool: Raw Explorer (Beta 4 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 02, 2012, 11:29:17 pm
I just realized I did the CREATURE:CAST material stuff completely wrong...  Working on a fix.
Title: Re: Modding Tool: Raw Explorer (Beta 4 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 03, 2012, 02:08:35 am
beta 4.1 is available now.  I'm pretty sure that I got the CREATURE:CASTE style materials correct.  It also adds a "building" argument type that lets you pick from a list of buildings.
Title: Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
Post by: slothen on May 03, 2012, 09:08:46 am
I have a question about your tool.  I've always really wanted to go into the raws and make some tweaks here and there, adding certain tags or modifying a few properties, or removing some entries all together (seriously, what the heck is a 'thrips'?).  However, I've always been held back by knowing that it would be difficult to keep those tweaks I'd made when updating to new versions of DF.  Is this something your modding tool would address?
Title: Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 03, 2012, 09:38:08 am
I have a question about your tool.  I've always really wanted to go into the raws and make some tweaks here and there, adding certain tags or modifying a few properties, or removing some entries all together (seriously, what the heck is a 'thrips'?).  However, I've always been held back by knowing that it would be difficult to keep those tweaks I'd made when updating to new versions of DF.  Is this something your modding tool would address?

That's a planned feature, but it can't do that at this time.
Title: Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
Post by: slothen on May 03, 2012, 12:21:20 pm
I have a question about your tool.  I've always really wanted to go into the raws and make some tweaks here and there, adding certain tags or modifying a few properties, or removing some entries all together (seriously, what the heck is a 'thrips'?).  However, I've always been held back by knowing that it would be difficult to keep those tweaks I'd made when updating to new versions of DF.  Is this something your modding tool would address?

That's a planned feature, but it can't do that at this time.

Well, I'm not exactly talking about doing it all in a single button click, but your tool would make it a lot easier than just doing it by hand, right?  I sure it would be a great help in correctly making the changes I want (proper tag syntax and all).  After that, it would be nice to be able to just go in and delete certain entries entirely.  Another possible way would be to select a text file to import, which then searches the imported file for entries and replaces those entries in the appropriate raw file.  Another cool feature (and probably not too hard) would be to take two sets of raw files and compare differences.  So maybe before starting on a new set of raws, I can compare the .07 and .08 vanilla raws to see if anything changed in the files i'm interested in, so I can say "oh i can do a direct copy over these files, but not these over here."

anyway, just some random thoughts, and I haven't actually tried out your tool yet, but I've been monitoring this thread for awhile, the possibilities look pretty exciting.
Title: Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
Post by: i2amroy on May 03, 2012, 12:34:50 pm
I have a question about your tool.  I've always really wanted to go into the raws and make some tweaks here and there, adding certain tags or modifying a few properties, or removing some entries all together (seriously, what the heck is a 'thrips'?).  However, I've always been held back by knowing that it would be difficult to keep those tweaks I'd made when updating to new versions of DF.  Is this something your modding tool would address?
That's a planned feature, but it can't do that at this time.
Well, I'm not exactly talking about doing it all in a single button click, but your tool would make it a lot easier than just doing it by hand, right?
If all you are looking for is to make a few small tweaks and keep them from version to version then DF Raw Patcher (http://www.bay12forums.com/smf/index.php?topic=69655.0) might be a good tool to check out. Don't be fooled by the older thread, it still works fine. It's only got two real drawbacks:
1)It can't handle more complicated stuff such as castes very easily. It's possible, but a huge amount of work and even then it would probably be easier just to edit them by hand.
2)It doesn't tell you what the various tokens due like the Raw Explorer does, so you have to know what you are doing. Really all the Patcher does is edit, replace, and add the tokens you tell it to, so if you don't tell it to use the right ones it won't.

Once Raw Explorer gets around to adding in the tweak stuff it'll be much better then the Patcher (in that category, it already far beats the Patcher for creation as opposed to tweaking), but at the moment if all you are looking for is some little tweaks (I use it to change all of the "tile:X" on my stones for example) then it works wonders.
Title: Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
Post by: slothen on May 03, 2012, 02:02:02 pm
so between the two I should be able to figure out what i want to add and how to add it, and the patcher can handle some of the implementation?  Super sweet.
Title: Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
Post by: Jeoshua on May 03, 2012, 04:54:28 pm
Super cool idea, gleaned from another third party editor I've used in the past: FO3Edit.

Ctrl-Click on anything that's defined elsewhere to jump to it in the list.  Basically, "hyperlinking" the whole raw database dynamically.  Working on an entity? Need to change something about them? Ctrl-Click on the CREATURE:x token and be brought to the creature entry.  This might also need a "forward, back" button to be really useful.
Title: Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 03, 2012, 04:56:42 pm
Super cool idea, gleaned from another third party editor I've used in the past: FO3Edit.

Ctrl-Click on anything that's defined elsewhere to jump to it in the list.  Basically, "hyperlinking" the whole raw database dynamically.  Working on an entity? Need to change something about them? Ctrl-Click on the CREATURE:x token and be brought to the creature entry.  This might also need a "forward, back" button to be really useful.

I like it!
Title: Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
Post by: micha on May 04, 2012, 11:45:08 am
Spoiler (click to show/hide)

that's what happens trying to open masterwork raws :(

i was hoping for an alphabetized export option to make weapons/armors/stones/creature-materials etc come up in alphabetical order ingame; i'll try again next time!

and, oh, when you config the dwarf.exe, you can get a crash by entering only path, then clicking the ellipsies; also, why prompt me for the path to the raws? ok, multiples might be cool, but you already know a likely root for where to look; and oh, the directory picker object can't accept a pasted path as usual, so if you could maybe reuse the file-picker and have that look for language_all.txt one use pasted paths there.

at least masterwork uses its own neato flags-set-on-the-same-line mechanics to create conditional sections; it'd be cool to explore them too; and to not have them blown away on exit. yes?   ...

screenies look awesome though, keep up the good work!
Title: Re: Modding Tool: Raw Explorer (Beta 4.1 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 04, 2012, 12:34:28 pm
Spoiler (click to show/hide)

that's what happens trying to open masterwork raws :(

i was hoping for an alphabetized export option to make weapons/armors/stones/creature-materials etc come up in alphabetical order ingame; i'll try again next time!

and, oh, when you config the dwarf.exe, you can get a crash by entering only path, then clicking the ellipsies; also, why prompt me for the path to the raws? ok, multiples might be cool, but you already know a likely root for where to look; and oh, the directory picker object can't accept a pasted path as usual, so if you could maybe reuse the file-picker and have that look for language_all.txt one use pasted paths there.

at least masterwork uses its own neato flags-set-on-the-same-line mechanics to create conditional sections; it'd be cool to explore them too; and to not have them blown away on exit. yes?   ...

screenies look awesome though, keep up the good work!

I'm unable to duplicate the crash you reported when clicking the ellipses when browsing to df.exe.

I was able to fix the one that happens when importing raws from Masterwork, but there are some larger issues reading those raws that are preventing them from importing entirely correctly.

The reason you need to select the "dwarf fortress.exe" file is so that Raw Explorer can read your tileset, colors, and other config settings.  It's entirly optional to do this, but if you don't you won't see the correct tileset or colors for things.

Import of raws prompts for the raw path so that raw explorer can support multiple installations.  It should remember your previous selection so that you only have to do this once.  You can also paste the path directly in to the textbox without having to browse for the folder.
Title: Re: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 04, 2012, 12:42:05 pm
Beta 4.2 is now available.
Title: Re: Modding Tool: Raw Explorer (Beta 5 - Updated 5/5/2012 - BODYGLOSS!)
Post by: BradUffner on May 05, 2012, 12:36:02 am
Beta 5 is now available!

This version adds proper BODYGLOSS support in import, editing, and exporting.
It also has an option to sort the objects alphabetically when exporting.

Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 05, 2012, 01:18:02 pm
Just a preview of what's coming for the next version:
Spoiler (click to show/hide)
The UI is still a work in progress, some things may change.
Title: Re: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 06, 2012, 01:16:31 am
More previews:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

I've also started planning out the custom workshop designer, which will roll out sometime soon.  I'll post some images when I get a bit farther in to it.
Title: Re: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
Post by: Jeoshua on May 06, 2012, 08:22:42 am
I don't want to see you have to post 5 times in a row man.

At least one person (me) is super excited about this tool ;)
Title: Re: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 06, 2012, 10:08:18 am
I don't want to see you have to post 5 times in a row man.

At least one person (me) is super excited about this tool ;)

Hah, I hope I'm not annoying anyone with the frequent posts.
Title: Re: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
Post by: Jeoshua on May 06, 2012, 10:11:50 am
I, for one, am rather impressed at the speed at which you're improving this tool.  Also how many suggestions of mine you're taking.  I try to make them good but still, impressive.
Title: Re: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 06, 2012, 08:39:00 pm
I just noticed that at some point the tile picker for selecting creature tiles became pretty badly broken.  It's returning a tile other than the one you clicked on.  I'm looking in to it and will release a fix as soon as I can.
Title: Re: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
Post by: Jeoshua on May 06, 2012, 09:56:27 pm
Hmm, so it is.  I used it when it still worked to fix some problems and haven't needed to mess with it since, so I didn't notice.

I am derelict in my duties as a beta tester  :'(



In the interest of making up for not catching that:

The interactions and half of the different types of language files are neither loaded nor exported, so exporting raws leads to an actually broken subset, unless you're saving over an already-working directory.

Exporting graphics files that have been sorted alphabetically leads to [TILE_PAGE:x] entries that can appear after [CREATURE_GRAPHICS:x] tokens that require them.  I'm unclear yet as to whether this is a problem, but it sure looks messy.
Title: Re: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
Post by: slothen on May 07, 2012, 10:10:11 am
I don't want to see you have to post 5 times in a row man.

At least one person (me) is super excited about this tool ;)

Hah, I hope I'm not annoying anyone with the frequent posts.

A post with content/updates is a good post.  I'm continuing to monitor this.
Title: Re: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 07, 2012, 10:30:07 am
Hmm, so it is.  I used it when it still worked to fix some problems and haven't needed to mess with it since, so I didn't notice.

I am derelict in my duties as a beta tester  :'(



In the interest of making up for not catching that:

The interactions and half of the different types of language files are neither loaded nor exported, so exporting raws leads to an actually broken subset, unless you're saving over an already-working directory.

Exporting graphics files that have been sorted alphabetically leads to [TILE_PAGE:x] entries that can appear after [CREATURE_GRAPHICS:x] tokens that require them.  I'm unclear yet as to whether this is a problem, but it sure looks messy.

Good catch.  Interactions are fixed for the next version.  I'm currently not happy with the way the graphics sets are represented, so that will probably change at a larger level at some point.  Specifically, I don't like the way the TILE_PAGE and the CREATURE_GRAPHIC objects get all mixed together.  I'm thinking of putting them in to subcategory nested under that branch.  The other option is to manage them separately from the main objects, kind of like the way I handle the BODYGLOSS stuff now, as a dialog window under the Library menu.  The latter option gives me an easier way to deal with assigning a new image for the graphic set, and may make the eventual graphic set editor easier to do, but it feels a little wrong, to me, to hide that someplace different.  I may go for a hybrid method.

Once they are logically split off I can take care of fixing the sorting issue so that they always come first.
Title: Re: Modding Tool: Raw Explorer (Beta 4.2 - Updated 5/2/2012 - Items!)
Post by: BradUffner on May 07, 2012, 01:37:09 pm
Tiles for plants are in for the next version.  This was actually a lot harder than I expected due to the way plants have multiple tiles and different colors associated with each life state.
Spoiler (click to show/hide)

It choose the first tile in the list:
TREE_TILE
SHRUB_TILE
SAPLING_TILE
DEAD_TREE_TILE
PICKED_TILE
DEAD_SHRUB_TILE
GRASS_TILES
that it finds for each plant.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 07, 2012, 04:54:38 pm
Beta 6 is out.  See the first post for changes.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 10, 2012, 04:32:47 am
I think this is the UI I'm going to go with for the Workshop Designer.
Spoiler (click to show/hide)

I'll clean up the red border and add proper grid lines before it's all done.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: Reudh on May 10, 2012, 04:46:53 am
I like this!
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: Greendogo on May 10, 2012, 05:20:40 am
Very nice!  I'm psyched about your progress on this since I last checked in.  Great work dude!  This looks like it will revolutionize Dwarf Fortress modding.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: the_game_hunt on May 13, 2012, 04:32:58 pm
I have problems downloading this, anyone?
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 13, 2012, 04:41:51 pm
I have problems downloading this, anyone?

I just tested from my cell phone using only the cell connection (to make sure it was actually using the internet and not my internal network).  I was able to download the file without any issues.

Where are you trying to download the file from, Home, Work, School?  I've seen reports that some places like schools have proxies set up that block the download.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: the_game_hunt on May 13, 2012, 04:44:38 pm
I am at my home, maybe its my internet connections (Im peruvian btw), I can download other files from others sites.

Internet in Peru is SHIT. I can roughly play MW3.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 13, 2012, 04:47:23 pm
I am at my home, maybe its my internet connections (Im peruvian btw), I can download other files from others sites.

Internet in Peru is SHIT. I can roughly play MW3.

I uploaded the current version to DF File Depot.  Please try this link and let me know if it works for you. http://dffd.wimbli.com/file.php?id=6298 (http://dffd.wimbli.com/file.php?id=6298)
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: the_game_hunt on May 13, 2012, 04:51:13 pm
I am at my home, maybe its my internet connections (Im peruvian btw), I can download other files from others sites.

Internet in Peru is SHIT. I can roughly play MW3.

I uploaded the current version to DF File Depot.  Please try this link and let me know if it works for you. http://dffd.wimbli.com/file.php?id=6298 (http://dffd.wimbli.com/file.php?id=6298)
Thanks that works!
This would make modding for me 100x easier.
EDIT:Whats the problem with the main download site? When I click on it just dies in 10 seconds and do nothing.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 13, 2012, 04:56:00 pm
I am at my home, maybe its my internet connections (Im peruvian btw), I can download other files from others sites.

Internet in Peru is SHIT. I can roughly play MW3.

I uploaded the current version to DF File Depot.  Please try this link and let me know if it works for you. http://dffd.wimbli.com/file.php?id=6298 (http://dffd.wimbli.com/file.php?id=6298)
Thanks that works!
This would make modding for me 100x easier.
EDIT:Whats the problem with the main download site? When I click on it just dies in 10 seconds and do nothing.

you may still have problems getting the latest token definition updates, as they are hosted off of the same server the application downloads from.  Unfortunately I can't mirror those, they are created dynamically from the database.
Title: Re: Modding Tool: Raw Explorer (Beta 3.2 - Updated 4/28/2012 - Oops)
Post by: Putnam on May 13, 2012, 05:05:54 pm
As far as I know NO_SUBTYPE and NONE are functionally equivalent and can be used interchangeably. I always tend to just use NONE because it is shorter. If I remember correctly then back in 40d NO_SUBTYPE was what you used in the raws and NONE was what was used for embark profiles, but with DF 2010 Toady combined them so that both NONE and NO_SUBTYPE could be used in the raws themselves. As a result the older reactions (such as the smelter ones) use NO_SUBTYPE since they were created back when that was the only option. The newer ones all use NONE though since they were created after that option was available.

No. NO_SUBTYPE under INORGANIC makes an error while NONE does not, for example.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: Jeoshua on May 13, 2012, 05:06:28 pm
Out of curiosity, do you have an API in the works if other projects would like to make use of the token library?
Title: Re: Modding Tool: Raw Explorer (Beta 3.2 - Updated 4/28/2012 - Oops)
Post by: BradUffner on May 13, 2012, 05:07:48 pm
As far as I know NO_SUBTYPE and NONE are functionally equivalent and can be used interchangeably. I always tend to just use NONE because it is shorter. If I remember correctly then back in 40d NO_SUBTYPE was what you used in the raws and NONE was what was used for embark profiles, but with DF 2010 Toady combined them so that both NONE and NO_SUBTYPE could be used in the raws themselves. As a result the older reactions (such as the smelter ones) use NO_SUBTYPE since they were created back when that was the only option. The newer ones all use NONE though since they were created after that option was available.

No. NO_SUBTYPE under INORGANIC makes an error while NONE does not, for example.

Thanks for the clarification.  I'll add code to restrict those uses.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: Putnam on May 13, 2012, 05:10:02 pm
I believe that NO_SUBTYPE is for items that actually have no subtypes, while NONE refers to item types and materials that do.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 13, 2012, 05:11:35 pm
Out of curiosity, do you have an API in the works if other projects would like to make use of the token library?

The definitions are stored in a standard XML file that anyone one (or any program) can download and use in any way they want.
The url for the direct XML download is http://dftokens.gumpstudio.com/DownloadXml.ashx (http://dftokens.gumpstudio.com/DownloadXml.ashx).

At some point I may create a SOAP or JSON based web service that would have direct access to the live database, but I haven't seen any need for that yet.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: i2amroy on May 13, 2012, 05:20:42 pm
I believe that NO_SUBTYPE is for items that actually have no subtypes, while NONE refers to item types and materials that do.
Interesting, though it makes sense.

Having been around for a long time has the drawbacks of getting different methods from various versions mixed up I guess. :P
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 13, 2012, 06:41:06 pm
The (almost finished) custom workshop designer.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

I'm still trying to come up with a good way to indicate that the tile in the editor will be drawn with the building material color in the game.  I was thinking maybe use some color that isn't normally found in DF, or perhaps an overlay color similar to the way the work area and blocking tiles are drawn.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: Jeoshua on May 13, 2012, 07:22:50 pm
 :o

Shiny.

You never cease to impress.  By the time you're done this is going to be so fully featured, even Toady may well use it to add content!

A couple of usability issues:
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 13, 2012, 09:22:23 pm
When deleting sources from the Manage Sources window, the only valid selection of where to move objects to is RawExplorer.RawSource
Oops. That is just a visual bug.  The name of the source isn't going through correctly.  I'll fix that for the next version.

A "Rename Library" feature would be awesome
Just use "Save As..." from the file menus.  The title of the library is whatever it's filename is.  If you think an actual library name would be useful I can consider adding it at some point.

A "Collapse All Libraries" feature would be nice for my own personal purposes, but isn't necessary if that were possible from the scripting engine.  Is it?
I like it! consider it added.

Badly formed creature raws (as can be generated all-too-easily by customizable distros like Masterwork) are still crashing the list window.  I'm not sure what or why or how, as the error output does not indicate which creature was at fault for the crash.  A bit more feedback would be helpful, rather than a big red "X" and no real information on why the crash occurred
Unfortunately this is harder to track down that it seems.  Sometimes the error happens farther down inside one of the controls than I have access to.  I'll try to add some more safety code where I can though.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: Jeoshua on May 13, 2012, 10:35:53 pm
I found a hackish way to rename the final library when I'm trying to make them all agree on names, by creating a new file of the type I want and then deleting the one I didn't.  If it becomes possible to look and select which file to move the deleted content to, it would be pretty much sufficient to do a sort of "rename" for the libraries.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 13, 2012, 10:43:13 pm
I found a hackish way to rename the final library when I'm trying to make them all agree on names, by creating a new file of the type I want and then deleting the one I didn't.  If it becomes possible to look and select which file to move the deleted content to, it would be pretty much sufficient to do a sort of "rename" for the libraries.

Ahh, I think we have a confusion of terminology.  Raw Explorer uses the term "library" to represent all of the raw files.  Each file in the library is a "source".  I think what you were looking for is a way to change the path of a source file.  I will add that when I get a chance.

Just to clarify, A library contains sources, sources contain objects that are categorized by type and sub-type.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: the_game_hunt on May 14, 2012, 03:31:26 pm
The workshop designer looks very sweet!!!
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 14, 2012, 03:43:50 pm
I'm just doing a final round of bug hunting, and making sure it's compatible with the new version of dwarf Fortress released today.  Beta 7 should be available sometime tonight.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 16, 2012, 05:31:32 pm
Sorry guys, Diablo 3 related delays.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: malvado on May 16, 2012, 06:20:58 pm
Sorry guys, Diablo 3 related delays.
No worries, you're not exactly the only one ^_^
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: RadHazard on May 16, 2012, 06:41:50 pm
Haha, I was wondering what was keeping you.  Don't worry, I've been having that problem too ;D
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: i2amroy on May 20, 2012, 11:25:07 pm
Just a few things:
1) I noticed that you have added a "bodyGloss" type. Currently it gives the exact same list as the "toolUse" type though.
2) I found another thing that it would be nice to have a list of built into the game, Spheres (http://dwarffortresswiki.org/index.php/Sphere).
3) Idea for dealing with bodygloss raws:
You could add a new category, similar to the "body" or "creature" categories and then have all of the bodyglosses go under that category. That would allow them to be in a seperate, yet still editable, area.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 20, 2012, 11:40:35 pm
Just a few things:
1) I noticed that you have added a "bodyGloss" type. Currently it gives the exact same list as the "toolUse" type though.
2) I found another thing that it would be nice to have a list of built into the game, Spheres (http://dwarffortresswiki.org/index.php/Sphere).
3) Idea for dealing with bodygloss raws:
You could add a new category, similar to the "body" or "creature" categories and then have all of the bodyglosses go under that category. That would allow them to be in a seperate, yet still editable, area.

I fixed the bodyGlass argument type for the next version.  They are currently managed from the "Library" menu.  I had been considering adding them to the tree view, but they have a strange structure that makes them incomparable with the code that handles the objects there.  I would have to add all kinds of special cases to handle them that way.  I may move them at some point in the future once all the other features I want get added and I get a chance to go back in and refine the program.
I'll add the spheres for next version also.  Just out of curiosity, which tokens takes a sphere as an argument?
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: i2amroy on May 21, 2012, 12:02:10 am
The main uses currently for spheres are with the [SPHERE:XX] token on megabeasts, and the [RELIGION_SPHERE:XX] and [SPHERE_ALIGNMENT:XX:X] tokens on entities. I think they might also be used in interactions somewhere right now but I'm not certain on that. They will be used a fair bit more once Toady gets around to diversifying the good/evil areas into "fire" areas and "ocean" areas and whatnot.

Also I found an error when I was trying to figure out the use of the filename type (which if you could illuminate me on would be helpful!). If you put in the filename type and don't put in a subtype then every time that you either right-click on that token or click in the arguments box then you get a box saying "no argument handler found for argument type: filename" and a these details:
Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
Common.ArgumentManager+NoArgHandlerFoundException: No argument handler found for argument type: filename
   at Common.ArgumentManager.getArgTypeHandler(ArgType argumentType) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\Common\ArgumentManager.vb:line 48
   at RawExplorer.RawExplorerForm.getGoToList(RawObject obj, Token token) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawExplorerForm.vb:line 1380
   at RawExplorer.RawExplorerForm.buildTokenMenu(Token token, GridViewMenu PopupMenu) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawExplorerForm.vb:line 1316
   at RawExplorer.RawExplorerForm.gvTokens_PopupMenuShowing(Object sender, PopupMenuShowingEventArgs e) in C:\Users\bradley.uffner\Documents\Visual Studio 2010\Projects\Raw Explorer\Trunk\RawExplorer\RawExplorer\RawExplorerForm.vb:line 1308
   at DevExpress.XtraGrid.Views.Grid.GridView.DoShowGridMenu(GridMenuEventArgs e)
   at DevExpress.XtraGrid.Views.Grid.Handler.GridHandler.DoCheckShowMenu()
   at DevExpress.XtraGrid.Views.Grid.Handler.GridHandler.OnMouseDown(MouseEventArgs ev)
   at DevExpress.Utils.Controls.BaseHandler.ProcessEvent(EventType etype, Object args)
   at DevExpress.XtraGrid.GridControl.OnMouseDown(MouseEventArgs ev)
   at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at DevExpress.XtraEditors.Container.EditorContainer.WndProc(Message& m)
   at DevExpress.XtraGrid.GridControl.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
RawExplorer
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/Dwarf%20Fortress/RawExplorer-Beta-6/RawExplorer.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.269 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.269 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.276 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
DevExpress.Utils.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/Dwarf%20Fortress/RawExplorer-Beta-6/DevExpress.Utils.v11.2.DLL
----------------------------------------
DevExpress.Data.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/Dwarf%20Fortress/RawExplorer-Beta-6/DevExpress.Data.v11.2.DLL
----------------------------------------
DevExpress.XtraTreeList.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/Dwarf%20Fortress/RawExplorer-Beta-6/DevExpress.XtraTreeList.v11.2.DLL
----------------------------------------
DevExpress.XtraEditors.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/Dwarf%20Fortress/RawExplorer-Beta-6/DevExpress.XtraEditors.v11.2.DLL
----------------------------------------
Common
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/Dwarf%20Fortress/RawExplorer-Beta-6/Common.DLL
----------------------------------------
DevExpress.XtraGrid.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/Dwarf%20Fortress/RawExplorer-Beta-6/DevExpress.XtraGrid.v11.2.DLL
----------------------------------------
DevExpress.XtraBars.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/Dwarf%20Fortress/RawExplorer-Beta-6/DevExpress.XtraBars.v11.2.DLL
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.237 (RTMGDR.030319-2300)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
DevExpress.XtraLayout.v11.2
    Assembly Version: 11.2.10.0
    Win32 Version: 11.2.10.0
    CodeBase: file:///C:/Users/OtherPlayers/Documents/Dwarf%20Fortress/RawExplorer-Beta-6/DevExpress.XtraLayout.v11.2.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.275 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.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.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: Putnam on May 21, 2012, 12:03:20 am
Spheres are currently used in interactions with the [IS_SPHERE] token, which is subordinate to [I_SOURCE:SECRET].
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 21, 2012, 12:12:05 am
The main uses currently for spheres are with the [SPHERE:XX] token on megabeasts, and the [RELIGION_SPHERE:XX] and [SPHERE_ALIGNMENT:XX:X] tokens on entities. I think they might also be used in interactions somewhere right now but I'm not certain on that. They will be used a fair bit more once Toady gets around to diversifying the good/evil areas into "fire" areas and "ocean" areas and whatnot.

Also I found an error when I was trying to figure out the use of the filename type (which if you could illuminate me on would be helpful!). If you put in the filename type and don't put in a subtype then every time that you either right-click on that token or click in the arguments box then you get a box saying "no argument handler found for argument type: filename" and a these details:

Oops, I never actually implemented the handler for that type.  I think it's intended use was for graphic sets where one of the arguments is the filename of the image that the set uses.  It won't work properly until I add the handler though...  Next version.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: i2amroy on May 21, 2012, 02:40:25 am
Found two more tokens that you are currently missing: SYN_AFFECTED_CLASS and SYN_IMMUNE_CLASS. Also I've discovered that tokens can only be edited from places where they have "Allowed on" as a valid thing. For example I noticed that the SYN_INGESTED token was currently only allowed on creatures even though it is usable on plants as well. Whenever I tried to edit the token from a custom plant that used it I got a Continue/Exit error message. Once I went to a creature that had it and set it to allow the token on plants, then it let me edit it on the custom plant just fine.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: BradUffner on May 21, 2012, 03:09:55 am
Found two more tokens that you are currently missing: SYN_AFFECTED_CLASS and SYN_IMMUNE_CLASS. Also I've discovered that tokens can only be edited from places where they have "Allowed on" as a valid thing. For example I noticed that the SYN_INGESTED token was currently only allowed on creatures even though it is usable on plants as well. Whenever I tried to edit the token from a custom plant that used it I got a Continue/Exit error message. Once I went to a creature that had it and set it to allow the token on plants, then it let me edit it on the custom plant just fine.

Thanks, I'll take a look at that.
Title: Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
Post by: i2amroy on May 21, 2012, 06:11:19 am
Congratulations to all! We've managed to drop the number of undefined tokens under 100! (Most of which lack the ability to put their current arguments into the program anyways. :P) Great job to all who have contributed so far and to BradUffner for enabling such an awesome project in the first place! Now we just need to fill in those last few cracks and keep everything else up to date as we go along. :)
Title: Re: Modding Tool: Raw Explorer (Beta 7 - Updated 5/23/2012 - Buildings!)
Post by: BradUffner on May 23, 2012, 01:14:42 pm
Beta 7 has been released!
Title: Re: Modding Tool: Raw Explorer (Beta 7 - Updated 5/23/2012 - Buildings!)
Post by: BradUffner on May 23, 2012, 03:10:20 pm
I made a mistake when packaging this release.  If you downloaded the file before this message was posted you should download it again.
Title: Re: Modding Tool: Raw Explorer (Beta 7 - Updated 5/23/2012 - Buildings!)
Post by: Intrinsic on May 24, 2012, 01:55:57 am
Visual building editor? holy cow batman! Fantastic work on this dude.
Title: Re: Modding Tool: Raw Explorer (Beta 7.1 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on May 24, 2012, 02:36:14 am
Beta 7.1 is now available.  This bug fix release fixes 2 potential crashes related to spheres.  It also causes the building editor to correctly draw tiles set to "Use Mat Color" (Black and white with Red -> blue gradient overlay).
Title: Re: Modding Tool: Raw Explorer (Beta 7.1 - Updated 5/23/2012 - Bug Fixes!)
Post by: Jeoshua on May 24, 2012, 12:03:24 pm
Oh man, I'm starting to use Notepad++ less and less now for changing settings.  Fantastic work thus far.

And the community has really stepped forward with the token definitions.  This pleases me to no end :D

Right now I'm most concerned with the idea of this utility spitting out a 100% workable raw folder with it's default settings.  I'm testing this by importing and then exporting a mostly vanilla 34.10 raw folder (it has phoebus color and tile changes, but is otherwise normal).

I've noticed that the png graphics files are being correctly exported over, but end up about half the size.  Looking at the difference in-game shows no real changes, and examining the files in photoshop reveals that very little has actually changed, mainly being confined to the backgrounds of the files.  I assume this is all due to recompression.

Possible additions or changes:
Title: Re: Modding Tool: Raw Explorer (Beta 7.1 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on May 24, 2012, 12:46:45 pm
Thanks for the notes!  I'm just blown away by how quickly everyone got together and defined the tokens!  I really wasn't expecting this kind of response.  Like I've said before.  Raw Explorer would be useless without the correct argument definitions. All of it's fancy editors and syntax checking come directly from know what type each argument is.  Without that data you would just be editing a string.  Fantastic work guys!!!

The comments are going to be very tricky. Raw Explorer currently actually reads them and stores them in memory, but doesn't output them.  So far I haven't come up with a decent way to know which token to attach them too.  They are currently attached to the token that proceeds them in the raw file, but this isn't always correct, especially where comments are multiple lines.  Take this snippet for example:
Code: [Select]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[RELSIZE:BY_CATEGORY:LIVER:300] Of course!  Standard relative size for humanoids is 200.

Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them.  The number afterward is the healing rate.  Lower is faster.

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
There are logically actually 2 separate comments here, but physically it is one continuous block of text.  Raw explorer doesn't really have a way to correctly split this out. If you were to move the RELSZIE token up and down the token list, it would take the larger comment below it and move it too. I have a few ideas, but I don't know if it will work in all cases.  It IS something I want to get working eventually though.

I hadn't noticed the superfluous ":" in the stand alone tokens on export.  It should be an easy fix.  Thanks for bringing it to my attention.

The language tokens are actually going to be very tricky.  I'm going to have to store them separately because they "conflict" with several of the other object IDs.  For example the DWARF creature has the same objectId as the word DWARF.  This causes raw explorer to think there is a conflict.  I may have to do something like the BODYGLOSS Editor, where it is done in a separate interface.  I love the idea of displaying all the translations side by side though!


Formatting is going to be another tricky one.  Some of it can already be done using the "Sticks To" list in the definition editor.  That will only handle situations where tokens should display on the same line as previous tokens.  I have 2 things planned that should take care of most of the formatting.  The first is similar to "Sticks To", which is "Contains", where you will be able to specifiy that tokens in the contained list will be indented under the token that contains them.  The 2nd one will deal specifically with the caste issue.  I'm adding a "scope" property to token definitions where you will be able to specifiy if the token is scoped at the Object level or the Caste level.  Once that's done any caste level tokens will be able to automatically be indented under their caste.

I have some ideas about fixing the graphic set resizing bug too.  I may push out another bug fix release tonight or tomorrow to fix some of these problems.
Title: Re: Modding Tool: Raw Explorer (Beta 7.1 - Updated 5/23/2012 - Bug Fixes!)
Post by: Dunamisdeos on May 24, 2012, 01:21:54 pm
Hey there, I got a bug when I tried to add more than one resposibility tag to a noble. Crashed out of the program. Also, does the same thing if I try to add a NAME_MALE or female token.
Title: Re: Modding Tool: Raw Explorer (Beta 7.1 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on May 24, 2012, 02:13:17 pm
Hey there, I got a bug when I tried to add more than one resposibility tag to a noble. Crashed out of the program. Also, does the same thing if I try to add a NAME_MALE or female token.

I've have release Beta 7.2 that fixes this bug.  It also fixed the export formatting of tokens with no arguments.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Jeoshua on May 24, 2012, 04:00:35 pm
The formatting and commenting suggestions are of minor consequence, truly.  The primary concern is that they work correctly, and they do.

I wasn't aware of how the language definitions would overlap, but now that you mention it I suppose it could be an issue.  There should probably be an [OBJECT:LANGUAGE] subsystem of some kind that handles them in a separate environment, since they are very peculiar files in general, many different actual object types being covered under one overarching type.  Technically you can place all of the language files into one file and it works correctly so long as they're ordered correctly

I've tested this, and Masterwork also contains a language_all.txt file with all the translations in one file.  The Words and Sym files were separate, but I tested out placing them into the language_all.txt file and it worked without any noticeable problems... tho it did change what things were named in a totally seeded worldgen like any file changes seem to do.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Putnam on May 24, 2012, 11:16:13 pm
Why doesn't there seem to be a BUILDING_FURNACE type?
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on May 24, 2012, 11:24:11 pm
Why doesn't there seem to be a BUILDING_FURNACE type?

Is that a valid subtype of building?  I don't recall seeing it anywhere.  The majority of features were taken from the default raws.  If it wasn't in the default raws then it probably didn't make it in to raw explorer unless someone specifically mentioned it to me...  I don't see it being hard to add if it's actually valid.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Putnam on May 24, 2012, 11:26:32 pm
Yeah, it's valid. I use it. It's a subtype of BUILDING.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on May 24, 2012, 11:31:59 pm
Yeah, it's valid. I use it. It's a subtype of BUILDING.

Consider it added for the next version then!  Does it use the same format for tile, color, and blocking tiles as workshops?
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Putnam on May 24, 2012, 11:34:03 pm
It's all the same--the only distinction is that BUILDING_FURNACE shows up in the furnac(e) folder under (b)uildings.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Bohandas on May 24, 2012, 11:55:14 pm
looks cool
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Bohandas on May 25, 2012, 09:28:55 pm
How do I access the workshop editor shown in the topic post?
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: the_game_hunt on May 27, 2012, 03:39:43 pm
Raw Explorer 7.2  :o , Let's try this.

Oh, btw now I can download from the main link,I dont know why I couldnt
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Hugo_The_Dwarf on May 27, 2012, 04:20:06 pm
Downloading to see how this works.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on May 28, 2012, 02:14:40 am
How do I access the workshop editor shown in the topic post?
Sorry about the delay in answering your question, I've been doing some emergency server repair work after a RAID failure for my "Real Job".
Right click on a workshop name on the tree view on the left.  If you are creating a new workshop you will need to add a new workshop object first the "normal" way, then right click the new object.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Dunamisdeos on May 28, 2012, 04:31:04 am
This thing is great. I still find myself fine-tuning my entities and creatures by hand after running them through this, perhaps out of habit. Fantastic tool though, it should help new modders get into it easier.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 07, 2012, 09:17:16 pm
Just a quick update since I haven't posted anything in a while.

I'm working on handling the language files.  There is quite a bit of work needed refactoring parts of the program to be able to handle them, so this update may take longer than my others.  I'll post some preview images of the language editor once I have more progress.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: TDSS02 on June 08, 2012, 01:59:00 am
Hello everyone I have a question, i imported the Orcs, Beastmen, Gnolls and Ratmen races from 1v0ry_k1ng's plugin races mod and every time i start RAW explorer it gives a duplicate error on 3 of the 4 races i added and i just cant figure it out. All i did was unzip it and put the raw files in the appropriate folders straight from the zip file. I opened the txt files described below and cant find any duplicate entries in them. Here is what it's saying.

Duplicate object "BEASTMAN".
Found in "graphics\graphics_beastmen.txt".
First found in "graphics\graphics_beastmen.txt".

Duplicate object "GNOLL".
Found in "graphics\graphics_gnolls.txt".
First found in "graphics\graphics_gnolls.txt".

Duplicate object "RATMAN".
Found in "graphics\graphics_ratmen.txt".
First found in "graphics\graphics_ratmen.txt".
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 08, 2012, 02:03:21 am
Hello everyone I have a question, i imported the Orcs, Beastmen, Gnolls and Ratmen races from 1v0ry_k1ng's plugin races mod and every time i start RAW explorer it gives a duplicate error on 3 of the 4 races i added and i just cant figure it out. All i did was unzip it and put the raw files in the appropriate folders straight from the zip file. I opened the txt files described below and cant find any duplicate entries in them. Here is what it's saying.

Duplicate object "BEASTMAN".
Found in "graphics\graphics_beastmen.txt".
First found in "graphics\graphics_beastmen.txt".

Duplicate object "GNOLL".
Found in "graphics\graphics_gnolls.txt".
First found in "graphics\graphics_gnolls.txt".

Duplicate object "RATMAN".
Found in "graphics\graphics_ratmen.txt".
First found in "graphics\graphics_ratmen.txt".

Can you give me a link to download that mod?  If you can't find an actual duplicate it's possible there is a bug in Raw Explorer I need to fix.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 08, 2012, 02:19:07 am
I found the mod and duplicated the error you are getting.  It does indeed look like a bug in raw explorer.  You should be able to ignore the warnings raw explorer is giving you.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: TDSS02 on June 08, 2012, 02:31:06 am
Hey thanks for the quick reply, by the way great program you have. It really is amazing. I do ignore it but when i check the graphics tabs of other entities they are vastly different. It looks like if i ignore it it wont show the graphics because there are no entries. For example for beastmen It just says...

[FILE:example/beastmen.png]
[TILE_DIM:16:16]
[PAGE_DIM:10:2]

and for lets say Orcs it reads...
[DEFAULT:PEOPLES:0:23:AS_IS:DEFAULT]
[CHILD:PEOPLES:2:23:AS_IS:DEFAULT]
[DRUNK:PEOPLES:1:23:AS_IS:DEFAULT]
[STANDARD:PEOPLES:0:23:AS_IS:DEFAULT]
[AXEMAN:PEOPLES:0:24:AS_IS:DEFAULT]
[HAMMERMAN:PEOPLES:2:24:AS_IS:DEFAULT]
[MACEMAN:PEOPLES:3:24:AS_IS:DEFAULT]
[SWORDSMAN:PEOPLES:1:24:AS_IS:DEFAULT]
[SPEARMAN:PEOPLES:4:24:AS_IS:DEFAULT]
[WRESTLER:PEOPLES:6:24:AS_IS:DEFAULT]
[BOWMAN:PEOPLES:5:24:AS_IS:DEFAULT]
etc.. all with +'s for an extended menu. Does it matter if i use Phoebus graphics?
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 08, 2012, 02:42:20 am
Unfortunately this is going to be a nasty bug to fix. This mod invalidates one of the fundamental assumptions I made about object Ids.  I had been operating under the assumption that the Ids were always unique within each Object Type, in this case "GRAPHICS".  What's happening is that Raw Explorer is seeing 2 different objects with the same "BEASTMAN" Id with the same Object Type GRAPHICS, one for the TILE_PAGE object, and one for the CREATURE_GRAPHICS object.  Since they both fall in to the same Object Type there is a collision in the way Raw Explorer stores the objects.

You could work around the problem by changing the line "[CREATURE_GRAPHICS:BEASTMAN]" to something like "[CREATURE_GRAPHICS:BEASTMAN2]", which should all Raw Explorer to process the files correctly.  I don't think making that change would break anything in the mod either, but I'm not 100% sure.

This problem is similar to what I have to deal with for the Language files.  The solution I'm working on for that, to store those objects separately, may work here also, but I'm worried that this may be a sign of a deeper architectural flaw in that way I wrote Raw Explorer.

I will explorer different options as I work on the functionality for the language files.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: TDSS02 on June 08, 2012, 02:47:49 am
Thanks BradUffner, ill try it out and see what happens. Keep up the good work. Before i found this program i was using DF Mod Manager which was way outdated and i dont think is supported anymore so this was a great find for me.

Quick question, would i be able to try this out in arena mode to see if it displays the graphic correctly or is it just for fortress mode?
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 08, 2012, 03:08:49 am
I was wrong.  The workaround I gave you will indeed break the mod and not let the creature show up.

The "proper" workaround would be to replace the raw file with something more like this:
Code: [Select]
[OBJECT:GRAPHICS]

[TILE_PAGE:BEASTMEN]
[FILE:example/beastmen.png]
[TILE_DIM:16:16]
[PAGE_DIM:10:2]

[CREATURE_GRAPHICS:BEASTMAN]
[DEFAULT:BEASTMEN:0:0:AS_IS:DEFAULT]
[STANDARD:BEASTMEN:0:0:AS_IS:DEFAULT]

    [WRESTLER:BEASTMEN:0:0:AS_IS:DEFAULT]
[MASTER_WRESTLER:BEASTMEN:0:1:AS_IS:DEFAULT]
[SWORDSMAN:BEASTMEN:1:1:AS_IS:DEFAULT]
[MASTER_SWORDSMAN:BEASTMEN:1:1:AS_IS:DEFAULT]
[SPEARMAN:BEASTMEN:3:1:AS_IS:DEFAULT]
[MASTER_SPEARMAN:BEASTMEN:3:1:AS_IS:DEFAULT]
[PIKEMAN:BEASTMEN:4:1:AS_IS:DEFAULT]
[MASTER_PIKEMAN:BEASTMEN:4:1:AS_IS:DEFAULT]
[BOWMAN:BEASTMEN:8:1:AS_IS:DEFAULT]
[MASTER_BOWMAN:BEASTMEN:8:1:AS_IS:DEFAULT]
[MACEMAN:BEASTMEN:6:1:AS_IS:DEFAULT]
[MASTER_MACEMAN:BEASTMEN:6:1:AS_IS:DEFAULT]
[CROSSBOWMAN:BEASTMEN:5:1:AS_IS:DEFAULT]
[MASTER_CROSSBOWMAN:BEASTMEN:5:1:AS_IS:DEFAULT]
[HAMMERMAN:BEASTMEN:7:1:AS_IS:DEFAULT]
[MASTER_HAMMERMAN:BEASTMEN:7:1:AS_IS:DEFAULT]
[AXEMAN:BEASTMEN:2:1:AS_IS:DEFAULT]
[MASTER_AXEMAN:BEASTMEN:2:1:AS_IS:DEFAULT]
[LASHER:BEASTMEN:9:1:AS_IS:DEFAULT]
[MASTER_LASHER:BEASTMEN:9:1:AS_IS:DEFAULT]
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: TDSS02 on June 08, 2012, 03:19:41 am
Wow thanks BradUffner really appreciate it. What would you replace for the gnolls and ratmen?

This:
[TILE_PAGE:GNOLL]
   [FILE:example/gnolls.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:9:3]

To this:
[TILE_PAGE:GNOLLS]
   [FILE:example/gnolls.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:9:3]

and this:
[TILE_PAGE:RATMAN]
   [FILE:example/ratmen.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:9:5]

to this:
[TILE_PAGE:RATMEN]
   [FILE:example/ratmen.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:9:5]
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 08, 2012, 03:37:36 am
Exactly. Make sure you change the arguments for the tokens inside the CREATURE_GRAPHICS object to match also.
For example
[DEFAULT:GNOLL:0:0:AS_IS:DEFAULT]
to
[DEFAULT:GNOLLS:0:0:AS_IS:DEFAULT]

That 1st argument for each "job" needs to match the ObjectId of the TILE_PAGE the image is on.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: TDSS02 on June 08, 2012, 04:00:59 am
You are the man, thank you and well done.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: TDSS02 on June 08, 2012, 05:04:24 am
One more question i am curious about. If there is a Creature in the creature folder that doesn't display any graphic or letter just a black box does that mean there will be no graphic in game? because for some reason the orc graphic doesn't show in the creature menu and i didn't know if it was a problem or not.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 08, 2012, 11:26:50 am
The game displays creatures different than Raw Explorer does.  When the game actually displays a creature it has a "real" instance of a creature to deal with, it knows all the information about the creature, such as its "job", and life state.  When Raw Explorer displays a creature it doesn't have any of that, it just has the Template for lack of a better term.  It has to make a guess by looking through the Entries for the  CREATURE_GRAPHICS that match the creature type and try to pick one of those entries that makes sense.  What Raw Explorer has a list of "job" priorities that it looks for in order.  That order is DEFAULT, STANDARD, and CHILD.  Of those it tries to find the one with the "DEFAULT" life state.  If it cant find that life state then it displays the first one from the list that it DID find.  So there is no grantee that just because raw explorer doesn't display the creature graphic that the game won't also.

I have plans for a Graphic Set editing screen that allows you to view all the graphics for a creature, adding and editing them in a visual grid with tile pickers, but that is a few releases off.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: TDSS02 on June 08, 2012, 03:16:30 pm
Thanks BradUffner sounds like this program is really going to be quite robust, i cant wait to see it when everything is implemented.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Roses on June 08, 2012, 05:32:25 pm
Really liking this program, you are doing a great job.

A couple suggestions:

1. When you create a new creature or other object type maybe it should come with empty tags for the required appearance of the object (for instance a BODY tag, NAME tag, etc...). I know you can already copy and paste other entries so it's not a big deal, but if its easy it might be a nice addition.

2. It lets me add any number of tokens I want without generating an error. For instance I could have 4 [ALCOHOL_DEPENDENT] tags on the same creature. Not game breaking, but would be nice if it at least gave you a little message, "this creature is already alcohol dependent, are you sure you want to add that tag?".

3. Undo/Redo aren't working. I don't know if they are supposed to be yet, but I thought I would say something.

4. When creating a new object, it would be nice if we could create a new .txt file to contain our object. I know I can just go and make one manually and it will work fine, but it would be nice if it were an option in the program.

5. When creating a new creature from scratch the BODY token isn't giving me the drop down menu until I type something into it (can be anything).

6. It gives me an error when trying to use the workshop designer on a new building. Also, I was able to select any subtype when creating a new building and so when exporting my raws I got a [TISSUE_TEMPLATE:BUILDING_TEST] object.

Overall I think this is a marvelous program, and most of the things I found are basically a "don't be a fool" type things. Perfect for my uses, just wish it kept an eye on me a little more carefully. I am prone to making mistakes.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 08, 2012, 05:41:22 pm
Thanks for the feedback!

1. I like this idea.  Making it happen will probably involve some "default" text files that store what the different object types look like.  I'll add it to the list of future stuff.
2. This problem will eventually be fixed by the "Sanity Check" feature that will go through the entire library looking for potential problems.
3. Not implemented yet.
4. Good idea, I'll add it.
5.  I will look in to it.
6.  Oops, I'll fix that.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Lofn on June 09, 2012, 01:32:36 am
Posting to watch, and to express my mild aggravation that you did this before me. I'd been considering something like this for creature modding.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 10, 2012, 10:25:21 pm
Posting to watch, and to express my mild aggravation that you did this before me. I'd been considering something like this for creature modding.

If you know .Net based languages you should be able to make use of the extensive plugin system I have planned.  You will be able to make all kind of specialized editors.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Askot Bokbondeler on June 13, 2012, 08:55:48 am
how would i go about creating new token definitions? none of the skill rates tokens are listed yet
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 13, 2012, 10:51:33 am
There is currently a bug preventing new tokens from being defined.  Theoretically you would define them by finding the token on an item and defining like normal, but the web service is currently returning an error when you try to submit the token.  I should be able to fix that before the next release without you guys needing to download anything.  I just need to sort through the mess I currently made with the language and graphic handling.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Fortis on June 13, 2012, 07:46:00 pm
Even incomplete, this program is a godsend for a novice modder like me. Thank you!
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: eggthief on June 16, 2012, 07:54:41 am
Hey when I import my raws I get this error message by microsoft .net framework:
"Unhandled exception has occured in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Conversion from string "16x 16" to type 'Integer' is not valid."

The detail list is as follows;

Spoiler (click to show/hide)

When I click continue it will just load for hours without result.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 16, 2012, 12:02:15 pm
My best guess is that this is coming from the graphics set you have installed.  I don't have access to the source code to check right now, but I will look in to it as soon a I have a chance.

If you could zip up your raw folder and email it to bradley.uffner@gmail.com it would help me diagnose the problem and stop Raw Explorer from crashing there in teh future.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 19, 2012, 02:47:44 am
One of the drives in my desktop stopped working sometime on Friday.  After reinstalling windows and restoring everything from a recent backup that was made the night before I'm back to work on Raw Explorer.  No source code was lost, just time.
Let this be a lesson, Backups are GOOD! Don't risk it, make a backup!
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: luppolo on June 19, 2012, 02:57:55 am
Let this be a lesson, Backups are GOOD! Don't risk it, make a backup!

as stupid it might sound, when i code i store and edit source files right in the dropbox folder
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 19, 2012, 03:07:26 am
as stupid it might sound, when i code i store and edit source files right in the dropbox folder
That's a great idea for solo projects that don't require something fancy like Source Control!
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 20, 2012, 12:20:19 am
Part of the refactoring I'm working on called for a new way of dealing with the graphic sets, tile sets, and color configurations. All of which required a new options dialog to set everything up.  The old method of pointing Raw Explorer to the path of the Dwarf Fortress program made using multiple configurations a pain.  Now you are presented with different options about which tile set and color scheme you want to use.  tile set images can be dropped in to the data folder, as can color text files with different themes in them.  Raw Explorer can switch between them on the fly with the new options menu.  This makes dealing with different sized graphic sets a lot easier. The color sets will be editable and exportable via this GUI also.

Now that a lot of the background graphic infrastructure has been refactored in to a more sane system I can get back to adding support for the missing features.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 21, 2012, 03:41:40 pm
The language files have been successfully imported in to the library!  This was actually a lot more challenging that I predicted.  There were several issues with the order that files were being read (translations before words) that needed to be sorted out.  Time to start building the user interface for managing the words, languages, translations, and symbols.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 22, 2012, 04:34:56 pm
A quick preview of the language editing dialog.
Spoiler (click to show/hide)

I've tried a few things to try and properly display the accented characters, but I'm not having any luck so far.

Of course the quick find (ctrl-f) is working too, which seems useful language related stuff.
Spoiler (click to show/hide)

*update*
Now with a little bit more functionality!
Spoiler (click to show/hide)
Refactoring the object's token editing grid in to it's own control has turned out to be a fantastic investment in time.  With just a few lines of code I can place a token editing grid anywhere that it would be useful to have one.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: Roses on June 24, 2012, 09:36:34 pm
As far as other features go, I've added the ability to add and remove objects from the batch list, which is what the batch scripts will operate on.  I've got the scripting pretty much locked down and working now.

Could you give us an example of how to add a token to a group of creatures using scripts?
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: BradUffner on June 24, 2012, 10:00:48 pm
As far as other features go, I've added the ability to add and remove objects from the batch list, which is what the batch scripts will operate on.  I've got the scripting pretty much locked down and working now.

Could you give us an example of how to add a token to a group of creatures using scripts?
This will add a token to all the items selected in the Batch.
Code: [Select]
imports RawExplorer

public class Script
     inherits ScriptBase
     public overrides sub runBatchScript(library as RawLibrary)
          obj.addToken("ExampleToken", "Argument1:Argument2:Argument3")
     End Sub
end class

If the token you want to add doesn't take arguments, just use an empty string, like this
obj.addToken("ExampleToken", "")
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Roses on June 24, 2012, 10:18:11 pm
Sweet, saves me a lot of time, thanks!
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Roses on June 24, 2012, 10:33:05 pm
Hmm, I keep getting, 'Script Failed'

Code: [Select]
imports RawExplorer

public class Script
inherits ScriptBase
public overrides sub runBatchScript(library as RawLibrary)
obj.addToken("EXTRA_BUTCHER_OBJECT", "BY_TOKEN:BRAIN")
End Sub
end class
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on June 24, 2012, 10:59:12 pm
Oops, I'm sorry, I used the wrong method signature for the override. Replace it with this:
Code: [Select]
Public Overrides Sub runBatchScript(library As RawLibrary, obj As RawObject)
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Roses on June 25, 2012, 12:21:49 am
That did it, thanks!

Sorry to keep bothering you, but is there anyway to move more than one creature at a time into the batch folder? Or perhaps a keyboard short cut? It takes a while to right click each one.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: randyshipp on June 26, 2012, 11:00:19 am
I'm feeling like a knucklehead.  I have no modding experience or even RAW editing experience.  As a result, I don't feel like I understand well enough what this utility is doing to be able to get it to work for me.

1) I see mention in the last few pages of this thread that the Options dialog should include ways to change the tileset, etc., but my Tools > Options dialog includes only "Path to 'Dwarf Fortress.exe'" and tokens login information.  I'm pretty sure I downloaded the latest version (beta 7.2)...

2) I'm just unclear on the very basic steps to use the program.  Tell me if this is correct:
    - Back up existing DF raws folder
    - Create a New Library
    - Import RAWs from my current DF installation (34.11 with Phoebus)
    - Add/Delete/Change stuff
    - Export RAWs back to current DF raws folder, telling to overwrite existing stuff?

Thanks.  I'm just trying to add HEALING_RATE to nails...
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: Roses on June 26, 2012, 12:41:49 pm
If all you want to do is add healing rate to nails I would suggest doing that directly. This tool is more for examining the raws in mass, and making lots of changes via the script option. Although it is entirely possible to just change one thing, it adds about 4 steps that you wouldn't have to go through if you just went to raws->objects->tissue template and changed it there.
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on July 01, 2012, 11:25:54 pm
Sorry for the slow progress lately, but I'm still working!

New Languages and words can now be added.
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 7.2 - Updated 5/23/2012 - Bug Fixes!)
Post by: BradUffner on July 01, 2012, 11:33:30 pm
I'm feeling like a knucklehead.  I have no modding experience or even RAW editing experience.  As a result, I don't feel like I understand well enough what this utility is doing to be able to get it to work for me.

1) I see mention in the last few pages of this thread that the Options dialog should include ways to change the tileset, etc., but my Tools > Options dialog includes only "Path to 'Dwarf Fortress.exe'" and tokens login information.  I'm pretty sure I downloaded the latest version (beta 7.2)...

2) I'm just unclear on the very basic steps to use the program.  Tell me if this is correct:
    - Back up existing DF raws folder
    - Create a New Library
    - Import RAWs from my current DF installation (34.11 with Phoebus)
    - Add/Delete/Change stuff
    - Export RAWs back to current DF raws folder, telling to overwrite existing stuff?

Thanks.  I'm just trying to add HEALING_RATE to nails...

Most of the discussion on the last few pages has been about the changes and progress coming to the next version, not 7.2, so you aren't missing anything.

You can skip creating a new library if you don't already have one open.  Importing raws will automatically create on for you.  You shouldn't need to make a backup of your raw folder, Raw Explorer will only ever read from that folder.  When you export just pick a new directory to dump the raws out to.  A "Library" is Raw Explorer's internal save format.  You can save and load all your in progress and edits in the library without having to re import and export your raws whenever you open or close the program.

As far as exporting, there are a few files the 7.2 doesn't understand yet, mostly language files, so you may have to copy those over from some other source.  I'm currently working on adding support for all the files so that when you export you get a complete, fully working raw directory.  That will be the main focus of the next version.

Ideally the order of steps for working would be:
1. Open Raw Explorer
2. Import your starting raw directory
3. Make changes
4. Export Raws, and test them
5. Save library
6. Close Raw Explorer
7. Get some sleep
8. Open Raw Explorer
9. Open the library you saved previously
10. Make more changes
11. export and test
12. etc, etc, etc.....
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 15, 2012, 02:58:26 pm
I'm uploaded Beta 8!  This version has gone through a LOT of refactoring and other code changes to hopefully support future features better.  Quite a few things could use a heavy dose of testing, especially the token editing grid.  Copy and paste code across the program has changed a lot also and may not be fully functional (due to bugs).  If you find anything that seems to be broken now that used to work before please let me know.

The main feature added to this release are the support for the language files, and the redesigned options dialog.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 15, 2012, 05:34:25 pm
This program just keeps getting better and more useful every time I check up on this thread.
Great work!
I'll use it in the next few days and see if I can find some bugs or suggests some features.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 15, 2012, 05:38:54 pm
The next major feature will be full graphic set support.  Importing the graphic images, associating  creatures and their different states and roles to the correct graphic, all via nice GUI.  I'm hoping to even get some (simple) graphic editing in place for tweaking pixels and colors.  Of course bug fixes will continue to roll out.  I still need to fix the web service for the token definitions so that it's possible to add new previously undefined tokens to the database.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 15, 2012, 06:14:31 pm
If anyone wants to know how to add your own tile and color sets, just drop the image / color file in to the appropriate folder inside the "Data" directory and restart Raw Explorer.  They will then show up in the options dialog.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Dragoon209 on July 18, 2012, 02:09:22 pm
I'm working on adjusting a large amount of Raws, and then posting them to the Wiki in an attempt to 'Fix' some of the creatures that are broken in the Vanilla Dwarf Fortress.  While your program makes it VERY easy to make changes to my own raws, getting those changes to others may prove difficult.

Currently, I can make a change to a creature, and then right click it on the right, and choose copy.  I then have a perfectly formatted version of that creature.  Is there a way I can easily re-import that into somebody else's raws?  I can manually find/replace, but i'm looking for a way to idiot-proof it as much as possible.  Any suggestions?
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Roses on July 18, 2012, 02:34:10 pm
The next major feature will be full graphic set support.  Importing the graphic images, associating  creatures and their different states and roles to the correct graphic, all via nice GUI.  I'm hoping to even get some (simple) graphic editing in place for tweaking pixels and colors.  Of course bug fixes will continue to roll out.  I still need to fix the web service for the token definitions so that it's possible to add new previously undefined tokens to the database.

I am really looking forward to this update!
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 21, 2012, 01:18:04 pm
Alright, while applying creature graphics to raws, I had some opportunity to find bugs.


steps to reproduce
it crashes at about 2/3rds from the top
Here's the error log.
Spoiler (click to show/hide)
I will upload the raws I used later.
EDIT: here they are: http://dffd.wimbli.com/file.php?id=5945
Again, this is an extremely useful tool and it saved me a lot of time!
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 22, 2012, 12:18:32 am
  • loading too many creature graphics crashes the program (64bit win7). According to the main window, it loaded 4760 objects from raws

I found the bug in raw explorer that causes the crash, and it's been fixed for the next version.  However, it looks like it was due to some bad data in one of your graphic files.

Check out graphics_CLA_animalmen-h.txt, the entry for IMPALA_MAN.
It currently reads:
Code: [Select]
[CREATURE_GRAPHICS:IMPALA_MAN]
[DEFAULT:ANIMALMEN-H:0:0:ADD_COLOR]
[CHILD:CLA_ANIMALMEN-H:0:0:ADD_COLOR]
Shouldn't it be this? (note the "CLA_" I added to the default texture)
Code: [Select]
[CREATURE_GRAPHICS:IMPALA_MAN]
[DEFAULT:CLA_ANIMALMEN-H:0:0:ADD_COLOR]
[CHILD:CLA_ANIMALMEN-H:0:0:ADD_COLOR]
After fixing that line the raws will import correctly.  Raw Explorer was crashing trying to find the image file referenced by that line which didn't exist.

Thanks for the bug reports!  I'm still looking in to the first bug you reported, about the tile sizes.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 22, 2012, 12:24:30 am
I can't reproduce the problem you are seeing with 18x18 tiles, they are displaying fine for me.  Are you sure you selected an 18x18 tileset in the options?  Raw explorer bases all it's drawing on the size of the selected Tileset, not the graphic set.  If you select a 16x16 tileset and use an 18x18.

If you are using an 18x18 tileset, and still see the problem, can you post a screenshot of Raw Explorer showing it?
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 22, 2012, 10:16:20 am
Thanks for catching that raw error!
As for the other problem, I had to click one a creature before it applied the changed tileset. Didn't do that before.
So everything is fine now.

EDIT: I forgot, will the item and inorganic categories eventually display a little graphic symbol like plants and creatures?
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 22, 2012, 10:32:56 am
Thanks for catching that raw error!
As for the other problem, I had to click one a creature before it applied the changed tileset. Didn't do that before.
So everything is fine now.

EDIT: I forgot, will the item and inorganic categories eventually display a little graphic symbol like plants and creatures?

I'll see if I can get the tileset change to happen instantly, without the extra click.

I'd eventually like everything to get a graphic, especially if they have a significant display in game.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 22, 2012, 05:28:51 pm
Here is a VERY early preview of the graphics editing screen.  So early in fact, that it doesn't even show the graphics yet, but it does give you some idea of the layout I'm going for.  I'm not sure where in the field order I want to place the graphic picker, I'm thinking either after "Image", or as the last field.  I'm also not sure how I feeling about the way the grouping is handled (entity position level items will show up as a 3rd category along with General and Profession)
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 22, 2012, 07:01:28 pm
Assuming the graphic picker will be a icon with dropdown menu or an icon either way, putting it in front of the Token might be useful. It's consistent with how it's displayed in the menu on the left, and more importantly it's right next to the name (STANDARD, CHILD, MINER, etc), which makes it easy to see at first glance.

If my assumption is wrong, and the graphic picker does not actually display the graphic, I think it's fine anywhere. But the icon should be next to the name.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 22, 2012, 07:12:51 pm
Assuming the graphic picker will be a icon with dropdown menu or an icon either way, putting it in front of the Token might be useful. It's consistent with how it's displayed in the menu on the left, and more importantly it's right next to the name (STANDARD, CHILD, MINER, etc), which makes it easy to see at first glance.

If my assumption is wrong, and the graphic picker does not actually display the graphic, I think it's fine anywhere. But the icon should be next to the name.

It'll actually use the exact same UI that the tile picker uses when selecting which tile a creature will use in the token grid.  The only reason I hesitate to put it on the left is because you need to select which image sheet the graphic is drawn from before you can pick the specific graphic.  It feels strange having to do the fields out of order.

I'm having a few issues with the control library allowing me to do the drawing in the way I want though.  The controls are designed to only display text, and I have to override the behavior if I want to pain images in the cells.  Everything works fine when the cell with the image does not have focus, but when it does the "text" value of the cell is getting painted over top of the image, which looks really bad.  If I can't figure out a way to fix the drawing, I may need to seperate the field in to 2 separate fields, one with just the image, and the other with the drop down to select it.

Also, I've had to change the grouping from the original screenshot already.  Now that I'm painting the images it just doesn't work.  I'm going to experiment with a few other options.


Thank you for the feedback though, that's exactly why I post the previews so early.  I like getting input before I go to far with the coding and feel locked in by the amount of work that I would have to do to change things around.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 22, 2012, 07:22:22 pm
Opinions on these different options?
Option 1:
Spoiler (click to show/hide)

Option 2:
Spoiler (click to show/hide)

Personally, I'm leaning towards #2
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 22, 2012, 07:26:46 pm
Here is another option:
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 22, 2012, 07:29:40 pm
I can even do away with the "category" field completely...  So many choices.

Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Roses on July 22, 2012, 09:08:53 pm
Honestly they all look good to me, but then I'm not a very picky person. I would say that the category field isn't necessary and it looks better without it. Other than that I personally prefer the images on the left hand side like how they are in the rest of your program
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 22, 2012, 09:15:59 pm
The control library I'm using makes changing the order of fields, grouping, and showing / hiding fields very easy to do by the user at run time.  For most of the grids I disable this, since it would interfere with a lot of the other features.  In the case of the graphic set editor I can leave it enabled so that people can customize the grid however they want, since there are so many options.

I just need to pick a sensible default now.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: zilpin on July 22, 2012, 09:29:00 pm

Source Code?

Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 22, 2012, 09:34:33 pm

Source Code?

At the moment I haven't decided if I want to release the source code or not.  Having the source code wouldn't be very helpful to 99.99% of people because the control library I'm using (DevExpress WinForms) isn't open source and it costs about $800 per license.  You wouldn't be able to build from source without access to that licensed library.

Eventually there will be an extensive plugin API that will allow others to customize and add features without having access to the source code or a Dev Express license.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Roses on July 22, 2012, 10:03:19 pm
Well whatever you decide, keep up the awesome work!

If I might make a request?
The only thing I really noticed while I was using this (and I was using it quite a lot) was that I wished I was able to select more than one creature at a time to 'Add to Batch'.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 22, 2012, 10:07:30 pm
Well whatever you decide, keep up the awesome work!

If I might make a request?
The only thing I really noticed while I was using this (and I was using it quite a lot) was that I wished I was able to select more than one creature at a time to 'Add to Batch'.

Hmm... I thought that was already supposed to allow that.  I will look in to it.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 23, 2012, 10:21:34 am
Multi-selection in the object tree has been fixed for the next version.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 23, 2012, 01:33:28 pm
Looking at your screenshots, I definitely prefer the icon next to the name. As for how to display the category, bot options work fine, really.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 23, 2012, 04:32:32 pm
Preview of the graphic set editor with working graphic selector!  I've also cleaned up the grid significantly, but it still needs a bit more tweaking.  I still need to figure out an interface for adding new entries for creatures.

Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: inEQUALITY on July 23, 2012, 05:17:06 pm
I may hate using tilesets, but this new feature may convince me to make tilesets for my mod... if I ever get around to it. Seriously, this utility is about the only thing that can help counteract my utter laziness when it comes to modding; it's just so, so useful  :P
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 23, 2012, 05:30:03 pm
The only reason I hesitate to put it on the left is because you need to select which image sheet the graphic is drawn from before you can pick the specific graphic.  It feels strange having to do the fields out of order.

What about this:
icon to the left of the name. image sheet selector further right. Next to the image sheet a coordinate of the tile on the image sheet (3:1 for example)
If you click the image sheet, you select the image sheet, if you click the coordinate, you can enter a coordinate, only after you selected the image sheet from a drop-down menu.

If you click the icon it lets you choose the tile unless you haven't specified an image sheet yet in which case it will just display the same drop down menu as the image sheet field.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Meph on July 23, 2012, 10:52:50 pm
I just wanted to compliment you on the advancements you made. :) Well done, and I am curious how this will go on... :)
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Dragoon209 on July 24, 2012, 01:50:24 pm
Suggestion:  Could you add an indicator to show what source file the current creature is in?  For instance, when you right click on a creature and choose 'Move to Source...', it would list Adder as > "** creature_temperate_new.txt"

Thanks!
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 24, 2012, 07:32:09 pm
Suggestion:  Could you add an indicator to show what source file the current creature is in?  For instance, when you right click on a creature and choose 'Move to Source...', it would list Adder as > "** creature_temperate_new.txt"

Thanks!

I keep meaning to add this but I always get distracted by something else.  My intent is to add it to the status bar at the bottom when an object is selected.

*UPDATE*
In for next version:
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 25, 2012, 01:50:36 am
Not a huge feature, but a nice little convenience; you can now select your tileset and colors from the toolbar.  This helps fill up some of the empty white space that has been bugging me for a long time.  Also, this fixes the refresh bug in the object tree when changing tilset sizes.
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 25, 2012, 06:41:08 am
Looking good!
Just had another idea. Similar to the preview in Phoebus' tileset assembler, it would be very useful to have some "composite screenshot" window in Raw Explorer.
That is, a mockup screenshot of DF where you have a 16x16 area or whatever and you can set each tile to contain what you want. So for example you set it to display grass tiles, place some trees and walls, some creatures, etc.

It would be very useful to fine tune colors for contrast and visibility, look at creature graphics in a "natural environment" and how they stick out, see how various tiles work together and so on.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 25, 2012, 07:23:37 am
Looking good!
Just had another idea. Similar to the preview in Phoebus' tileset assembler, it would be very useful to have some "composite screenshot" window in Raw Explorer.
That is, a mockup screenshot of DF where you have a 16x16 area or whatever and you can set each tile to contain what you want. So for example you set it to display grass tiles, place some trees and walls, some creatures, etc.

It would be very useful to fine tune colors for contrast and visibility, look at creature graphics in a "natural environment" and how they stick out, see how various tiles work together and so on.

Fantastic idea!  I could allow you to draw up "scenes" and even save / load them for later.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 25, 2012, 07:55:15 am
save / load
Yes, that's what I had in mind. I don't know what would be more useful for drawing, though.
Either you have some sort of drawing tool where you designate which color means what (like chromafort and similar tools for example), maybe even with the ability to import bitmaps.
Or you can doubleclick tiles and select from a list what to put on that tile. And have a right-click menu for adding more things, deleting stuff, etc.

I think the first option would be more annoying to code and the more I think about it, the less useful it would be. As long as you can ctrl+select and draw rectangles to select tiles in the second option (kind of like common file explorers or the various selection tools in photoshop - subtract, add, select all, inverse selection), it will probably be easier.

I imagine a good workflow would look like that

-select all
-rightclick > assign to tile > select some grass
-ctrl+click some tiles >rightclick> assign to tile > some trees
-select another tile, add a creature
-select a few more tiles, make walls (I guess some auto-wall-script that puts the correct wall tile would be mandatory)
-save as or export or whatever
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 25, 2012, 07:59:43 am
I can actually use a lot of the same code that the building editor uses for drawing.  Just treat it as a virtual 12x12 building without the layers.  It wouldn't have all the fancy stuff like line drawing, but it would do for a start.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Meph on July 25, 2012, 01:09:25 pm
Just run the program after a long time... really, really nice changes. It also has no bugs or crashes at all, even with my giant bundle of messed up raws, it reads everything nicely.

I just noticed you are missing the tooltip for the building tags, like fire_safe_only or buildmat...

What I wanted to ask: Is there any way to get the output in a list, or .txt-file ? As in: Write down all items alphabetically in a txt, or every plant, or every inorganic mat ? By name/ID I guess. If not, then I compare and write it by hand.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: i2amroy on July 25, 2012, 01:21:48 pm
I just noticed you are missing the tooltip for the building tags, like fire_safe_only or buildmat...
Some of these are because the list of tokens was built from what was in the default raws, as such every once in a while you stumble across an actual token such as [FIRE_BUILD_SAFE] that doesn't show up in the tokens list because it isn't present in vanilla. If you find any tokens that are missing tooltips, check them against the list here (http://dftokens.gumpstudio.com:8080/TokenList.aspx). If they aren't there then just list them in the thread and they can probably be added to the list fairly easily (at least I believe so) and we can get the tooltips present on them.

Also as a note it would be nice to have a way to define a completely new token at some point without needing you to manually add it to the list. That way if there is ever a new token introduced and you aren't around at the time we can still get it added to the list (with approval of course) and get a definition up for it.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 25, 2012, 01:24:54 pm
Also as a note it would be nice to have a way to define a completely new token at some point without needing you to manually add it to the list. That way if there is ever a new token introduced and you aren't around at the time we can still get it added to the list (with approval of course) and get a definition up for it.

I'll take another stab at getting that working today.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 25, 2012, 02:45:19 pm
I think I fixed the web service to allow new tokens to be added.  No update is needed on your end.  To add a new token just find it on an object in raw explorer and define it as normal.

If there are any problems please let me know,
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 25, 2012, 09:48:28 pm
I feel a little bad about doing this in this forum, but I think the benefits more than make up for it...

A friend of mine was recently diagnosed with lung cancer.  Next month I'll be running in the Free To Breathe 5k race in Harrisburg PA to benefit lung cancer research.  If you find Raw Explorer useful, and have the money, please consider sponsoring me in the race here (http://participate.freetobreathe.org/site/TR/RunWalk/General?px=1365642&pg=personal&fr_id=1586).  All of the money goes directly to research, and the donation is tax deductible.  I will never ask for any money for Raw Explorer, but it would mean a lot to Kendra and myself if you could donate for this cause.  Any little bit you can give will help; thank you all!
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 27, 2012, 12:38:34 am
My current work in progress:
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Tierre on July 27, 2012, 03:19:58 am
WOW tile editor:) That's cool:) I am just awed by what your programm can do:)
Feature request - tool to load all entries in a list in txt/xml format with the properties of your choice. In a big mode like MasterWork it can be very good to load all metal and check their properties in an excel table, check all gems, stone and such. It would be very cool and convenient (for example i myself added some metals to vano=illa and then added civiisation forge mod - then i had troubles understanding which metal is better).
Maybe an option for setting some colors on those columns is even better - like you put a tick near column of weight and in a table you see this column colored from red to green in different gradients, making it easier to understand which metal is good for what.
Thanks for your good work (btw i like tile geine very much too - repaired broken ironhand tileset with it once and was very happy about it:) )
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 27, 2012, 11:18:31 am
WOW tile editor:) That's cool:) I am just awed by what your programm can do:)
Feature request - tool to load all entries in a list in txt/xml format with the properties of your choice. In a big mode like MasterWork it can be very good to load all metal and check their properties in an excel table, check all gems, stone and such. It would be very cool and convenient (for example i myself added some metals to vano=illa and then added civiisation forge mod - then i had troubles understanding which metal is better).
Maybe an option for setting some colors on those columns is even better - like you put a tick near column of weight and in a table you see this column colored from red to green in different gradients, making it easier to understand which metal is good for what.
Thanks for your good work (btw i like tile geine very much too - repaired broken ironhand tileset with it once and was very happy about it:) )

There is already an inorganic analyzer in the tools menu that does some of this.  I'll see what I can do about adding a more generic grid where you can add whatever tokens you want of fields. 
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Meph on July 27, 2012, 12:03:41 pm
Quote
In a big mode like MasterWork it can be very good to load all metal and check their properties in an excel table, check all gems, stone and such. It would be very cool and convenient

I can relate.

I think it is mostly about the output, not adding other tokens and such. I am still trying different styles and designs for my planned manual, and cant decide on anything. But I noticed just how many gems and stones are in the game... completely forgot about them, because my mod removes most of them. I think I have to rethink my manual ^^
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Tierre on July 27, 2012, 02:16:11 pm
Well for me it is mostly metal - i even tries putting all of it into excel table, but can't quite figure which of them is really better for edged weapons and armors. Maybe you need just to color metals according to their role - just make a tick option - color on the value, edged weapon effectiveness, weight and armor effectiveness.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Meph on July 27, 2012, 02:20:04 pm
But there is no way of knowing this. Some minor things will affect it. Wolfram hammer hits harder,but slower then a silver one, a mithril spear is lighter and sharper then steel, but the blunt attack it has (the staff end) will be weaker. Welded mithril seems to be better then volcanic gear for armor (impossible, volcanic has sooooo much higher values) but apparently the dwarves were slowed down by the heavy armor.

You just dont know, not even the wiki can tell it exactly about the vanilla materials. And then starting with chainmal vs. breastplate, and piercing vs slashing... argh.

Anyway, I am high-jacking the thread, sorry.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 27, 2012, 02:40:39 pm
More progress:
Spoiler (click to show/hide)
The color picker isn't quite right as far as allowing the full range of colors, so that will probably change slightly. I'll probably borrow some concepts from Paint.NET for the UI.
The toolbar at the top will let you select from different tools.  People will eventually be able to write tool plugins if they want, but it will come with at least the pencil and an eye dropper initially.  You will be able to save the tile back to the same x,y coords or save it to a new location (even expanding the sheet if needed automatically).

I don't really want to go /too/ far in depth with the graphic editor, but I want to have some basics for quick touch ups.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Roses on July 27, 2012, 02:56:33 pm
I think it's looking great, it might make me actually design some of my own sprites too instead of just using the same image for a dozen different creatures.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 27, 2012, 05:10:54 pm
Regarding the color tool, I suggest displaying (and being able to pick them with eyedropper) the 16 of swatches of the currently selected color scheme.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 27, 2012, 06:33:04 pm
I think for the swatches I'm going to display them in a  tabbed area with multiple pages /areas.  The current selected color theme, the pallet from the current tile, and the pallet from the current tileset.  I may do a custom pallet also.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 28, 2012, 06:36:35 pm
I've got a question for the graphic set creatures out there.  Can creature graphics have transparency in them?  If so, how is that drawn by Dwarf Fortress?  So far I haven't come across any graphic sets with an alpha layer so I wasn't sure if it was supported.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 28, 2012, 07:18:49 pm
Same as tileset.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 28, 2012, 07:20:50 pm
Same as tileset.

So it fills the area with the creature's background color before drawing the graphic?
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 28, 2012, 07:35:41 pm
So it fills the area with the creature's background color before drawing the graphic?

Wait, creatures can have a separate background color? I don't think so. At least I've never seen a creature with background color.
Sorry if that was a bit vague.

I think it's just foreground and transparency. Background is always black.
Of course you can make the whole tile a solid color with, like 50% transparency, but that's not what the game considers background.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 28, 2012, 07:41:39 pm
I was referring to the background color from the creature's COLOR token that it gets drawn with if it doesn't have a graphic, since that what it uses when using the tileset.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 28, 2012, 07:43:56 pm
Ah, okay. I don't know, but I don't see why it wouldn't work the same way as the tileset.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 28, 2012, 07:45:47 pm
Only one way to find out then... !!Science!!
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 28, 2012, 07:55:22 pm
Tested some.

Vanilla DF, with Myne tileset.
Modified 't' to be 50% transparent.
Modified color token of turkey to [COLOR:4:2:1]

In arena, Turkey has Lgreen background on half transparent Lred foreground (looks brownish)

EDIT: vanilla color token is 4:0:1
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 28, 2012, 09:26:23 pm
Well, I don't think showing the color pallet of the entire tileset is going to be very useful.  I got it working and it produced this:
Spoiler (click to show/hide)
Notice the size and location of the scroll bar.  There are WAY too many colors to be useful there.  I even tried different ways of sorting and grouping them based on HSV Hues and Brightness, Z-Order Transforms, and Hilbert Curves.  None of it produced useful looking results.
I think I'll just stick with the colors from the local tile, the color theme, and the user customizable pallet.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on July 29, 2012, 01:20:26 am
I thought of a new drawing tool that I /think/ will be useful for editing tiles.  It's a "blending dropper".  You click down on one color, drag the a 2nd color and release the mouse.  You will get a color that is the average of those 2 colors.  It should be good for cleaning up complex shading areas.

Anyway, here is the current state of the Tile Editing UI:
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: CLA on July 29, 2012, 05:28:59 am
Looks nice! Don't forget to include an eraser. And if it's used for the tileset, too, I suggest to be able to set the opacity of the pen and eraser.
Every serious editing will still be done in GIMP/Photoshop/etc anyway, but opacity is still useful for some quick experimenting with tiles. I don't layers think are necessary, by the way.

Will there be a live preview for the composite image we discussed earlier? So that you can see how it would look in game while we draw?

Oh another suggestion (I'm starting to feel like Columbo), what about a drop down menu that quickly lets us see how the tile would look with AS_IS, ADD_COLOR, and inverted?
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Askot Bokbondeler on August 07, 2012, 04:13:07 pm
the first time running this on this computer, it's giving me an error when trying to import raws. 32bit win7
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on August 07, 2012, 04:15:10 pm
the first time running this on this computer, it's giving me an error when trying to import raws. 32bit win7
Could you post the error message?
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Askot Bokbondeler on August 07, 2012, 04:18:45 pm
for some reason the computer translated it to portuguese. i'm figuring it's the net framework thingie. i'll get back to you after i try and install it
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Askot Bokbondeler on August 07, 2012, 05:31:02 pm
after installing the damn thing i get the same error, index out of range. it output this message in portuguese, google translator would probably as good a job as i would translating it
Spoiler (click to show/hide)

Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on August 07, 2012, 05:33:09 pm
The stack trace is all I really need, and the language on that doesn't matter.  Thanks for the error text!

are you using the default Raws or do you have some mods installed?
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Askot Bokbondeler on August 07, 2012, 05:37:13 pm
ok, thanks for taking a look, and godspeed finding whatever is wrong with it
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Askot Bokbondeler on August 11, 2012, 06:44:20 pm
apparently i had a few lose tokens outside the creature definitions(before the first creature) and that was causing it to crash. since i had changed computers  thought it was the new computer's ault, but then i noticed the old computer was giving the same error.
i'm having another problem now though, deleting definitions isn't working, i was using 7.2(i think) before, and updated to try and fix that other problem. now the delete key does nothing, and even trying and deleting definitions from the menu does nothing
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on August 11, 2012, 07:16:45 pm
Hmm...  I'm not sure what's up with deleting an object, I'll look in to it when I get a chance.  I'll also see if I can catch and handle loose tokens outside of objects without crashing.

Thanks for the bug report!
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on August 16, 2012, 01:00:57 am
Sorry about the slow progress recently, "Real Life" things are starting to impinge upon my "Fun Time".  Things should start to calm down in the next week or so and I can get back Raw Explorer.  I did want to give you guys a quick update though.

The graphic tile editing is all working, with a few UI cleanup issues that need to be taken care of.
Apparently at some point I managed to completely break the ability to delete objects.  I think I found the problem, and fixing that will be my top priority.
I'll publish a new release after I finish those issues.

The goal after that is to start working on the "sanity checking" system.  A pluggable system that will scan the objects and their tokens looking for any potential problems.  This will be the first part of program that will have an externally accessible API for others to write plugins for.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Askot Bokbondeler on August 18, 2012, 10:13:39 am
you don't have to apologise for anything, you've done us a great service already. the week i spent without this tool got me to realise i can no longer mod without it
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: ccoolleeiiss on August 19, 2012, 08:45:27 pm
A pluggable system that will scan the objects and their tokens looking for any potential problems.

You are a saint.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on August 24, 2012, 01:05:09 pm
Would anyone have any problem with Raw Explorer requiring the .NET Framework 4.5 instead of 4?  There are some nice new features in 4.5 I would like to take advantage of, but I don't want to go there if it would prevent people from running the application.

I'll release a test build of Raw Explorer compiled with 4.5 for people to test with.  It won't have anything new, other than running with the new framework.  I don't recommend using this version for anything other than testing.  If anyone has any problems with the test build please let me know.

The test version can be downloaded from here (http://www.gumpstudio.com/RawExplorer-FrameworkTest.zip). (Requires .NET Framework 4.5 linked below)
The 4.5 framework can be downloaded from here (http://www.microsoft.com/en-us/download/details.aspx?id=30653).
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on August 25, 2012, 10:56:57 am
A quick non-Raw Explorer update for those of you who sponsored me in the 5k race for lung cancer research.

I just finished the race this morning with a time of 20 minutes, 40 seconds.  That beats my previous best time by a minute and 9 seconds!  I came in 4th place overall, but 1st place in my age group.

In total the 5k race raised over $12000.  I just wanted to thank you all for your donations and support.  Now back to your regularly scheduled Raw Explorer.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Di on August 27, 2012, 11:55:59 am
BradUffner, firstly, I'd like to thank you for this amazing program.
Secondly, I've spotted a pair of bugs, sorry if those have been reported already but the amount of pages is rather intimidating already:
1. Right click menu doesn't show up if the object is empty so to copy tags from other object you need to add dummy token first.
2. It fails to import raws containing b_detail_plan_custom_name.txt (additional b_detail_plan file). There are already three custom files: creature, interaction and body.
3. It lacks [TISSUE_LEAKS] tag in tissue_template category and runs into error when you press 'insert' in token picker when no tags can be found.
Thirdly, a suggestion: I'd be nice to be able to create source files via right click menu. Though it's not a priority since it could have been addressed with a little foresight on user side.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on August 27, 2012, 12:13:50 pm
BradUffner, firstly, I'd like to thank you for this amazing program.
Secondly, I've spotted a pair of bugs, sorry if those have been reported already but the amount of pages is rather intimidating already:
1. Right click menu doesn't show up if the object is empty so to copy tags from other object you need to add dummy token first.
2. It fails to import raws containing b_detail_plan_custom_name.txt (additional b_detail_plan file). There are already three custom files: creature, interaction and body.
3. It lacks [TISSUE_LEAKS] tag in tissue_template category and runs into error when you press 'insert' in token picker when no tags can be found.
Thirdly, a suggestion: I'd be nice to be able to create source files via right click menu. Though it's not a priority since it could have been addressed with a little foresight on user side.

I'm aware of #1 and am working on a solution.  As a work around I believe using "Edit" menu rather than the context menu will work in that situation.
Can you point me to a mod that has some of these custom files for #2?
The crash from #3 has already been fixed for the next version.

Thanks for the bug reports and suggestions!
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Di on August 27, 2012, 12:40:57 pm
Can you point me to a mod that has some of these custom files for #2?
I meant the total number of custom files, but turns out it has nothing to do with this. The error occurs when there's another file with [OBJECT:BODY_DETAIL_PLAN] header in it.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: BradUffner on August 27, 2012, 12:45:08 pm
I meant the total number of custom files, but turns out it has nothing to do with this. The error occurs when there's another file with [OBJECT:BODY_DETAIL_PLAN] header in it.

I don't think I understand what you are saying the problem is.  Just to clarify, are you saying that it only imports one file with BODY_DETAIL_PLAN in it and it will skip the rest?
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: BradUffner on August 27, 2012, 07:22:18 pm
Beta 9 has been published!
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: BradUffner on August 27, 2012, 10:02:14 pm
Sorry guys, I just realized that the "Close" button on the graphic set editor window doesn't work.  I'll have a fixed version out as soon as I get a chance.

Hmm, actually, there is more functionality missing from that editing form than I thought.  That's what I get for taking a break for too long; I forget what was finished and what still needed work.  I guess you can consider this version more of a preview than full new version.
Title: Re: Modding Tool: Raw Explorer (Beta 8 - Updated 7/15/2012 - Languages!)
Post by: Di on August 28, 2012, 10:49:05 am
I don't think I understand what you are saying the problem is.  Just to clarify, are you saying that it only imports one file with BODY_DETAIL_PLAN in it and it will skip the rest?
Nevermind, it's microsoft fault: if you paste text with ':' in it into file name it will destroy the colon in buffer. I've been pasting first three lines of b_detail_plan_default into filename and then backspacing the unneeded characters and I've overlooked the absence of colon in the header.

Also, interaction token list seems empty (version 8), maybe there should be button to add just whatever user wants as a token?
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: Roses on September 08, 2012, 06:35:22 pm
Just dropping by to reiterate how much I love this tool
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: BradUffner on September 08, 2012, 07:47:17 pm
Just dropping by to reiterate how much I love this tool
*click* The developer you are trying to contact is currently on vacation here (https://plus.google.com/u/0/109995379126656418202/posts/jGZnfqSkckt).  He will get back to you as soon as he finishes playing in the water.   :-)
(https://lh3.googleusercontent.com/-bj5bmiE-4mc/UEjJunHGaaI/AAAAAAAAFBc/2WwCjL-Ri9M/s648/12+-+1)
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: Vherid on September 15, 2012, 02:48:10 pm
Would it be possible to allow us to CTRL(multiple selection) select things to insert with the blue insert button?
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: BradUffner on September 15, 2012, 09:18:40 pm
Would it be possible to allow us to CTRL(multiple selection) select things to insert with the blue insert button?

Can do!  I've added it to my list of future features.
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: Akjosch on September 21, 2012, 05:35:57 pm
The tool is awesome for an overview, but I fail to create a valid syntax format for BP_LAYERS. :( Anyone got a working example?

For reference, the format is:

BP_LAYERS:
* One of BY_CATEGORY, BY_TOKEN or BY_TYPE
* One string field depending on the previous one:
  * BY_CATEGORY: A body part category (free entry or taken from the body [CATEGORY:...] definitions)
  * BY_TOKEN: A body part token defined per [BP:...] in the body definitions (or free entry; unknown tokens will be skipped)
  * BY_TYPE: STANCE, GRASP, HEAD, UPPERBODY, LOWERBODY - the usual choices
* A (variable-length) list of pairs of (string, integer) data:
  * String denoting either a tissue by name, or one of the optional arguments: ARG1, ARG2, ARG3, ARG4 or ARG5
  * Integer for the relative thickness of this tissue

... and I already fail at the "variable list of pairs of (string, integer) data" part.
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: BradUffner on September 21, 2012, 06:10:14 pm
The tool is awesome for an overview, but I fail to create a valid syntax format for BP_LAYERS. :( Anyone got a working example?

For reference, the format is:

BP_LAYERS:
* One of BY_CATEGORY, BY_TOKEN or BY_TYPE
* One string field depending on the previous one:
  * BY_CATEGORY: A body part category (free entry or taken from the body [CATEGORY:...] definitions)
  * BY_TOKEN: A body part token defined per [BP:...] in the body definitions (or free entry; unknown tokens will be skipped)
  * BY_TYPE: STANCE, GRASP, HEAD, UPPERBODY, LOWERBODY - the usual choices
* A (variable-length) list of pairs of (string, integer) data:
  * String denoting either a tissue by name, or one of the optional arguments: ARG1, ARG2, ARG3, ARG4 or ARG5
  * Integer for the relative thickness of this tissue

... and I already fail at the "variable list of pairs of (string, integer) data" part.

In order to handle that I think I will have to create a custom argument handler to wrap the first 2 arguments in.  I don't think there is currently anything that would handle that syntax.  You could get close with a variable length definitions with a list argument, then a free form string argument, followed by the repeating series of list, integer pairs.

I will add it to the list of things to work on.
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: BradUffner on September 27, 2012, 10:23:56 am
I'm still not sure how I'm going to handle BP_LAYERS.  The more I look at examples from the default raws the more options for valid combinations of argument lists I see.  I'm seeing variable length arguments, optional arguments, arguments who's type changes based on previous arguments, etc.  It's a real mess, especially because it seems that everything I mentioned earlier can be combines together.  Still, DF manages to parse these tokens, so there must be some logic path I can use, I just have to find it.
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: BradUffner on September 27, 2012, 11:57:29 am
Alrighty, time to ask for help from the experts again.

After looking at BP_LAYERS from the wiki here http://dwarffortresswiki.org/index.php/DF2012:Body_detail_plan_token (http://dwarffortresswiki.org/index.php/DF2012:Body_detail_plan_token), I think I understand the tokens in this format:
Code: [Select]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:2:ARG2:1:ARG3:1]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG1:2:ARG2:1:ARG3:1]
[BP_LAYERS:BY_CATEGORY:ARM:ARG1:2:ARG2:1:ARG3:1:ARG4:4]

The ones that are confusing me are coming from body_detail_plan_default.txt and look like this:
Code: [Select]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
This command creates tissue layers using tissue token HAIR on every bodypart that has category HEAD.
Categories are strings you type up in the bodypart raws.  The number is a thickness.
You can also place a position or relation token after the thickness, but it isn't required.
You can put multiple tissue layers in each command.  Each one starts with a group token (BY_CATEGORY, BY_TYPE, BY_TOKEN).
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:TOP]
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:BACK]
and
Code: [Select]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BP_LAYERS:BY_CATEGORY:HEAD:MOUSTACHE:BELOW:BY_CATEGORY:NOSE]
[BP_LAYERS:BY_CATEGORY:HEAD:CHIN_WHISKERS:BOTTOM]
[BP_LAYERS:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]
[BP_LAYERS:BY_CATEGORY:HEAD:SIDEBURNS:IN_FRONT:BY_CATEGORY:EAR]

These 2 uses don't seem to have arguments that line up with the arguments listed in the wiki and I'm have trouble mapping them out in my head.  The first format seems to add an argument (TOP and BACK) after the integer thickness.  I'm assuming this is this a positional argument that says the hair is added to the top and back of the head, if so, what other values are valid here?

The 2nd use looks like it stacks multiple BY_CATEGORY tokens without integer sizes, but also uses the relative positional tokens again.  It looks like some of the positionals specify a different part that they are relative to.  Am I understanding this correctly?
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: Akjosch on September 27, 2012, 12:42:03 pm
Alrighty, time to ask for help from the experts again.

(...)

The ones that are confusing me are coming from body_detail_plan_default.txt and look like this:
Code: [Select]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
This command creates tissue layers using tissue token HAIR on every bodypart that has category HEAD.
Categories are strings you type up in the bodypart raws.  The number is a thickness.
You can also place a position or relation token after the thickness, but it isn't required.
You can put multiple tissue layers in each command.  Each one starts with a group token (BY_CATEGORY, BY_TYPE, BY_TOKEN).
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:TOP]
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:BACK]
and
Code: [Select]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BP_LAYERS:BY_CATEGORY:HEAD:MOUSTACHE:BELOW:BY_CATEGORY:NOSE]
[BP_LAYERS:BY_CATEGORY:HEAD:CHIN_WHISKERS:BOTTOM]
[BP_LAYERS:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]
[BP_LAYERS:BY_CATEGORY:HEAD:SIDEBURNS:IN_FRONT:BY_CATEGORY:EAR]

These 2 uses don't seem to have arguments that line up with the arguments listed in the wiki and I'm have trouble mapping them out in my head.  The first format seems to add an argument (TOP and BACK) after the integer thickness.  I'm assuming this is this a positional argument that says the hair is added to the top and back of the head, if so, what other values are valid here?

The 2nd use looks like it stacks multiple BY_CATEGORY tokens without integer sizes, but also uses the relative positional tokens again.  It looks like some of the positionals specify a different part that they are relative to.  Am I understanding this correctly?

Those aren't used much ... and not even sure if they work properly. Anyway.

First, the FACIAL_HAIR_TISSUE_LAYERS looks slightly differently in 0.34.11:

Code: [Select]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BP_LAYERS:BY_CATEGORY:HEAD:MOUSTACHE:1:BELOW:BY_CATEGORY:NOSE]
[BP_LAYERS:BY_CATEGORY:HEAD:CHIN_WHISKERS:1:BOTTOM]
[BP_LAYERS:BY_CATEGORY:CHEEK:CHEEK_WHISKERS:1]
[BP_LAYERS:BY_CATEGORY:HEAD:SIDEBURNS:1:IN_FRONT:BY_CATEGORY:EAR]

As you can see, the thickness is in there. If I remember correctly, if it was missing, the game just used the value of the [RELATIVE_THICKNESS] tag of the tissue template.

"BOTTOM" is here an example of the position token. The body part position tokens are TOP, BOTTOM, FRONT, BACK and SIDES. The format is <LAYER-DEFINITION>:<POSITION> and the position is relative to the body orientation obviously.

"BELOW" and "IN_FRONT" are relation tokens. The body part relation tokens are AROUND, SURROUNDED_BY, ABOVE, BELOW, IN_FRONT, BEHIND, CLEANS, CLEANED_BY. The format is generally <LAYER-DEFINITION>:<RELATION>:<BY_CATEGORY/BY_TYPE/BY_TOKEN-STATEMENT>

I never tried what happens if you do multiple tissue layers followed by either position or relation tokens, so I can't say if they apply to all or just the last one. Hell ... for now I don't even know how I would test for this, sorry. :)
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: BradUffner on September 27, 2012, 12:59:13 pm
That is very helpful, thank you!
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: BradUffner on October 02, 2012, 05:03:44 pm
I'm very close to a new release with a fully working graphics set editor.  I didn't realize how much was actually left to get done in the previous release.
Here is the last bit I'm working on polishing up:
Spoiler (click to show/hide)
This form is used to edit and create tile pages in the graphic sets.  The red and blue squares are there to help get all the sizes aligned correctly.  They dynamically adjust based on the values in the Page and Tile size boxes at the top.
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: CLA on October 02, 2012, 06:08:36 pm
Looking good. I'm excited already.
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: BradUffner on October 02, 2012, 11:02:28 pm
I've started working on a proper icon... My lack of artistic skill should be apparent.  I'll gladly take submissions for a replacement if anyone is feeling motivated or creative.
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 9 - Updated 8/27/2012 - Graphics!)
Post by: Gaybarowner on October 03, 2012, 12:30:07 pm
husk dwarf icon! If i was home i could assist you gor a icon eother way 10 10 raw editor
Title: Re: Modding Tool: Raw Explorer (Beta 10 - Updated 10/3/2012 - Graphics! (for real))
Post by: BradUffner on October 03, 2012, 03:38:26 pm
Beta 10 is now available!
Title: Re: Modding Tool: Raw Explorer (Beta 10 - Updated 10/3/2012 - Graphics! (for real))
Post by: CLA on October 03, 2012, 05:15:27 pm
Looks great so far! A few things:

When I start for the first time, I get a popup telling me to go to tools>options to set the path to my DF folder. However there are only three tabs (tileset, colors, website) in tools>options, none of which allow me to actually change any path.

Goblins, Humans, Elves and Dwarves don't get a color assigned to their various military icons, even if they have an ADD_COLOR token.

Haven't found any other problems. Can't wait for future releases.
Title: Re: Modding Tool: Raw Explorer (Beta 10 - Updated 10/3/2012 - Graphics! (for real))
Post by: BradUffner on October 03, 2012, 06:29:13 pm
Oops, I forgot to remove that message about setting paths when I changed the way the options worked a few versions back.  I'll also fix the ADD_COLOR while I'm in there.
Title: Re: Modding Tool: Raw Explorer (Beta 10 - Updated 10/3/2012 - Graphics! (for real))
Post by: Tsuchigumo550 on October 03, 2012, 08:39:19 pm
I downloaded Beta 9 to try out maybe a few hours ago came back before I had done so, and... wow. Updated already  :P
Title: Re: Modding Tool: Raw Explorer (Beta 10 - Updated 10/3/2012 - Graphics! (for real))
Post by: Akjosch on October 04, 2012, 12:43:12 am
The stability fixes are very much appreciated. However, one beef I still have with the tool: the "Import raws ..." dialogue doesn't actually import anything, instead it replaces whatever was in the editing window with the new raws. Too bad, I was hoping to use it for merging mods and resolving conflicts right at the spot.

Also, a bug: Open the program, right-click on "Objects" in the lower left pane, pick "New Object ..." -> crash with NPE at ...


RawExplorer.NewObjectForm.cboType_SelectedIndexChanged(Object sender, EventArgs e)
DevExpress.XtraEditors.ComboBoxEdit.UpdatePopupEditValueIndex(Int32 prevIndex)
RawExplorer.NewObjectForm.NewObjectForm_Load(Object sender, EventArgs e)
(onLoad() and Windows boilerplate skipped)

EDIT: Another, rather annoying bug: While importing, the tool reads the definitions from non-textfiles (for example, from the jEdit backup files ending in "txt~"), resulting in lots of false import errors.
Title: Re: Modding Tool: Raw Explorer (Beta 10 - Updated 10/3/2012 - Graphics! (for real))
Post by: BradUffner on October 04, 2012, 08:43:20 am
The stability fixes are very much appreciated. However, one beef I still have with the tool: the "Import raws ..." dialogue doesn't actually import anything, instead it replaces whatever was in the editing window with the new raws. Too bad, I was hoping to use it for merging mods and resolving conflicts right at the spot.

Also, a bug: Open the program, right-click on "Objects" in the lower left pane, pick "New Object ..." -> crash with NPE at ...


RawExplorer.NewObjectForm.cboType_SelectedIndexChanged(Object sender, EventArgs e)
DevExpress.XtraEditors.ComboBoxEdit.UpdatePopupEditValueIndex(Int32 prevIndex)
RawExplorer.NewObjectForm.NewObjectForm_Load(Object sender, EventArgs e)
(onLoad() and Windows boilerplate skipped)

EDIT: Another, rather annoying bug: While importing, the tool reads the definitions from non-textfiles (for example, from the jEdit backup files ending in "txt~"), resulting in lots of false import errors.

Interesting, I never thought about using import that way.  I will look in to doing something like that for merging different sets of data. Thank you for that idea!  In the mean time you can add objects from other mods by copying the text for them from the raw file and pasting it in to the object tree.  Raw explorer will parse the text and generate objects from them.  I know it won't handle merge conflicts, and it's kind of slow for bringing in objects from multiple files.  I'll try and get your idea implemented as soon as I can though.
I'll get right on fixing those 2 bugs you mentioned too.

Curse you Microsoft!
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 10 - Updated 10/3/2012 - Graphics! (for real))
Post by: Akjosch on October 04, 2012, 09:44:26 am
Yeah, you basically have to do something like ...

Code: [Select]
var text_files = Directory.GetFiles(directory, "*.txt").Where(f => f.ToLower().EndsWith(".txt"));
Title: Re: Modding Tool: Raw Explorer (Beta 10 - Updated 10/3/2012 - Graphics! (for real))
Post by: crazybear on October 19, 2012, 03:49:53 pm
snip

What graphics pack are you using?  I like your animals!
Title: Re: Modding Tool: Raw Explorer (Beta 10 - Updated 10/3/2012 - Graphics! (for real))
Post by: BradUffner on October 19, 2012, 03:55:28 pm
snip

What graphics pack are you using?  I like your animals!

I test most of the program using IronHand's graphic set.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: BradUffner on November 20, 2012, 11:25:17 pm
I've released Beta 11.  This version doesn't have any new features, but it fixes various bugs that have been reported.  I don't remember all the details about what was changed because I've gotten myself distracted by writing an MMO inspired by the early Ultima Series games.  It's also heavily influenced by games like Dwarf Fortress, Morrowind, and Ultima Online.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: MiamiBryce on November 27, 2012, 12:50:28 am
This is a fantastic start!  How far do you plan on taking this?

Are you willing to share the code?  I have some ideas and I'd like to see the internal architecture of the application so I can perhaps propose some changes.

I can't find my original post I made a long, long time ago, so I'll try to give you a basic idea of where I was going.  My idea was based around a modding tool with version that would track the changes you made and had undo.  When you got your mod to a place you liked it you could publish it which would at least produce a set of packaged raw files with a change log.  However it would also be able to produce a simple plant/mineral/animal guide.

I've been editing and re-editing this email for at least 45 minutes now...*sigh*.  Might as well mention a couple of those ideas now that I've had a while to think about it :)

I was wonder about the option of a spreadsheet type view where, for example, each row of a datagridview is an object and each column is an attribute of the object.  Then add some filtering options.  For example, if one wanted to work on trees only, then they could bring up PLANTs in the grid view and filter down to only those have the TREE token.

Another thing I think would be handy is some sort of referential integrity.  For example, if you changed the USE_MATERIAL_TEMPLATE on the Acacia tree to say "ACACIA" the Raw Explorer doesn't automatically re-point the BASIC_MAT to ACACIA, it's still "STRUCTURE".

Oh my it's quite late.  I better stop now.


Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: BradUffner on November 27, 2012, 02:28:48 am
This is a fantastic start!  How far do you plan on taking this?

Are you willing to share the code?  I have some ideas and I'd like to see the internal architecture of the application so I can perhaps propose some changes.

I can't find my original post I made a long, long time ago, so I'll try to give you a basic idea of where I was going.  My idea was based around a modding tool with version that would track the changes you made and had undo.  When you got your mod to a place you liked it you could publish it which would at least produce a set of packaged raw files with a change log.  However it would also be able to produce a simple plant/mineral/animal guide.

I've been editing and re-editing this email for at least 45 minutes now...*sigh*.  Might as well mention a couple of those ideas now that I've had a while to think about it :)

I was wonder about the option of a spreadsheet type view where, for example, each row of a datagridview is an object and each column is an attribute of the object.  Then add some filtering options.  For example, if one wanted to work on trees only, then they could bring up PLANTs in the grid view and filter down to only those have the TREE token.

Another thing I think would be handy is some sort of referential integrity.  For example, if you changed the USE_MATERIAL_TEMPLATE on the Acacia tree to say "ACACIA" the Raw Explorer doesn't automatically re-point the BASIC_MAT to ACACIA, it's still "STRUCTURE".

Oh my it's quite late.  I better stop now.

I don't really have any clear goals in mind for a place to stop, but I know that Raw Explorer isn't even close to being feature complete.  I have plans for an entire plugin system that hasn't even been started yet.  That system would allow anyone with .NET programming experience to write plugins for all the features you described and more!

I don't really have a problem releasing source code, but there are some things to keep in mind.  It makes HEAVY use of the WinForms control library from www.devexpress.com, which costs about $800 for a license.  No one would be able to compile the application from source without having a valid license.  That's a pretty big hurdle for most hobbiest programmers.

Your idea about recording changes is very similar to a feature I've been planning actually.  Raw Explorer would record the steps you take with the ability to export those steps to a "diff file" that would allow anyone to play back those changes to a different set of raws.  In effect allowing users to merge multiple mods together or apply mod changes to the base raws when a new version is released by Toady.  Using it to generate a change log and other assorted user fields would be a fairly easy thing to add to that feature.

There is already a basic spreadsheet view similar to what you describe for materials until the tools menu.  It's read only at the moment, but could be modified to allow changes to be bushed back to the library.

It would be great to hear any other ideas you have or that you come up with later.  Like I've said in previous posts, I don't do any modding myself, so it's really hard for me to guess what type of tools would make things easier on you guys.  Feedback and suggestions directly help to drive the features that Raw Explorer will get.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: MiamiBryce on November 27, 2012, 02:50:56 pm
I'm on lunch at work now but I wanted to say a couple quick things.

It's highly likely that one day you're going to permanently move on from the project, whether you get tired of it or other responsibilities come along.  If you're the type of person who's inclined to pass this project on when the time comes (I hope you are, this program is pure gold) the use of the devexpress library will make it almost impossible for anyone to pick it up.  I humbly suggest you migrate everything which requires special licensing towards free or less expensive solutions.

That being said I'm sure the back-end code you've written - maintaining/reading the token xml, loading the raws - precious, precious stuff which would still be valuable nonetheless.

I hadn't thought of the idea of doing something like a diff file, I see much value in that.

More later.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: BradUffner on November 27, 2012, 03:29:16 pm
That's a fair request, but the DevExpress library is the only thing I've found with a grid control flexible enough to do what I wanted with the UI.  It handles all the grouping, nesting, and hosting of the custom editors within the grid.  Moving away from DevExpress would require either reimplementiing all the feature that the devexpress grids provide, which is a HUGE amount of work, or completely changing the UI of RawExplorer.  I'm not really looking forward to either of those options, but I am aware that reliance on such an expensive library would be a big stumbling block to continuing the life of Raw Explorer if I ever leave the project.

I've actually been working on splitting out the back end token and raw parsing code in to a separate library that would be available for anyone to use in other projects.  When I get around to finishing that there should be no problems making the source code for that library available under an Open Source license.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: MiamiBryce on November 27, 2012, 10:41:20 pm
Oh bloody hell, I just hit a key combo for 'back' and lost a big fat message.  Here we go again...

After having spent some time looking over the Raw Explorer there's an element missing that I'd like to bring to your attention.  I'm not sure if you haven't gotten to implementing it or, because you're not a modder, are unaware of it.  Looking at the Inorganic Analyser I see that CERAMIC_EARTHENWARE is listed as having a MAX_EDGE of 0.  However, CERAMIC_EARTHENWARE does have a MAX_EDGE, it has the MAX_EDGE from STONE_TEMPLATE, which is 1000.

For reference here is CERAMIC_EARTHENWARE.  Note the second line, the USE_MATERIAL_TEMPLATE.  This is, what you'd call a macro, copy, or import statement (depending on what languages you've used).  It is a directive to pull into the definition of the object RIGHT NOW the values from that material template.  The reason I say RIGHT NOW is (and I know this works for plants, so it probably does inorganics too) any tokens you define in the object before the USE_MATERIAL_TEMPLATE statement are subsequently overwritten by the values pulled in from the template.
Spoiler (click to show/hide)

...and here is the original STONE_TEMPLATE
Spoiler (click to show/hide)

...and so, with the inclusion of the USE_MATERIAL_TEMPLATE, here is CERAMIC_EARTHENWARE's actual, full definition.  The items in normal font are what were inherited from the STONE_TEMPLATE.  The items that are struck out are what is in the STONE_TEMPLATE but are overridden by CERAMIC_EARTHENWARE definition.  Finally, the items in bold are new from the CERAMIC_EARTHENWARE definition.
Spoiler (click to show/hide)

What follows is simply what I would create if my lazy ass was going to, take from it what you will - if any.

The modding tool that I want to see would, when it pulls in the raws, fully resolve every token of every object but would be aware of which values on an object are the 'default' values that it inherited and which ones are changed for that object.  Then there would be an option to, when viewing objects, show the default values.  When all tokens are displayed, I'd imagine the object-specific values would be in a black forecolor and the inherited defaults would be displayed with a gray forecolor.  I would want to see the objects all properly related/linked up in the modding tool's memory such that if a material is changed, any object that inherits that material will be updated so it would display the new default values when viewed through the modding tool without having to save the raws out and then completely reload.

In a related vein, if an object has a token value assigned, and that value is the same as the default, I'd like to see the modding tool somehow indicate this, maybe with forecolor blue.  We would want to always preserve a token which is the same as a template, since a template can change and that token would allow the object to keep the value it is meant to have.

Another related item.  There are some tokens which allow updating of multiple token values.  For example STATE_NAME_ADJ sets the STATE_NAME and STATE_ADJ at the same time.  I think the tool should read from the was whatever sort of token is in them and populate the individual token items from it.  Then, when it saves the objects back to the raws in the most efficient manner.  So if an object has [STATE_NAME:moose] and [STATE_ADJ:moose] when original read in, when written back it out could be changed to [STATE_NAME_ADJ:moose].

I've just noticed how long this post is, I'll stop here.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: BradUffner on November 27, 2012, 11:24:05 pm
I've fixed the bug in the Inorganic Analyzer that was stopping it from following the USE_MATERIAL_TEMPLATE tag.  I've also corrected the spelling of that tool and it's menu (sigh).  Expect it in the next version.

I love the idea to display inherited tokens in gray in the object editor grid.  I'll see what I can do about making that happen!  I don't know about optimizing the token output by default though.  Would a check box on exporting to apply optimizations work for you instead, similar to the one for sorting by name?
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: MiamiBryce on November 28, 2012, 12:48:30 am
I should be clear, it is highly unlikely I will use Raw Explorer as I find it clunky and dis-jointed as-is so don't add anything just for me.  If I were you I'd be concerned with why or why not people with published mods are or are not using this program and why.

Since I described it as clunky and dis-jointed, I guess I should try to explain.  Because everything is in tree-views and drill-downs I don't feel like I can see things at-a-glance the way I can using PSPad when I can sort/organize everything (copy/past ftw) then simply scroll up/down in a text document.  I also have the ability to find a token in multiple documents with one search, multiple document find/replace, view difference between two files.

So I guess the kind of features that would make it useful for me would be an editable grid view (with filtering, sorting, explicit ordering (allow it to be sorted but also then set back to the explicit sort order), and searching) and undo/redo.

Now of course, the problem is - I've come to the conclusion I don't do anything the way anyone else does, so I re-iterate that in all likelihood what you really want to do is make a list of the active modders with published mods and PM them and ask them why they do or do not use this tool.  Now, if any power-modders are watching this thread, I'm sure BradUffner would appreciate any sort of input you could provide.

Thanks

Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: Fishybang on December 13, 2012, 01:45:22 am
This is a really newby question. I just installed this, and it starts up fine, but i don't know how to start using it, im thinking i need to use he "import raws" tool, but i don't know how to use it correctly.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: BradUffner on December 13, 2012, 03:47:44 am
This is a really newby question. I just installed this, and it starts up fine, but i don't know how to start using it, im thinking i need to use he "import raws" tool, but i don't know how to use it correctly.

You are correct!  Start the program, and choose the option to import raws.  Then just browse to, and select, the "raw" directory from your Dwarf Fortress installation.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: Fishybang on December 13, 2012, 12:45:56 pm
This is a really newby question. I just installed this, and it starts up fine, but i don't know how to start using it, im thinking i need to use he "import raws" tool, but i don't know how to use it correctly.

You are correct!  Start the program, and choose the option to import raws.  Then just browse to, and select, the "raw" directory from your Dwarf Fortress installation.

Ok thanks!
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: Sallen on December 13, 2012, 03:57:08 pm
Sir, you are awesome for making this tool. Thank you!
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: Umbra on December 17, 2012, 06:33:39 am
Noob question here. I have been adding trainable tags to various beastmen. (kea-man, bushtit-woman etc.)
Does the trainable tag enable them to be trained for war?
Do i also have to add the pet tag to them?
How do i save the raws once im done with adding the tags?
Will it be enabled in my current game or do i need to start a new one?

Thanks
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: MiamiBryce on December 17, 2012, 10:11:29 pm
Umbra, I can't answer your questions about what the tags do and if you need to start a new fort.  However, to save save your raws you have to go File-> Export -> Raws and select a folder to put the raws in.  I would suggest you use a different folder than your dwarf fortress folder, just to be sure.  I would then go into your saves folder and make a backup copy of your current fort.  Then copy the raw files you exported above into the raw folder of your save.  Next time you start up DF and load that save you should be good to go...that is if you don't need to regen to have the tag change applied.

Caveat:  I've never done this, I only just now did the export to verify it works as I expected but it should work
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: Boochdizzle on December 20, 2012, 03:40:35 am
Bug report: opening the languages library and then closing it wipes out everything on whatever object you were looking at when you opened the library. Not sure if its actually destroying the raws or its just a display issue?

edit: wiping them out, same tag-deleting bug as below
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: PTTG?? on December 20, 2012, 03:43:43 pm
Bug report: Deleting a plant raw deletes the selected raw, and erases the one immediately below it. The plant entry is still there, but all the tags are gone.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: Boochdizzle on December 20, 2012, 04:32:17 pm
^ Same thing happened to me last night when deleting an entity, and an item (bucklers). Seems like deleting anything from the left window clears the object below it.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: Askot Bokbondeler on December 20, 2012, 10:29:52 pm
hum... that hadn't been reported yet?
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: Dragoon209 on December 21, 2012, 03:13:47 pm
Bug Report: When trying to use the Workshop Designer, I am getting an Unhandled Exception.

Spoiler: Detail Log (click to show/hide)


Other than that, this has been a fantastic tool to add and change things!
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: CheatingChicken on December 27, 2012, 12:09:53 pm
I have got just one small question. I am trying to wrap my mind around the scripts. I try to make every single creature in the game tameable and trainable. I made a small script that does not work, but i cant figure out why
Code: [Select]
using RawExplorer;

public class Script : ScriptBase
{
    public override void runGlobalScript(RawLibrary library)
    {
        foreach (RawObject obj in library.getAllObjects())
        {
            obj.removeToken("PET");
            obj.removeToken("PET_EXOTIC");
            obj.removeToken("TRAINABLE");
            obj.removeToken("TRAINABLE_WAR");
            obj.removeToken("TRAINABLE_HUNTING");

            obj.addToken("PET");
            obj.addToken("TRAINABLE");
        }
    }
}
In theory it should first wipe all trainable and pet availabilities, then add them again. what am i doing wrong here?
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: Putnam on December 28, 2012, 06:55:05 pm
Well, I don't see any reference to creature raws in your script...
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: BradUffner on December 31, 2012, 10:53:24 pm
Sorry about the delay in answering questions, I've been out of town for the holidays.
I'm going to start taking a look at these bug reports and try to get some fixes out.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: CheatingChicken on January 01, 2013, 10:03:17 am
Well, I don't see any reference to creature raws in your script...
And how would I need to refer to those?
I based it on the aquifer script that was already there, as far as i can tell that did not refer to any stone raws either.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: BradUffner on January 01, 2013, 02:54:05 pm
I have got just one small question. I am trying to wrap my mind around the scripts. I try to make every single creature in the game tameable and trainable. I made a small script that does not work, but i cant figure out why
Code: [Select]
using RawExplorer;

public class Script : ScriptBase
{
    public override void runGlobalScript(RawLibrary library)
    {
        foreach (RawObject obj in library.getAllObjects())
        {
            obj.removeToken("PET");
            obj.removeToken("PET_EXOTIC");
            obj.removeToken("TRAINABLE");
            obj.removeToken("TRAINABLE_WAR");
            obj.removeToken("TRAINABLE_HUNTING");

            obj.addToken("PET");
            obj.addToken("TRAINABLE");
        }
    }
}
In theory it should first wipe all trainable and pet availabilities, then add them again. what am i doing wrong here?

You need to add the 2nd argument for .addToken so that it looks like this:
obj.addToken("TRAINABLE", "");
You should also check the object type to make sure it's a creature or else your script will add the tokens to entities, buildings, etc.

I'll try to add some better error reporting to the script runner so that it actually shows the error instead of just "script failed".  I'm still not really happy with the way scripting works. it's way too complicated at the moment.  It's something I want to work on when I have more time.
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: BradUffner on January 01, 2013, 02:59:17 pm
Fully corrected script would look like this:
Code: [Select]
using RawExplorer;

public class Script : ScriptBase
{
    public override void runGlobalScript(RawLibrary library)
    {
        foreach (RawObject obj in library.getAllObjects())
        {
if (obj.objectType == Common.ObjectType.CREATURE)
{
obj.removeToken("PET");
obj.removeToken("PET_EXOTIC");
obj.removeToken("TRAINABLE");
obj.removeToken("TRAINABLE_WAR");
obj.removeToken("TRAINABLE_HUNTING");

obj.addToken("PET", "");
obj.addToken("TRAINABLE", "");
}
        }
    }
}
Title: Re: Modding Tool: Raw Explorer (Beta 11 - Updated 11/20/2012 - (I forget)
Post by: CheatingChicken on January 02, 2013, 09:23:08 am
That looks good, thank you :)
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: BradUffner on January 30, 2013, 01:35:26 pm
Beta 12 has been uploaded, fixing the reported bugs.
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: Dragoon209 on January 30, 2013, 05:07:12 pm
Thank you!  I've been looking forward to this!  It simplifies my job a lot.
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: Thundercraft on February 10, 2013, 12:32:23 pm
Oh wow! This thing looks like it has everything but the kitchen sink!

I was looking forward to trying this out... until I noticed that it requires NET 4.0...

That's a deal-breaker for me. At the moment I'm still on my Win XP laptop and there's just no way I can squeeze out another 1 GB of space on my C: partition for NET 4.0! (I hate Microsoft... :( ) Most of my remaining space is on other partitions.

(And before anybody tries to correct me on the requirements for NET 4, I've checked. It requires roughly 1 GB of room to install. It requires less after installation is over.)
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: Tsuchigumo550 on February 10, 2013, 01:27:34 pm
I have the same problem, my computer seems to hate the most recent .NET and refuses to get it, delete the bad one, or anything.
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: Thundercraft on February 11, 2013, 01:16:56 pm
Well, this is interesting...

I was reading the Perfect World thread and I noticed it also requires .NET 4.0 (as do a few other utilities), when I noticed a mention for a substitute for .NET 4.0 for Linux:

http://www.mono-project.com/Main_Page

I checked it out and, apparently, they have a distribution for Windows flavors! :o It's much smaller, too: Download is less than 80 MB. Though, it sounds like it may also need the "Gtk# for .NET" (also on their download page).

I may have to clear up a bit of disk space. Or not. But I think I'll see if it works for me.

@ Tsuchigumo550
I think you'd have to uninstall your bad install before trying a new install or this NET alternative. Perhaps a 3rd party uninstall tool like "IOBit Uninstaller" would do the trick? (I think Norton's uninstaller is the best, though I haven't used it in several years.)

Or ask in a Microsoft/Windows computer forum? I'd recommend asking about it on MSFN.org (http://www.msfn.org/) boards (Where People Go To Know), but it seems their site is temporarily down. Maybe try computing.net (http://www.computing.net/)?
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: BradUffner on February 11, 2013, 01:19:41 pm
If you are able to get Mono installed let me know how well it runs Raw Explorer,  I haven't been able to do any testing with it myself.  It will be good information to expand the requirements section with it if works.
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: BradUffner on February 26, 2013, 03:32:17 am
I'm currently working on the back-end database, trying to get it ready for the next version of Dwarf Fortress.  Unfortunately when I designed the database I forgot to plan for multiple versions of DF, each supporting different tokens.  Once that's done I'll be jumping back in to the client side of Raw Explorer and adding some new features.  I found what looks to be a fairly nice .net library for running javascript, so I'll be trying to make that available for Raw Explorer scripts instead of C# and VB.

Now is a great time to suggest some new features!
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: Askot Bokbondeler on February 26, 2013, 05:01:35 pm
i'd like to be able to change the object id of an object without having to copy the object and delete the original.
also, if it's not too much trouble, i'd like to pop up or split the screen so i could see and compare two objects at the same time
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: Xinael on February 27, 2013, 02:29:48 pm
Is there some documentation for this somewhere (in the thread perhaps? Don't really want to search 30 pages!) to explain batches and searching? Can't figure out how to search at all (eg I want to find everything with the HOMEOTHERM token, or every instance of LOCAL_CREATURE_MAT:BLOOD).
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: BradUffner on February 27, 2013, 05:21:56 pm
Is there some documentation for this somewhere (in the thread perhaps? Don't really want to search 30 pages!) to explain batches and searching? Can't figure out how to search at all (eg I want to find everything with the HOMEOTHERM token, or every instance of LOCAL_CREATURE_MAT:BLOOD).

I had actually forgotten about that type of searching.  I should probably work on that next actually; it is kind of important.  Thank you for reminding me!
Batches are used for scripting right now.  You can think of a batch as a way to select multiple object to run a script on at the same time.  When you run a batch script only the items in the batch are processed by it.
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: BradUffner on February 27, 2013, 05:25:05 pm
i'd like to be able to change the object id of an object without having to copy the object and delete the original.
also, if it's not too much trouble, i'd like to pop up or split the screen so i could see and compare two objects at the same time

These are both very good ideas!  I should have everything I need to do multiple windows, so it shouldn't be too hard to implement.  Renaming seems like it would also be very handy to have, but it's a bit more complex because of having to find all the places the current ID is linked to and updating them as well.  Not impossible by any means, it's actually something that needs to be working for other features too.

I'll add them to my list.
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: Askot Bokbondeler on February 27, 2013, 05:44:21 pm
thanks :)
i'll be sure to think about you whenever i get some spending money to throw around. you've got a tip jar somewhere?
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: Spy227X on March 01, 2013, 06:34:44 pm
Horribly buggy.
Workshop Designer not implemented...
No tokens availible to add.
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: BradUffner on March 01, 2013, 07:19:44 pm
Horribly buggy.
Workshop Designer not implemented...
No tokens availible to add.

Could you give me some examples of the bugs you have found?  I've worked very hard to try and fix everything people have found. I could see 1 or 2 bugs being left, but "horribly buggy" makes me think there may be a problem with your setup.  Have you updated your token definitions?  That's a very important step that may cause some problems if you don't do it.
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: Meph on March 01, 2013, 07:28:42 pm
I use this from time to time, and I havent seen a bug in a long time. :) Dont let the trolls get you.
Title: Re: Modding Tool: Raw Explorer (Beta 12 - Updated 1/30/2013 - (Bug Fixes)
Post by: Putnam on March 01, 2013, 10:55:43 pm
I use this from time to time, and I havent seen a bug in a long time. :) Dont let the trolls get you.

I don't think that Spy is a troll, just someone who failed to do setup correctly.
Title: Re: Modding Tool: Raw Explorer (Beta 1.2 - Updated 4/13/2012 - From Alpha to Beta!)
Post by: thistleknot on April 20, 2013, 07:28:18 pm
Another feature request:  Collapse all records of a certain type down into one actual file.  Alphabetize it as well.  This would make merging two separate overhaul mods, or comparing their records, much easier.  As a related request, being able to tell which file an object comes from easily would be very helpful.

You can do the collapse bit already.  Select Manage Sources from the Library menu, and delete the source file you no longer want.  It will prompt you what do do with the objects in that file.  You can delete them, or move them to an existing source file of the same type.  This currently only works one file at a time though.  I'll see about adding a faster, more convenient way to do it.  I'll add the ability to alphabetize the objects as well.

I concur on the alphabetize as well!
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: BradUffner on April 25, 2013, 06:35:28 pm
Beta 13 is up!

This is just a small update that addresses a bug in the workshop designer (apparently it really was broken).  This version fixes the designer crash when you try to design an new workshop that has no tokens defined (or is missing some key tokens).  In order to properly fix this bug I had to add a new feature that you guys have been requesting for a while now, Object Templates!

You will find a new directory named "Templates" inside the program's folder that contains 1 (for now) text file for the workshop templates.  You can add templates for any object you like.  Just name the file with the format "<ObjectType>-<ObjectSubType>.txt".  Whenever you create a new object Raw Explorer will look in that directory for a file that matches the type of object you are creating and populate it with the tokens from that file.  You can put the text "%%ObjectId%%" any place in the file and it will get replaced by the object's id (see the workshop for an example).

Now I'm getting back to adding some of the bigger, more important features; Enjoy the update!
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Xangi on April 26, 2013, 03:21:58 pm
I love this tool, but I'm already married to GEdit it and notepad++. I'm tempted to use it though, and it might help a friend of mine who's interested in modding get into it.
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: awesomeface79 on May 02, 2013, 06:57:45 pm
i have a question how do i get what i edit with this tool in to the game?
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: BradUffner on May 02, 2013, 07:07:03 pm
i have a question how do i get what i edit with this tool in to the game?

You can export your entire library to a new RAW folder from the file menu.  If you only want to get the raws for a single object you can just right click it and copy.  When you paste it later it will paste the actual tokens.
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Roses on August 07, 2013, 02:18:39 pm
I'm not sure if you are still working on this wonderful tool, but if you are I have a request. The ability to check what reactions are tied to what building (e.g. right click on the building and select show reactions, then it shows all reactions with that building token).
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: BradUffner on August 09, 2013, 05:15:55 pm
I'm not sure if you are still working on this wonderful tool, but if you are I have a request. The ability to check what reactions are tied to what building (e.g. right click on the building and select show reactions, then it shows all reactions with that building token).

I am indeed still working on it!  I'm currently trying to figure out how to handle some of the enhancements that Toady is making to some of the tokens for the next version.  I'll add your feature as soon as I get a chance.
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Linkeron on September 02, 2013, 08:14:24 pm
I'm getting some difficulty importing RAWs.

It comes up with this error
Spoiler (click to show/hide)
and then nothing. Before, it would load anyway, but today is not the case apparently. Anyone got any tips? I'd like to get this working so I can continue writing pages for the Wiki.
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: BradUffner on September 03, 2013, 04:10:58 pm
I'm getting some difficulty importing RAWs.

It comes up with this error[spoiler]See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.


Are you using any custom raws?  If so, could you please zip up and email your raw folder to bradley.uffner@gumpstudio.com?
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Billy Jack on September 03, 2013, 10:45:14 pm
I can't even get it to work. Finally read far enough along through the thread to see that I need to download the token definitions, but the website doesn't appear to be online.

I also saw some stuff in the thread about locating DF.exe.  Where do we configure that? Shouldn't we just select the root DF folder and let the program automatically located the Dwarf Fortress.exe and the raw folder within it.

a simple getting started readme would be great to include.

I'd really like to get this working, as I'm sure its a great tool as others in this thread have mentioned.
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: BradUffner on September 03, 2013, 11:05:41 pm
I can't even get it to work. Finally read far enough along through the thread to see that I need to download the token definitions, but the website doesn't appear to be online.

I also saw some stuff in the thread about locating DF.exe.  Where do we configure that? Shouldn't we just select the root DF folder and let the program automatically located the Dwarf Fortress.exe and the raw folder within it.

a simple getting started readme would be great to include.

I'd really like to get this working, as I'm sure its a great tool as others in this thread have mentioned.
My SQL server crashed a few days ago and took the token website with it. I'm trying to get it restored from backup as quickly as I can.  Including a "read me" file is a great idea, I'll make one for the next version.
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Meph on September 07, 2013, 04:52:24 am
Quote
I would suggest that you move this topic (button on the lower left, next to the lock-topic button) to the "third-party utility" section, it would make this a lot more easy to find. :)
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Billy Jack on September 26, 2013, 02:16:22 am
The website is still down.

So is this project dead?
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Roses on November 06, 2013, 10:03:59 pm
Not sure if you are still working on this, but I use it all the time and just ran into a little issue. I am trying to use the graphics designer but keep getting this error and a giant red x (although if I click on the screen it still shows that there is stuff there, just can't see any of it).

Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: tenshi99 on November 12, 2013, 04:31:56 am
Great tool
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Thief on November 16, 2013, 04:18:24 am
Easy for those with little to minimum modding knowledge or those too lazy
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Meph on November 16, 2013, 01:26:11 pm
I would suggest that you move this topic (button on the lower left, next to the lock-topic button) to the "third-party utility" section, it would make this a lot more easy to find. :)
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Thief on November 17, 2013, 11:15:50 am
This,Aint third party...it aint hacks
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Putnam on November 17, 2013, 02:40:44 pm
Third party means "not Toady One/ThreeToe".
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Thief on November 18, 2013, 12:35:38 pm
:P In DF it does,They should've added this to the normal files
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Putnam on November 18, 2013, 02:40:04 pm
No, the definition of third party is "of or relating to a person or group besides the two primarily involved in a situation", which fits everything DF-wise that isn't made by Toady and ThreeToe.
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Seriyu on November 18, 2013, 07:34:19 pm
Coming here to say what everyone said, this is a great tool and I hope you haven't flown the coop.
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Thief on November 19, 2013, 04:48:16 am
:P i know that...
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Urist Mc Dwarf on November 24, 2013, 08:39:27 pm
Question, how do I make a new batch?
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Billy Jack on November 25, 2013, 03:47:08 am
From what I've seen you need to get a file from his website, which is down, in order for it to run.  I have had no luck getting it.

If some kind soul were to put it on DFFD, that'd be great.
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Urist Mc Dwarf on November 25, 2013, 07:42:05 pm
what's the URL?
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Billy Jack on November 26, 2013, 01:06:55 am
http://dftokens.gumpstudio.com:8080

It actually seems to be working for me now.  Not the web site, but the program.  It never worked before. 
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Urist Mc Dwarf on November 27, 2013, 04:01:48 pm
You have the file for making batches? Can you post it?

Got this error when I exported my raws

************** Exception Text **************
System.ArgumentException: The parameter 'sectionGroupName' is invalid.
Parameter name: sectionGroupName
   at System.Configuration.MgmtConfigurationRecord.GetSectionGroup(String configKey)
   at System.Configuration.ClientSettingsStore.DeclareSection(Configuration config, String sectionName)
   at System.Configuration.ClientSettingsStore.GetConfigSection(Configuration config, String sectionName, Boolean declare)
   at System.Configuration.ClientSettingsStore.WriteSettings(String sectionName, Boolean isRoaming, IDictionary newSettings)
   at System.Configuration.LocalFileSettingsProvider.SetPropertyValues(SettingsContext context, SettingsPropertyValueCollection values)
   at System.Configuration.SettingsBase.SaveCore()
   at System.Configuration.SettingsBase.Save()
   at System.Configuration.ApplicationSettingsBase.Save()
   at RawExplorer.ExportRawsForm.cmdExport_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at DevExpress.XtraEditors.BaseButton.OnClick(EventArgs e)
   at DevExpress.XtraEditors.BaseButton.OnMouseUp(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at DevExpress.Utils.Controls.ControlBase.WndProc(Message& m)
   at DevExpress.XtraEditors.BaseControl.WndProc(Message& msg)
   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: 4.0.0.0
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
RawExplorer
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/RawExplorer.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
DevExpress.Utils.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.Utils.v12.2.DLL
----------------------------------------
DevExpress.Data.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.Data.v12.2.DLL
----------------------------------------
DevExpress.XtraTreeList.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.XtraTreeList.v12.2.DLL
----------------------------------------
DevExpress.XtraEditors.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.XtraEditors.v12.2.DLL
----------------------------------------
Common
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/Common.DLL
----------------------------------------
DevExpress.XtraBars.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.XtraBars.v12.2.DLL
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1015 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.237 (RTMGDR.030319-2300)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
DevExpress.XtraGrid.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.XtraGrid.v12.2.DLL
----------------------------------------
DevExpress.XtraLayout.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.XtraLayout.v12.2.DLL
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1015 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
WindowsBase
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1015 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
Anonymously Hosted DynamicMethods Assembly
    Assembly Version: 0.0.0.0
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------

System.ArgumentException: The parameter 'sectionGroupName' is invalid.
Parameter name: sectionGroupName
   at System.Configuration.MgmtConfigurationRecord.GetSectionGroup(String configKey)
   at System.Configuration.ClientSettingsStore.DeclareSection(Configuration config, String sectionName)
   at System.Configuration.ClientSettingsStore.GetConfigSection(Configuration config, String sectionName, Boolean declare)
   at System.Configuration.ClientSettingsStore.WriteSettings(String sectionName, Boolean isRoaming, IDictionary newSettings)
   at System.Configuration.LocalFileSettingsProvider.SetPropertyValues(SettingsContext context, SettingsPropertyValueCollection values)
   at System.Configuration.SettingsBase.SaveCore()
   at System.Configuration.SettingsBase.Save()
   at System.Configuration.ApplicationSettingsBase.Save()
   at RawExplorer.ExportRawsForm.cmdExport_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at DevExpress.XtraEditors.BaseButton.OnClick(EventArgs e)
   at DevExpress.XtraEditors.BaseButton.OnMouseUp(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at DevExpress.Utils.Controls.ControlBase.WndProc(Message& m)
   at DevExpress.XtraEditors.BaseControl.WndProc(Message& msg)
   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: 4.0.0.0
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
RawExplorer
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/RawExplorer.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
DevExpress.Utils.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.Utils.v12.2.DLL
----------------------------------------
DevExpress.Data.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.Data.v12.2.DLL
----------------------------------------
DevExpress.XtraTreeList.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.XtraTreeList.v12.2.DLL
----------------------------------------
DevExpress.XtraEditors.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.XtraEditors.v12.2.DLL
----------------------------------------
Common
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/Common.DLL
----------------------------------------
DevExpress.XtraBars.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.XtraBars.v12.2.DLL
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1015 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.237 (RTMGDR.030319-2300)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
DevExpress.XtraGrid.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.XtraGrid.v12.2.DLL
----------------------------------------
DevExpress.XtraLayout.v12.2
    Assembly Version: 12.2.6.0
    Win32 Version: 12.2.6.0
    CodeBase: file:///C:/Users/Morrow/Documents/Adam/bar%20mitzvah/df_34_11_win/DwarfTherapist-0.6.12/Dwarf%20Fortress%200.34.11/raw/DevExpress.XtraLayout.v12.2.DLL
----------------------------------------
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: splinterz on January 16, 2014, 06:11:33 am
load masterwork raws (tested with 4g) editing tiles and scrolling through plants results in the following error:

Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: Bradley on February 28, 2014, 01:48:39 pm
<deleted>
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: BradUffner on February 28, 2014, 01:52:57 pm
I'm going to try and get the website back up this weekend.  Things went a little crazy in my life a few weeks before my server crashed and it's taken me a while to sort through everything.  Hopefully I'll also have time to dive in and fix some the reported bugs
Title: Re: Modding Tool: Raw Explorer (Beta 13 - Updated 4/25/2013 - (Bug Fixes)
Post by: BradUffner on March 02, 2014, 02:33:50 pm
http://dftokens.gumpstudio.com:8080 (http://dftokens.gumpstudio.com:8080) is now back up and running from the last backup!  I was able to fully restore the database and website, so no token data should be lost.  This means that RawExplorer can now correctly update it's definitions from the server!

I'm going to spend a few hours now fixing some of the bugs that have been reported.  I'm hoping to upload a new version later tonight.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: Roses on March 02, 2014, 04:35:46 pm
Awesome, so glad you are back! I still use this tool all the time.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: palu on March 04, 2014, 04:25:27 pm
I tried to edit one of the tokens and got this error:
Code: [Select]
Server Error in '/' Application.
A potentially dangerous Request.Form value was detected from the client (ctl00$MainContent$txtTokenXml="<token name="BUILD_L...").
Description: ASP.NET has detected data in the request that is potentially dangerous because it might include HTML markup or script. The data might represent an attempt to compromise the security of your application, such as a cross-site scripting attack. If this type of input is appropriate in your application, you can include code in a web page to explicitly allow it. For more information, see http://go.microsoft.com/fwlink/?LinkID=212874.

Exception Details: System.Web.HttpRequestValidationException: A potentially dangerous Request.Form value was detected from the client (ctl00$MainContent$txtTokenXml="<token name="BUILD_L...").

Source Error:

The source code that generated this unhandled exception can only be shown when compiled in debug mode. To enable this, please follow one of the below steps, then request the URL:

1. Add a "Debug=true" directive at the top of the file that generated the error. Example:

  <%@ Page Language="C#" Debug="true" %>

or:

2) Add the following section to the configuration file of your application:

<configuration>
   <system.web>
       <compilation debug="true"/>
   </system.web>
</configuration>

Note that this second technique will cause all files within a given application to be compiled in debug mode. The first technique will cause only that particular file to be compiled in debug mode.

Important: Running applications in debug mode does incur a memory/performance overhead. You should make sure that an application has debugging disabled before deploying into production scenario.

Stack Trace:


[HttpRequestValidationException (0x80004005): A potentially dangerous Request.Form value was detected from the client (ctl00$MainContent$txtTokenXml="<token name="BUILD_L...").]
   System.Web.HttpRequest.ValidateString(String value, String collectionKey, RequestValidationSource requestCollection) +12322974
   System.Web.HttpRequest.ValidateHttpValueCollection(HttpValueCollection collection, RequestValidationSource requestCollection) +132
   System.Web.HttpRequest.get_HasForm() +12326626
   System.Web.UI.Page.GetCollectionBasedOnMethod(Boolean dontReturnNull) +146
   System.Web.UI.Page.DeterminePostBackMode() +129
   System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) +12292555
   System.Web.UI.Page.ProcessRequest(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) +12292073
   System.Web.UI.Page.ProcessRequest() +119
   System.Web.UI.Page.ProcessRequest(HttpContext context) +99
   ASP.viewtoken_aspx.ProcessRequest(HttpContext context) +51
   System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +913
   System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +165


Version Information: Microsoft .NET Framework Version:4.0.30319; ASP.NET Version:4.0.30319.34009
I tried to edit the BUILD_LABOR token: http://dftokens.gumpstudio.com:8080/ViewToken.aspx?Token=BUILD_LABOR (http://dftokens.gumpstudio.com:8080/ViewToken.aspx?Token=BUILD_LABOR)
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: BradUffner on March 04, 2014, 10:02:46 pm
I tried to edit one of the tokens and got this error:
<snip>
I tried to edit the BUILD_LABOR token: http://dftokens.gumpstudio.com:8080/ViewToken.aspx?Token=BUILD_LABOR (http://dftokens.gumpstudio.com:8080/ViewToken.aspx?Token=BUILD_LABOR)

Were you trying to edit it via the web interface, or through Raw Explorer?  If you were using the web interface can you post the xml you were trying to save?
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: palu on March 05, 2014, 03:14:54 pm
Web Interface. I wasn't trying to save anything, I just clicked the edit button from the token page and got the error
XML that was there:
Code: [Select]
<token name="BUILD_LABOR">
<allowedOn type="BUILDING" subType="BUILDING_WORKSHOP" />
<usage type="BUILDING" subType="BUILDING_WORKSHOP" scope="None">
<description></description>
</usage>
</token>

Edit: Also I cant edit anything in the textarea, the cursor shows up but when I type nothing happens
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: BradUffner on March 05, 2014, 04:09:59 pm
Web Interface. I wasn't trying to save anything, I just clicked the edit button from the token page and got the error
XML that was there:
Code: [Select]
<token name="BUILD_LABOR">
<allowedOn type="BUILDING" subType="BUILDING_WORKSHOP" />
<usage type="BUILDING" subType="BUILDING_WORKSHOP" scope="None">
<description></description>
</usage>
</token>

Edit: Also I cant edit anything in the textarea, the cursor shows up but when I type nothing happens

Ahh, I see it now.  You will probably have better luck editing the entry through the Raw Explorer GUI until I get the web site fixed.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: locustgate on July 07, 2014, 08:10:51 pm
I've come back to DF after a half year hiatus, so I don't know if this is dead or what, but I'm wonder if this will work/when it will be updated for DF2014?
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: BradUffner on July 07, 2014, 09:03:49 pm
It's not quite dead, but my actual job is leaving me feeling a little burned out from the whole programming thing.  I haven't been able to work on it nearly as much as I would like.  I think I have a version I could push out now that fixes several bugs, but doesn't really add anything new.  I DO want to get it updated to support things in the new version, but I don't know how long that will take.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: BradUffner on July 07, 2014, 09:34:49 pm
Just a quick note about compatibility with 40.01.  Raw Explorer should be able to read the raws and let you edit them just fine, even if they have functionality that Raw Explorer doesn't understand yet.  They editor will just lack any special "magic" in the form of dropdown menus, pickers, and other fancy things.  I'm sure some of the new tokens are supported by the definition editor and will get updated by the community soon.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: locustgate on July 07, 2014, 09:43:52 pm
It's not quite dead, but my actual job is leaving me feeling a little burned out from the whole programming thing.  I haven't been able to work on it nearly as much as I would like.  I think I have a version I could push out now that fixes several bugs, but doesn't really add anything new.  I DO want to get it updated to support things in the new version, but I don't know how long that will take.
No problem understandable, just glad it should work.
or if that doesn't help you sleep at night:
"HOW DARE YOU BE HUMAN!"
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: BradUffner on July 11, 2014, 10:15:01 pm
I may start working on a new, open source, WPF based version of Raw Explorer.  I want to make sure that the work can continue if I can't keep working on it for whatever reason.  The current UI library I'm using doesn't really mesh well with open source (it costs about $1000 a year).    From what I'm seeing WPF is the only thing that can fairly easily give the kind of flexibility I need for the editors.  I'll still be able to use a lot of the existing code and the community supplied definition will easily be used, which will save a lot of work and time, but I can't give any kind of estimate as to when it will see the light.  WPF is still fairly new to me, so I will be learning a lot of it as I go.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: Aklyon on July 12, 2014, 07:53:05 am
That seems rather expensive for just UI.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: Bradley on July 12, 2014, 08:12:23 am
That seems rather expensive for just UI.
My company actually owns a copy for the "normal" development work I do. Is not something I could ever afford to buy on my own.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: CLA on July 12, 2014, 09:04:23 am
I may start working on [an] open source [...] version of Raw Explorer.  I want to make sure that the work can continue if I can't keep working on it for whatever reason.

That would be really great!
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: BradUffner on July 14, 2014, 11:30:03 pm
For anyone interested, the code for the new project lives on CodePlex at  https://rawexplorer.codeplex.com/SourceControl/latest (https://rawexplorer.codeplex.com/SourceControl/latest).  It currently will not run as I'm still in the process of porting code from the current version to the WPF version.  Feel free to take a glimpse in to my madness if you are curious though.  All of the interesting bits will be in the "TokenLib" project. "RawObject.vb" and "TokenDictionary.vb" are probably the best places to start looking.  The other project contains the UI code, and is VERY incomplete.

I'm releasing the code under the GPL v2.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: BradUffner on July 17, 2014, 12:15:23 am
The open source WPF version is coming along nicely.
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: Roses on July 17, 2014, 08:31:53 am
:) Looking good!
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: palu on July 17, 2014, 09:49:58 am
Nice! When will it be available?
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: Bradley on July 17, 2014, 09:56:15 am
Nice! When will it be available?


The new version probably won't be available for several weeks yet.  There is a lot of minimum required functionality that hasn't been re-implemented yet.  The first few releases will still probably be missing functions compared to the current WinForms version.

If you are really curious and brave (and know how to compile software) you can grab the source code from http://rawexplorer.codeplex.com (http://rawexplorer.codeplex.com); it's updated whenever I make a change.  Depending on when you grab the source it might be horribly broken though.  If anyone is interested in helping out with code just let me know.  The codeplex project is all setup for forks and accepting pull requests.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: BradUffner on July 24, 2014, 08:41:04 pm
I've been on vacation at the beach since Saturday, but I had some time over a rainy day to get some more things working in the WPF version.  WPF is very different than WinForms, I have to totally change the way I think about things.

Screenshot:
Spoiler (click to show/hide)
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: BradUffner on August 01, 2014, 05:17:49 pm
Now we are starting to get someplace!  I've really been enjoying the opportunity to learn WPF by re-writing the application.  Plus it's given me some renewed interest in it's development, which is good for everyone.

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Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: Roses on August 01, 2014, 07:49:36 pm
This is great, can't wait to be able to use it again.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: locustgate on November 14, 2014, 08:06:22 pm
I know this still works, but...you ok?
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: King Kravoka on December 09, 2014, 04:55:06 am
I need a tutorial for the graphics editor.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: Qtw on March 22, 2015, 03:45:41 pm
i am having a problem with this... for some reason it says there are no raw files in my folders. when i checked they were all .txt files.
did i screw something up?
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: Ianflow on April 14, 2015, 03:05:30 am
I'm having a bit of trouble figuring out how to use this. Would you be able to add a quick tutorial/getting started section some point in the future?

EDIT: My bad, was under the impression this was up to date, silly me! Lovely project though!
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: Dunamisdeos on April 14, 2015, 01:33:08 pm
Hooray, glad this is back!
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: Ianflow on April 14, 2015, 05:42:39 pm
It isn't :c
It's not current version and apparently the dev was working with a new thing to make a better version
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: tiggerizzy on September 18, 2015, 07:50:08 am
Just wanted to confirm that this tool runs under wine on OSX using a prefix with a win32 architecture and winetricks to install dotnet40 and gdiplus_winxp. Thanks for your hard work building this tool. The building designer was exactly what I was looking for.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: zilpin on April 17, 2018, 10:00:37 pm
Necro this thread.

This tool is still listed on the Utilities thread, but seems long abandoned, and it was very useful.
I found repo's for it on SourceForge, etc., but no code was ever committed.

Does anyone have the source code for RawExplorer?

Does anyone have a complete parser for RAWs that supports all file types?

Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: CLA on April 19, 2018, 12:45:31 pm
Necro this thread.

This tool is still listed on the Utilities thread, but seems long abandoned, and it was very useful.
I found repo's for it on SourceForge, etc., but no code was ever committed.

Does anyone have the source code for RawExplorer?

Does anyone have a complete parser for RAWs that supports all file types?

I didn't explicitly try, but the last version should still parse the raws and show creature graphics correctly. I don't think there was a syntax change. There's also the standardization tools by a user called Quietsun written in matlab. That code also parses the creature raws (and the code is on github). That might help you. What specifically are you planning to do? If you tell us your intentions, we might be able to help better.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: zilpin on April 19, 2018, 04:40:36 pm

I'm writing a Lua based raw processor, for making procedural mods.

DFHack uses lua natively, and lua was specifically designed to do data description, so it fits perfectly.
Instead of resolving conflicts between mods, apply them over each other.

Completely parsing existing raws into a data structure with validation is daunting  (especially creature raws).

Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: scourge728 on May 04, 2018, 11:11:17 am
Does that mean we would need to learn LUA to use it?
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: DogsRNice on September 30, 2021, 01:14:09 pm
Nice! When will it be available?


The new version probably won't be available for several weeks yet.  There is a lot of minimum required functionality that hasn't been re-implemented yet.  The first few releases will still probably be missing functions compared to the current WinForms version.

If you are really curious and brave (and know how to compile software) you can grab the source code from http://rawexplorer.codeplex.com (http://rawexplorer.codeplex.com); it's updated whenever I make a change.  Depending on when you grab the source it might be horribly broken though.  If anyone is interested in helping out with code just let me know.  The codeplex project is all setup for forks and accepting pull requests.

apologies for the necropost but i believe it is worth it since it seems the source code is still in here (for now, the site says it will shut down in july 2021... considering its almost october 2021 theres probably no predicting when it will shut down. I have downloaded it however and i believe its also saved on the wayback machine)

since the original author has completely vanished would it be possible for it to be restarted by the community or is it not worth it at this point?
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (Not back)
Post by: voliol on September 30, 2021, 04:13:28 pm
-snip-

apologies for the necropost but i believe it is worth it since it seems the source code is still in here (for now, the site says it will shut down in july 2021... considering its almost october 2021 theres probably no predicting when it will shut down. I have downloaded it however and i believe its also saved on the wayback machine)

since the original author has completely vanished would it be possible for it to be restarted by the community or is it not worth it at this point?

Thanks for saving it! I think Raw Explorer might be too outdated to revive, especially with promising new projects on the horizon (https://gitlab.com/df-modding-tools), which should hopefully fill its niche. Nonetheless, having the source code available is a positive, if only for the sake of conservation.
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (Not back)
Post by: DogsRNice on October 02, 2021, 10:55:00 am
-snip-

apologies for the necropost but i believe it is worth it since it seems the source code is still in here (for now, the site says it will shut down in july 2021... considering its almost october 2021 theres probably no predicting when it will shut down. I have downloaded it however and i believe its also saved on the wayback machine)

since the original author has completely vanished would it be possible for it to be restarted by the community or is it not worth it at this point?

Thanks for saving it! I think Raw Explorer might be too outdated to revive, especially with promising new projects on the horizon (https://gitlab.com/df-modding-tools), which should hopefully fill its niche. Nonetheless, having the source code available is a positive, if only for the sake of conservation.
Unless it’s not listed in there yet or something I don’t really see anything that does what this program did. Is there somewhere to get more info about this project? it does seem interesting
Title: Re: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)
Post by: voliol on October 02, 2021, 12:26:50 pm
They have a discord. Here’s the link (https://discord.gg/NkCyerVhkA), hopefully they won’t mind me putting a permanent one here. The idea is to map out the Dwarf Fortress raw language in the so-called ”language server” and have that serve as the base for syntax highlighters. Rather than a specialized app like Raw Explorer, you would use some other text editor or IDE with an extension, which in turn would use the language server to parse whatever raws you had and highlight them for you.
They are looking for testers for the VS Code extension, so if you’re interested that is one way of finding out more (another is just asking them).