ToolBox

ToolBox

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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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

ToolBox

Post by FLOZi »

WE'RE ANNOUNCIN AH MOD(DEV TOOLS)

What is it?
A bunch of handy game and map dev tools bundled into one package, accessed through a handy Chili-driven GUI.

How do I use it?
Open up the sdd, open up modinfo.lua, set your mod as a dependency.

Run spring.exe and choose ToolBox.

(Mappers can run it stand-alone without a dependency. You may have to clear / edit ArchiveCache.lua if you switch to dev-ing another mod with it - Alternatively make it into an sdz/7 and it should be rechecked each time it is loaded).

Most of the tools are accessible through the menu (Spanner then ToolBox) some are accessible through F11 directly.

Where do I get it?
Latest version is automagically packaged into a tarball (.tar.gz) available at:
http://tinyurl.com/SpringToolBox

If you prefer to use SVN directly, the repo is at:
https://spring1944.svn.sourceforge.net/ ... olBox.sdd/

What tools does it give me?
So far it includes:
  • Boxxy - For tweaking unit collision volumes
  • Animator (aka Unit Poser) - For animating units
  • CEG Spawner - For testing CEG's in game
  • Water Configure - For tweaking map water settings
  • Widget Profiler - For profiling your widgets
Who is responsible for this abomination?
In no particular order:
  • knorke - Made Boxxy, Unit Poser
  • CarRepairer - Made CEG Spawner, made all the Chili GUIs for the tools and the menu
  • FLOZi - Had the idea of using a dependency and badgered Car into making it happen
  • jK - For Chili and the water config and profiler widgets (and for reminding me about lockluaui.txt)
  • Tobi - For LUS
Suggestions welcome
So far FBI2Lua, buildpic generator, feature placer have been suggested
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: ToolBox

Post by Google_Frog »

Looks good. I have a widget for fast cheating, it's not much but it seems like the kind of thing that could be included.

Code: Select all

function widget:GetInfo()
  return {
    name      = "Cheat",
    desc      = "Cheats",
    author    = "Google Frog",
    date      = "Dec 30, 2008",
    license   = "GNU GPL, v2 or later",
    layer     = 0,
    enabled   = true --  loaded by default?
  }
end

function widget:TextCommand(command)  
	if command == "cheatall" then
		if not Spring.IsCheatingEnabled() then
			Spring.SendCommands{"cheat"}
		end
		Spring.SendCommands{"spectator"}
		if not Spring.IsGodModeEnabled() then
			Spring.SendCommands{"godmode"}	
		end
	end
end
Also which version of boxxy is that? I think car has the most recent version.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: ToolBox

Post by FLOZi »

ToolBox has the most recent version courtesy of Car.
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CarRepairer
Cursed Zero-K Developer
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Re: ToolBox

Post by CarRepairer »

I will add a little widget I use that lets you bind hotkeys to common commands like cheat, spectator, luaui/luarules reload etc.
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knorke
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Re: ToolBox

Post by knorke »

So far FBI2Lua, buildpic generator, feature placer have been suggested
especially buildpic generator would be nice.

1) instantlog

2) DPS display widget.

3) map marker coordinates thing http://pastebin.com/aLJYcZYT
For making lists of waypoints or placing things or whatever. (I always edit depending on what kind of format is needed)

4) heightmap exporter (not sure if there currently is a working one)

5) that thing that creates unit guides/lists (dunno if it is Lua or something external)

6) some "play replays at max speed" widget
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: ToolBox

Post by FLOZi »

Buildpic generator in its current guise relies on cob scripts, need to do some tweaking.
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knorke
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Re: ToolBox

Post by knorke »

ca -> zk ;)
http://code.google.com/p/zero-k/source/ ... erator.lua
zK has LUS and uses that I think? At least the file differs.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: ToolBox

Post by smoth »

I have one that uses LUS just fine but it broked in 84 :(

that code probably needs to be refactored in a bad way.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: ToolBox

Post by FLOZi »

knorke wrote:ca -> zk ;)
http://code.google.com/p/zero-k/source/ ... erator.lua
zK has LUS and uses that I think? At least the file differs.
edit:
Yeah seems to cater to both, will take a look at weekend maybe
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KaiserJ
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Joined: 08 Sep 2008, 22:59

Re: ToolBox

Post by KaiserJ »

an excellent collection of tools made by an excellent collection of people
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: ToolBox

Post by PicassoCT »

this actually allows me to clean my modfolder. There you go, toolscollection of old.


Bundled Awesome at work. If i ever write a tool that would reach this quality, i will gladly contribute. :D

Can it be that toolbox only works with 84ß
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CarRepairer
Cursed Zero-K Developer
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Re: ToolBox

Post by CarRepairer »

I tweaked icongenerator to work in 84 but sadness - collada models are all black. s3o works.
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smoth
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Re: ToolBox

Post by smoth »

what was broken? i would love to know so I can fix mine.
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PicassoCT
Journeywar Developer & Mapper
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Re: ToolBox

Post by PicassoCT »

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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: ToolBox

Post by FLOZi »

Spring 82?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: ToolBox

Post by knorke »

oh my god Piccaso you have slept for 200 years and in the meantime there have been 2 new spring versions and everybody is playing dsdjw, as it was finished by your grandchildren!
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: ToolBox

Post by PicassoCT »

dont you mock me for using working spring version to dev :D
Ive got enough trouble on my own without changing the system. Foolbox refuses to work properly. Cant cheat units into game.

Oh, wait, its a spring tool. It got to defend a proud history of user punishment. What would grandfather Upspring think, if this one gave itself away easily. This is openHorse, the proGramars suffered for this, so the user has to suffer, and this is his payment. Money or Lifetime, that is the choice.

I like you guys, but raising high hopes and then beeing grounded sucks. So fix it or dont, i dont care.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: ToolBox

Post by FLOZi »

Yeah, not helpful bug report. :P

We're still working on icongen btw, and I've had a new idea; widget that lets you restart spring (for when luarules relaod isn't enough), that lets you choose map, using Spring.Restart().
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knorke
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Joined: 22 Feb 2006, 01:02

Re: ToolBox

Post by knorke »

Make boxxy work with features by using Spring.SetFeatureCollisionVolumeData

There seems to be no Getxxx, at least not on http://springrts.com/wiki/Lua_SyncedRea ... formations
Workaround could be to send absolute values by the controll widget. (instead of sending instructions how to adjust the colvol)

Would be usefull because atm you have to use some placeholder unit to adjust features hitvolumes.
---
Added link at http://springrts.com/wiki/Map,_Mod,_And ... t_Programs (page might eventually need some cleaning up :roll: )
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Deadnight Warrior
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Joined: 08 Jun 2009, 17:59

Re: ToolBox

Post by Deadnight Warrior »

knorke, Spring.GetFeatureCollisionVolumeData exists, check the dynamic collision volume gadget in XTA or BA. It was added in 83.0 when I gave Kloot the engine patch, which he later finetuned.
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