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Re: 3.0.5 bugfix release
The templatizer is now Java-only!
Download latest version here: http://kolis.dyndns.org/ed/prog/templatizer.zip You'll need: Java 5.0 runtime environment (www.java.com) JEP parser plus the XJep and VectorJep packages (http://www.singsurf.org/djep/index.html) - or just grab the "Full Class Library" Run the Java installer, extract templatizer.zip somewhere, and put the JEP stuff somewhere handy where Java can get to it (your templatizer directory is pretty much guaranteed to work; can't recall where else java might find it)! http://forum.shrapnelgames.com/images/smilies/laugh.gif Look at the engine-template.txt for instructions (you can see its output in engine.txt)... the format has changed a bit since v3; hopefully it will be easier to use now (no more cryptic "#" symbols for a tech grid http://forum.shrapnelgames.com/image...ies/tongue.gif) |
Contemplating a graphical Templatizer...
I was thinking of rewriting the templatizer *yet again*, this time to give it a graphical user interface. Anyone think this would be a good idea, or would I just be wasting my time?
Basically the way this GUI would work is like the Art of Illusion texture editor. You'd have a bunch of "blocks" each representing some elementary function or variable, and by plugging the blocks into each other you could create complex equations, with the added ability to save a set of blocks as a new block for future use. Of course, I'd hope to still support typing in equations (don't want to have to add 3 separate blocks just for 3 + TechLevel! http://forum.shrapnelgames.com/images/smilies/eek.gif), but I'm hoping making the program more "visual" will increase its usability... do you agree, disagree, not really care, whatever? http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Contemplating a graphical Templatizer...
Yeah that would be great...just make it for SEV instead...
http://forum.shrapnelgames.com/image...es/biggrin.gif Kana |
Re: Contemplating a graphical Templatizer...
Eh, shouldn't be hard to modify for SE5, if I ever get it done http://forum.shrapnelgames.com/images/smilies/wink.gif
Besides, a templatizer for SE5 would be of slightly less use, as in SE5 you're supposed to be able to type in formulas directly into the data fields... |
Re: Contemplating a graphical Templatizer...
1 Attachment(s)
Well, maybe I won't do a graphical templatizer... but I could always redo it so it just uses XML transforms to create the SE4 data files - I'm taking a course in XML right now, so this would be a good application http://forum.shrapnelgames.com/images/smilies/wink.gif
Anyway, does this file I've attached look readable/writable to anyone? It's not quite the same as the SE4 data files, but it uses the same fields, and once I write the XSLT (the hard part http://forum.shrapnelgames.com/images/smilies/wink.gif) it should be translatable into SE4 data just by viewing it in your browser! http://forum.shrapnelgames.com/images/smilies/eek.gif |
Re: Contemplating a graphical Templatizer...
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OK, I've got a basic XML-based templatizer here...
http://kolis.dyndns.org/ed/prog/temp...tizer-XSLT.zip |
Re: Contemplating a graphical Templatizer...
1 Attachment(s)
I have rewritten the templatizer (yet again http://forum.shrapnelgames.com/image...s/rolleyes.gif) - this time in Python!
http://kolis.dyndns.org/ed/prog/temp...latizer-py.zip And this time I won't make the mistake of not uploading it here just in case my computer fails http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Contemplating a graphical Templatizer...
Cool, what does it do?
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Re: Contemplating a graphical Templatizer...
Same thing it's always done - let you plug in formulas and it churns out components, facilities, mounts, vehicle sizes, or whatever you want in copious quantities! http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Contemplating a graphical Templatizer...
The cure for the common allergies?
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