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Author Topic: Creature Moding GUI First File Preview  (Read 9944 times)

Dr. Melon

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Re: Creature Moding GUI
« Reply #15 on: July 23, 2008, 03:04:25 pm »

Code::Blocks is a very good idea. Best C++ IDE I've ever used.
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TheSpaceMan

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Re: Creature Moding GUI
« Reply #16 on: July 23, 2008, 05:20:19 pm »

I don't think i'll ever use anything other then Visual Studio versions.
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

TheSpaceMan

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Re: Creature Moding GUI Preview
« Reply #17 on: July 24, 2008, 03:44:58 pm »

*Bump due to a preview image of the GUI*
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

mizipzor

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Re: Creature Moding GUI Preview
« Reply #18 on: July 24, 2008, 03:57:17 pm »

Right, so I was the one that did the GUI part, wxWidgets is the lib being used if anyones interested.

But right now we have three enums: bloodtypes, boimetypes and... well, the rest. To bring some order to the chaos, I would like to hear what kind of catogories/groups you think would be nice to have in the editor.

Oh, btw, Im working on the layout right now and its already different from the one shown in that screenshot. ;)
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mizipzor

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Re: Creature Moding GUI Preview
« Reply #19 on: July 26, 2008, 11:17:26 am »

Progress; a file parser has been written. But its currently useless since all it does is reading (and validating) the file, tokenizing all the tags/attributes. When SpaceMans creature class is done, the parser will be used to fill the creatures with the data found in the file.

It also has functionality to take a creature and reformat the arbitrary data back into tags/attributes to be written to the file.
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Deon

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Re: Creature Moding GUI Preview
« Reply #20 on: July 26, 2008, 11:57:22 am »

This is a pretty good progress. While I personally prefer manual text file editing (well, I just like it) I think this util will be very useful to some people having some problems with walls of unknown text or just wanting a clean and easy utility.
I just wanted to say congratulations and to wish you good luck with it.
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mizipzor

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Re: Creature Moding GUI Preview
« Reply #21 on: July 26, 2008, 02:17:20 pm »

I just tried out the file parser. In my raw/objects folder (version 0.28.181.39b), there are 216 creatures. The one with the most attributes is a "spirit of fire" which defines the impressive amount of 58 attributes.

The above is, of course, assuming I didnt f*ck up the parsing algorithm.  ::)
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TheSpaceMan

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Re: Creature Moding GUI Preview
« Reply #22 on: July 26, 2008, 05:45:22 pm »

The actual mangment of the data is going forward as well. Soon som logic can be performed and new creatures can be created. I am just about to set up the first creation of the vanilla creature that should be valid in a world and exist with the other creatures.
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Greiger

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Re: Creature Moding GUI Preview
« Reply #23 on: July 27, 2008, 12:48:07 pm »

You fools!  You are going to make modding accessible to everyone!  Not just us elite few!  What has science done!!!

Hehe

Seriously, this is an awesome project.  Good work so far. :)
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TheSpaceMan

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Re: Creature Moding GUI Preview
« Reply #24 on: July 27, 2008, 04:03:27 pm »

Ok the first pre-alpha creature was chewed on and left for dead by the system today.
Here is the data i got, it's not sorted and some values was passed trough even if the shouldn't.

Without further ado. The broken Vanilla Alpha test Creature.
Spoiler (click to show/hide)

The things that made it trough that shouldn't seems to mostly be tags i havn't handled completly yet.
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

TheSpaceMan

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Re: Creature Moding GUI First File Preview
« Reply #25 on: July 27, 2008, 04:35:28 pm »

Fixed some of the issues and added a default case to the switch if no other works.
There are 3 things that i need to look into a bit more during the next step, biomes, body and attack.
These feels like they should have a separat setup that is diffrent from the other stuff.

Spoiler (click to show/hide)
« Last Edit: July 27, 2008, 05:02:17 pm by TheSpaceMan »
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Deon

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Re: Creature Moding GUI First File Preview
« Reply #26 on: July 28, 2008, 11:47:38 am »

COLOR:10:12:0 is wrong, you should make restrictions to allow just valid colors.
Also TILE should have apostrophes: [TILE:'V'] and if it doesn't have it it should be the tile's number in the character set.

If you can organize the order, please try to follow the original (name, tile, color, friendly color etc.), it will make it easier to read for those who are already used to notepad modding.

Thanks.
« Last Edit: July 28, 2008, 11:49:38 am by Deon »
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TheSpaceMan

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Re: Creature Moding GUI First File Preview
« Reply #27 on: July 28, 2008, 12:19:43 pm »

COLOR:10:12:0 is wrong, you should make restrictions to allow just valid colors.
Also TILE should have apostrophes: [TILE:'V'] and if it doesn't have it it should be the tile's number in the character set.

If you can organize the order, please try to follow the original (name, tile, color, friendly color etc.), it will make it easier to read for those who are already used to notepad modding.

Thanks.

Yeah its a work in progress. Some values need some special handeling and sorting.
The file output was just a quick test layer added by me. The actual order of stuff isn't up to me, it's up to the person saveing the data. The code just give you a string of the complete tag with it values. So organising it shouldn't be a problem once it come to that part.
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Mr.Person

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Re: Creature Moding GUI First File Preview
« Reply #28 on: July 29, 2008, 04:18:51 am »

The only suggestion I can think of is a preview window for the [TILE] tag. It can be a little tough to remember the creatures' colors without checking the wiki. I can never remember which color is which.

Looks good so far!
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mizipzor

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Re: Creature Moding GUI First File Preview
« Reply #29 on: July 29, 2008, 08:28:40 am »

The only suggestion I can think of is a preview window for the [TILE] tag. It can be a little tough to remember the creatures' colors without checking the wiki. I can never remember which color is which.

Looks good so far!

A colorpicker tool (similar to the one when adding a custom color in mspaint) will be added for the creatures color. So you dont need to remember in which order you have to put the numbers in order to make it blue etc. If thats what you meant?
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