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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 165498 times)

Meph

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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 :)
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Jeoshua

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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.
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slothen

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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?
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BradUffner

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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!
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

BradUffner

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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.
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

BradUffner

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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.
« Last Edit: April 21, 2012, 01:49:10 am by BradUffner »
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

Jeoshua

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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".
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BradUffner

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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.
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

Mormota

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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.
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The only thing that happened in general was the death of 71% of the fort, and that wasn't really worth mentioning.

BradUffner

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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.
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

BradUffner

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My brain is now fried... But it sacrificed it's self to bring you this image...
Spoiler (click to show/hide)
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

Jeoshua

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That looks AMAZING.  That interface should work great for list-type arguments.
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BradUffner

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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.
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

BradUffner

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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.
« Last Edit: April 22, 2012, 02:37:20 am by BradUffner »
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

Mormota

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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.
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Avid Aurora player, Warhammer 40.000 fan, part-time writer and cursed game developer.
The only thing that happened in general was the death of 71% of the fort, and that wasn't really worth mentioning.
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