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  #1  
Old January 23rd, 2001, 04:45 PM

SirDarwin SirDarwin is offline
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Default 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 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
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Old January 23rd, 2001, 08:47 PM

Baron Munchausen Baron Munchausen is offline
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Default 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).]
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  #3  
Old January 23rd, 2001, 08:59 PM
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Default Re: Modders: Text File Editor

and somehow assist with spacing errors between "segments"! Although I don't know how you would program this. . .
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Old January 23rd, 2001, 09:38 PM

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Default 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

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).
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Old January 23rd, 2001, 09:41 PM

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Default Re: Modders: Text File Editor

quote:
Originally posted by Tampa_Gamer:
and somehow assist with spacing errors between "segments"! Although I don't know how you would program this. . .


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.

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Old January 23rd, 2001, 10:33 PM
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Default Re: Modders: Text File Editor

Well, all I can say is - go for it.
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Old January 23rd, 2001, 10:54 PM
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Default 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).]
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Old January 23rd, 2001, 11:52 PM
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Default 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)
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Old January 24th, 2001, 12:35 AM

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Default Re: Modders: Text File Editor

quote:
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.


Well this is one thing I found too while editing the game, is having those extra spaces and such 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 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

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Old January 24th, 2001, 12:37 AM

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Default 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

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