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Re: Contemplating a graphical Templatizer...
Python = snake that strangles its prey before it devours it.
I don't think I want this in my computer http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Contemplating a graphical Templatizer...
Python = hilarious British comedian. Why don't you want your computer filled with sketches about silly walks and dead parrots?
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Re: Contemplating a graphical Templatizer...
Isn't it also a gun?
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Re: Contemplating a graphical Templatizer...
Thread necromancy strikes again! :twisted:
I was thinking of returning the templatizer to Java, and making it more user-friendly, more along the lines of DavidG's SE4Modder. Version 6 (which is still in beta) of Java allows you to mix Java and Javascript (http://java.sun.com/developer/techni...ing/index.html for details), which means that I could have it so the user interface is in Java, but all the template code (the code that the user actually writes) is in Javascript. So you might have some field, say, Tonnage Structure, with a text box where you can type in a formula, or hit buttons to insert variables. Since Javascript in Java 6 can manipulate real Java objects, I might even make it so you can type field names (such as Tonnage) into other fields (such as Tonnage Structure) - or drag fields around - to make "references" between them. I'd have to prevent circular references, of course, but that shouldn't be too hard - just give each field a reference tree and make sure no object appears in its own reference tree! Of course, this might all be rather irrelevant with SE5 coming out in the next month or so... any thoughts? |
Re: Contemplating a graphical Templatizer...
Wow, that'd be a nice tool! I hope you do it. I'm sure there will still be a lot of SE4 still going on for a long while...
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Re: Contemplating a graphical Templatizer...
I would suggest that you duplicate the entry from the data file, with editable fields that can take either hard text or a formula. I would just supply the user with the allowable formula elements in the help file etc. and a few variables like "level" or "range". The user would then select from a drop box the number of levels to make for the item and then the program exports the entries to a .txt file that can be copy/pasted into the appropriate data file.
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Re: Contemplating a graphical Templatizer...
Drag and drop for everything seems like wasted effort for something like this. If you are savvy enough to use exotic formulas for generating data files, you don't need no stinkin' drag and drop in a cluttered interface. http://forum.shrapnelgames.com/images/smilies/wink.gif Something like Kwok's suggestion would IMO be better; even "hard text" is still technically a formula.
Why not just keep the template code in Python? You can have the templatizer write out python scripts, then execute them. In fact, this would be preferable, basically building a front-end to the current python templatizer. This way, advanced users can just make/edit the python scripts directly. In also has the advantage of not wasting time duplicating all of your previous efforts. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Contemplating a graphical Templatizer...
What do you mean "duplicate the entry from the data file"?
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Re: Contemplating a graphical Templatizer...
Basically your interface consists of a replica of the data file entry, with the exception of textboxes or lists for data entry.
<font class="small">Code:</font><hr /><pre> Name := ************* Description := ************* Pic Num := ************* Tonnage Space Taken := ************* Tonnage Structure := ************* Cost Minerals := 450 + ([%Level%] * 50) <--- Example Formula Cost Organics := ************* Cost Radioactives := ************* Vehicle Type := ************* Supply Amount Used := ************* Restrictions := ************* General Group := ************* Family := ************* Roman Numeral := Auto Custom Group := ************* Number of Tech Req := [Droplist of numbers?] Tech Area Req 1 := ************* Tech Level Req 1 := ************* Number of Abilities := [Droplist of numbers] Ability 1 Type := [Droplist of Abilites?] Ability 1 Descr := ******************************** Ability 1 Val 1 := ************* Ability 1 Val 2 := ************* Weapon Type := [Droplist] </pre><hr /> |
Re: Contemplating a graphical Templatizer...
I like the idea of not changing the templatizer, just making a front-end to generate scripts.
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Re: Contemplating a graphical Templatizer...
Eh, I was hoping to pretty it up a bit... make it a bit more intuitive somehow than just a big long laundry list of fields...
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Re: Contemplating a graphical Templatizer...
As far as CK's sample there, "number of abilities" should be automatic.
Just let the user add or delete abilities and track the total. |
Re: Contemplating a graphical Templatizer...
Yeah, that was one thing I had in mind... another was display of the relevant images...
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Re: Contemplating a graphical Templatizer...
You could have a box with the current image displayed. You could have arrows under the pic that allow the user to flip through the stack of pics available. Of course, it would also respond to the number the user type in for pic number.
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Re: Contemplating a graphical Templatizer...
I was thinking maybe even a button you click to popup the Components.bmp or whatever and then you can click a mini http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Contemplating a graphical Templatizer...
Just from a novice's point of view, maybe make it both graphically functional ( and aesthetic? ) and beginner level user-friendly. I'm not a programmer, or a computer-whiz, and to be honest as appealing as it is it's dauntlingly complicated for a complete beginner.
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Re: Contemplating a graphical Templatizer...
I like the part about duplicating the data files and inserting choice boxes. It would make the program a jumping off point to doing more personalization. Semi-tutorial as you use it. You can see exactly what is not being modified, or what is and where it is in the file. It would make the user braver about diving in manually to try one of the items still left on default.
Id also love to see it offer pop-up explanations of each entry. Maybe calling a seperate outside file for that like a comma-dilimted file. That would make it easy for other people to expand on the help text Gandalf Parker |
Re: Contemplating a graphical Templatizer...
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OK, I've got an editor for racial traits (they were among the simplest of the data files and do not have references to other files); you can add parameters (for tech grids, though the parameters are currently ignored) and (most importantly) Javascript code - see a number get squared, ooh ahh! http://forum.shrapnelgames.com/images/smilies/wink.gif As you can see in the attached screenshot, the "useless" fields that SE4 requires but ignores are filled in automatically http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Contemplating a graphical Templatizer...
Just thought I'd mention that I just now added a "quick-parser" which detects any errors in your data fields and highlights them red! Very simple to do given that I was already running the data through the script engine all at once - this time I just run some of it through! http://forum.shrapnelgames.com/images/smilies/wink.gif The quick-parser also lets you hover over a field and view its value; haven't tested it with actual templatized items, mainly because I haven't implemented those yet, but I imagine it would look something like this: [10, 20, 30, 40, 50] for a simple 5-level progression http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Contemplating a graphical Templatizer...
Looks like you're on the right track to me !!!
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