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-   -   Modders: Text File Editor (http://forum.shrapnelgames.com/showthread.php?t=1552)

SirDarwin January 23rd, 2001 04:45 PM

Modders: Text File Editor
 
Hello everyone. I posted this attached to another message, but figured others may not read it. Basically a friend and I are working on making a visuall editor for all the text files. Right now we have it so you can look through the vehiclesize.txt and componets.txt, but no editing has been introduced yet. Once we have that part finished we will give the ability to delete a "item", and addition of "items".

We figure if he has the time tonight (I'm learning VB as we go here http://www.shrapnelgames.com/ubb/images/icons/icon7.gif then we will have a program that will allow you to view all the items in those two files, and make changes too them.

If anyone is interested in testing this, or would like a copy, drop me a email colesw@home.com. Eventually the program will be able to be found at www.mystaria.com/seiv

Baron Munchausen January 23rd, 2001 08:47 PM

Re: Modders: Text File Editor
 
The most important thing for a "mod editor" is that it do the CONSISTENCY checks for you. Spiffy looking forms are nice but hardly worth the trouble when you've got notepad, wordpad, and probably several full-blown word processors on any decent PC these days. Specialized abilities to suit the task of editing SE IV data files is what will make it worthwhile. Are the Roman Numeral values in sequence for all components in a set/tech field? Are the settings for number of abilities consistent with the ACTUAL number of abilities for each component? Etc. It can be really tedious to have to edit, save, load SE IV, quit because of error, edit, save, load SE IV, quit because of error... A custom editor should save us from that cycle.



[This message has been edited by Baron Munchausen (edited 23 January 2001).]

Tampa_Gamer January 23rd, 2001 08:59 PM

Re: Modders: Text File Editor
 
and somehow assist with spacing errors between "segments"! Although I don't know how you would program this. . .

SirDarwin January 23rd, 2001 09:38 PM

Re: Modders: Text File Editor
 
Well we do plan on making this a editor tailored to SEIV, and will of course be wanting input from people on here.

Like I said the first Version is just going to allow you to modify the present files (I actually got this pretty much working now while my friend was at work, just don't know file writing in VB http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Then we'll sit down and plan on how we will do modifications (adding new abilities, verify technologies, etc), and then the addition of new items (hulls, componets, facilities, etc).

SirDarwin January 23rd, 2001 09:41 PM

Re: Modders: Text File Editor
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Tampa_Gamer:
and somehow assist with spacing errors between "segments"! Although I don't know how you would program this. . .<HR></BLOCKQUOTE>

Well I'm guessing when you say spacing between segments you are talking about making sure you only have one space between each say Hull? Well the key to this program will be that it has to have a valid file to begin with, and once you start editing with it, it will of course output so you don't have spacing errors. If you mean something else please explain.


Daynarr January 23rd, 2001 10:33 PM

Re: Modders: Text File Editor
 
Well, all I can say is - go for it. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Tampa_Gamer January 23rd, 2001 10:54 PM

Re: Modders: Text File Editor
 
Yes, good example. All of the files depend on consistant spacing and hard returns at the end of certain data elements. I, and other modders, have found that it is very easy to slip an additional space or extra return in there. This would not result in an invalid file like you see when you start up the game. Instead, the race will just stop researching, contructing, or designing based on the file in which the extra spacing is located - no error, nothing (very hard to track). Also, any editor should have the ability to compare two files similar to the "track changes" ability in Microsoft Word. This is always the first thing I do when a new patch comes out or I want compare my files with another modder to see what has or needs to be changed.

[This message has been edited by Tampa_Gamer (edited 23 January 2001).]

Instar January 23rd, 2001 11:52 PM

Re: Modders: Text File Editor
 
VB? That sounds like some veneral disease! Use C! Now thats a real programming language! (heh, JK, programming in any language is good, but I love C)

SirDarwin January 24th, 2001 12:35 AM

Re: Modders: Text File Editor
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Tampa_Gamer:
Yes, good example. All of the files depend on consistant spacing and hard returns at the end of certain data elements. I, and other modders, have found that it is very easy to slip an additional space or extra return in there. This would not result in an invalid file like you see when you start up the game. Instead, the race will just stop researching, contructing, or designing based on the file in which the extra spacing is located - no error, nothing (very hard to track). Also, any editor should have the ability to compare two files similar to the "track changes" ability in Microsoft Word. This is always the first thing I do when a new patch comes out or I want compare my files with another modder to see what has or needs to be changed.<HR></BLOCKQUOTE>

Well this is one thing I found too while editing the game, is having those extra spaces and such http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Very annoying, so this is one way to ensure those problems don't prop up.

Now you have brought up an idea I didn't think of, and thats comparing files. I haven't seen how this works in word (I use wordpad myself, and use someone elses computer to do a spell check http://www.shrapnelgames.com/ubb/images/icons/icon7.gif But I'll defenitly take a look at it now that you've brought it up....Seems like friend and I need a design meeting http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif


SirDarwin January 24th, 2001 12:37 AM

Re: Modders: Text File Editor
 
Yes I also like C (never programmed with C++)
But I want to learn VB (always good to know more Languages, so this helps me out. I've never actually done any visual programming before this, so its a experience http://www.shrapnelgames.com/ubb/images/icons/icon7.gif


Tampa_Gamer January 24th, 2001 12:39 AM

Re: Modders: Text File Editor
 
To see what "tracking changes" looks like, take a look over in the scenario/mod download section. I posted some "blackline" (i.e. comparison) copies of the data and ai files when the 1.19 patch came out to give people an ideal of what types of changes were made. Of course, I think you need to have Word to use those files. . .Oh well.

SirDarwin January 24th, 2001 12:51 AM

Re: Modders: Text File Editor
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Tampa_Gamer:
Of course, I think you need to have Word to use those files. . .Oh well.<HR></BLOCKQUOTE>

Well I do have access to Word, just never heard/used that feature http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Is it in all Versions? I have access to '97 here, just don't have it.


SirDarwin January 24th, 2001 07:40 AM

Re: Modders: Text File Editor
 
For those who care http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
You can try out the first Version of the editor at http://www.mystaria.com/seiv

Its no where near being done, but we do enjoy sleep as much as the next person http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

IMPORTANT NOTE! Right now you can't add new abilites and such.

Number of Abilities := 1

If you change this to 2, it won't work in SEIV, since you can't add those new parts right now http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Kimball January 24th, 2001 05:16 PM

Re: Modders: Text File Editor
 
I like the editor. It makes finding componets etc... a lot easier. Good job to all that worked on it!

SirDarwin January 24th, 2001 06:04 PM

Re: Modders: Text File Editor
 
whoohoo feedback http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
hehe

Yeah at first we only had the editor with next and prev, with no lookup for items...needless to say when you have like 100+ in a file, it can get boring, the goto is a nice feature, if you know where a certain item is http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Kimball January 24th, 2001 07:24 PM

Re: Modders: Text File Editor
 
What keeps the editor from reading the remaining data files?

Kimball January 24th, 2001 07:32 PM

Re: Modders: Text File Editor
 
I found a bug. I opened the components.txt file, hit the 'go to' button, hit 'cancel' and got the following error:

run-time error '13'
type mismatch

SirDarwin January 24th, 2001 07:39 PM

Re: Modders: Text File Editor
 
Well which data files are you referring too? (if you mean like empiretypes.txt and such, those are formated completly differently then others, so we'll need different load routines).

Ok some of the cancel's will give you errors, but the program should still run fine http://www.shrapnelgames.com/ubb/images/icons/icon7.gif hehe

Kimball January 24th, 2001 07:46 PM

Re: Modders: Text File Editor
 
I didn't have any particular file in mind, I just noticed that your website listed fewer data files than actually exist.

The editor is a lot more efficient than using wordpad or some other program. Thank you for the effort.

SirDarwin January 24th, 2001 08:04 PM

Re: Modders: Text File Editor
 
Yeah just to clarify, all the data files not listed, are generally ones that just list names (ship names, emperor names, empire types, etc).

We haven't even looked at the AI files yet, so I don't know what those are like http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Tampa_Gamer January 25th, 2001 02:15 AM

Re: Modders: Text File Editor
 
SirDarwin-

I have '97 too. Go to "Tools" then choose "Track Changes" then choose "Compare Documents" This should bring up a prompt as to which document to compare to the one you already have loaded. Depending on your "options" choices, it should double underline additions and strike through deletions.

SirDracos January 27th, 2001 01:01 AM

Re: Modders: Text File Editor
 
Well I have made the effort to set up an account on this UBB. I don't play SE IV myself but I am in fact the person working with SirDarwin developing the editor. Hope everyone is enjoying it. We have fixed the known current bugs and tonight I will update the file on the site for everyone to download.

The Item Numbers still don't work. I havent taken the time to find an efficeint method that works well yet. Maybe tonight.

If anyone thinks of any new options they would like to see please post them.

I am going to start a new thred so that its closer to the top and seen by more. This message will be posted in it as well.

SirDracos January 27th, 2001 01:04 AM

Re: Modders: Text File Editor
 
Well, it seems a new post moves the thred to the top. Hrmph, oh well. Choose which ever one to post in. Probably best to keep all Posts in the same one.


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