Mod editor - Page 2

Mod editor

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

BvDorp wrote:What awesome project! Some (noob) questions:

- Will users be able to run it without configuring a MySQL DB?
For those who don't have unused database servers around the house, setting up MySQL for windows is very easy. I recommend http://www.apachefriends.org/en/xampp-windows.html
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

Have a DB running here myself, easy to setup :)

How's things going?
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

BvDorp wrote:...
How's things going?
Going fine!
There's really not much i can say of interesting about the progress. With some work on the dll and a few lines of code on the GUI, a big step will be acomplished, leaving me with only 4 more big steps out of 10 bigger intermediate goals of the project.

Anyway, check out this video about mono. Two hits:
- I would call it «a web browser in 5 mins».
- Code completion is the power!
http://mysterion.org/~danw/blog/2005/03 ... zilla.html
Great motivation to work with mono, indeed!
More videos here:
http://mono-project.com/Videos

And speaking of motivation, trimming down eucaliptus(?) trees is much more exciting when i'm Paulo the Barbarian with it's trusted axe waiting in the car (even though it will never see any use) that a simple worker taking care of it's trees with a saw. :lol: :lol:
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

For those interested in unit pages like AA's [http://www.planetannihilation.com/aa/guide60/index.htm]Unit Guide[/url] I am working on a little php script to do something similar. You can see it here:
http://210.11.113.96/modweb/unit.php?unit=armcom

Its no where near finished yet, but is getting there slowly. It loads all the fbi files in a folder into a database, and them makes the page upon request using a simple template system. I still have to make the build trees work, but that shouldnt be to hard, and is coming soon.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

yay Maelstrom give us more :D
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

I've heard something about someone losing hope so i'll give some news.

I'm still here, and the project is going pretty fine. It is extremely likely that i will finish it and not just disapear or «forget» about it.
Friday i ended up a big big step.
I've been making it in Linux with MySql 4.1. I went to do some testings on Windows and, after instalation of MySql 4.0, some accesses would always work others never... Tryed the most recent version, 5.0.1, the ones who didn't worked started to work, others became non-working. Tried version 4.1 of MySql, everything worked fine. Got to try and figure out what's the problem because otherwise will suck.

Still, quite some things to do. I will not attempt to predict time left. I came to the conclusion that i'm a far better programmer than a predicter of time for completion of projects.
Also, it is probabel that people who are pro at mod making will not find my program very usefull (although i'll wait and see).
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Major step finished!
Now i could use some help just to be sure.

Let's say i have a unit named QWE.
1- Doesn the unit needs to be stored on a single file or can i have alll the units hammered into a single file? I think weapons can be all in one file.
2- If needing it's own single file, it's name has to be specific? Like QWE.fbi?
3- What is the relation between units and other files, like the script files or the 3do files. I don't find any "tag" saying which script to use so i'm guessing that the engine will search for a file named QWE.cob and QWE.3do? What other files are under this condition?

4- There was something else .. but .. weak memory.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

3do's at least SHOULD be hard coded into the unit's fbi
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

The filenames do not have to be the same as the unit names.

Dunno if more than one unit can be in a file, try it out yourself.

I think (dont know for sure) that the script file will be unitname.cob, and same with the model. The corpse is set from the FBI file.
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

Maelstrom wrote: I think (dont know for sure) that the script file will be unitname.cob, and same with the model. The corpse is set from the FBI file.
Just to amplify, the FBI file sets the corpse tdf file, which contains corpse attributes and the filename ot the corpse model. Everyone probably already knew this, but I am posting just to be sure...
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

PauloMorfeo wrote:...
I've been making it in Linux with MySql 4.1. I went to do some testings on Windows and, after instalation of MySql 4.0, some accesses would always work others never... Tryed the most recent version, 5.0.1, the ones who didn't worked started to work, others became non-working. Tried version 4.1 of MySql, everything worked fine. Got to try and figure out what's the problem because otherwise will suck.
...
Funny thing, MySql 4.1 and 5.0 accepts inserting boolean fields as "False" and "True", 4.0 does not. When making inserts, in 4.0 and 4.1, you only have to specify the fields that you are inserting, in 5.0, you need to specify all "NOT NULL" fields. Anyway, that should be all solved, now.

And, yesterday, writing the code for parsing the files for importing a mod was a stupid freaking godam bitchfull pain in the arse!!! :evil:
But it's working now. Off to go implement the importing of mods, now that i can parse the files. :roll:
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Foe OfTheBee wrote:...
Just to amplify, the FBI file sets the corpse tdf file, which contains corpse attributes and the filename ot the corpse model. Everyone probably already knew ...
haaaaaa.....
hmmm......
:oops:
...............

:(
I got a feeling that first version will not allow for editing of those files since i didn't noticed them...
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Ok, so since i just noticed that there are a group of files i wasn't aware (the .tdf s for features), maybe there are others, i'll show what groups of files it does edit. So if i'm forgeting any group of files, let me know.

- Sidedata.tdf
- Moveinfo.tdf
- Sound.tdf
- Armor.txt
- Modinfo.tdf
- All weapons .tdf
- All units .fbi

Do you prefer to have the program 0.9 without editing of feature .tdf files or wait until?
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

For anyone who cares, the program was mostly finished.
However, since the program was running on top of the SQL database, with many units and stuff (like XTA and others have) the program becomes slow beyond any possible usability.

So, i'm now implementing the program loading, once, all the stuff from the database into memory and, after that is done, work syncronized with the database so it doesn't needs to load frequently, for example, all units.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Cool. Any chance of getting a beta release soon?
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Maelstrom wrote:Cool. Any chance of getting a beta release soon?
Soon, really soon.
And, after so much time of miscalculation, this time i'm pretty sure.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

:?

Hmm... <_<
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

ressurection of threads is bad
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

I was ressurecting, I was pondering what happened...
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