Dynaverse.net
Please login or register.

Login with username, password and session length
Advanced search  

News:

Have you ordered your copy of Dynaverse.Net Updated OP Strategy Guide? Order here : LULU.COM

Pages: 1 2 3 [4]  All

Author Topic: "SFCIII Editor" utility WIP  (Read 3854 times)

0 Members and 1 Guest are viewing this topic.

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
Re: "SFCIII Editor" utility WIP
« Reply #90 on: August 07, 2008, 11:18:27 pm »
A little update on the Editor:
 

 
First of all, I've eliminated the Enabled/Disabled fields.  I'm figuring a better way to go about enabling things and leaving background programming to enable/disable certain things (i.e. leaving a Bridge or hull HP in the not-placed zone will automatically disable it, but all Power HPs must be enabled, something with the way the DefaultCore is written forces this).
 
Second, got all the arcs up there and a "Disable HardPoint" button which would discard any arc on a weapon HP and leave it blank (Or at least it will :P ).
 
Ah, got 2 more weeks of nothing to do but mash on the keyboard before the next semester begins...
Logged

PigUp

  • Ensign
  • *
  • Offline Offline
  • Posts: 18
Re: "SFCIII Editor" utility WIP
« Reply #91 on: August 08, 2008, 07:42:37 am »
Looks great. Only two things I would like to see added, maybe you already thought of them.

1. Add a Mine Arc. In mods like MiniDW some ships have a HP specifically for the antimatter mines, its arc is usually 0_0 so it can't be used for anything else other than the antimatter mine weapon.

2. Range checker. ShipEdit's range checker kept you from entering too high a number, or invalid character, for certain fields (like putting 14 or A in drone control for OP). The point was to prevent crashing. I don't know any specific limits for SFC3 off the top of my head, but you may want to think about it.
Logged

F9thCenturus

  • Bow before the power of my rubber chickens!!!
  • Captain
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 7765
  • Master of the Rubber Chicken!!!
Re: "SFCIII Editor" utility WIP
« Reply #92 on: August 08, 2008, 08:13:35 am »
I don't think there are such limitations in SFC3 when it comes to a range checker.  At least I've never seen anything that would require such a feature for a utility in all the times I've speced ships for SFC3.
Logged

The pen is truly mightier than the sword.  And considerably easier to write with.

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
Re: "SFCIII Editor" utility WIP
« Reply #93 on: August 08, 2008, 10:34:28 am »
1. Add a Mine Arc. In mods like MiniDW some ships have a HP specifically for the antimatter mines, its arc is usually 0_0 so it can't be used for anything else other than the antimatter mine weapon.
Maybe I'll add a textfield so one can manually edit the arc...

2. Range checker. ShipEdit's range checker kept you from entering too high a number, or invalid character, for certain fields (like putting 14 or A in drone control for OP). The point was to prevent crashing. I don't know any specific limits for SFC3 off the top of my head, but you may want to think about it.
I should check that out, thanks...
Logged

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
Re: "SFCIII Editor" utility WIP
« Reply #94 on: August 08, 2008, 04:41:34 pm »
A little help here fellas, does this look good (The weapon HPs)?
 

 
Makes things easier, but I don't want to produce something that looks like garbage...
 
Edit:  Might have just thought of something better, hang on...
Logged

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
"Refit Items" Editor WIP
« Reply #95 on: August 13, 2008, 08:17:46 pm »
*walks in*
 
Got a little frustrated with the Editor and decided to take a break (side-track) and do like I did with the HP Placer by designing a "Refit Items" editor:


 
With this you will be able to modify the CommonSettings that are specific to refitting a ship.
 
As you can see, I've added a comments text area to give a description about some text field or drop box you clicked.  As of right now, it can open and read all the refit items and item rules in the CommonSettings.  I just need to finish all the comments and implement the save feature.
Logged

F9thCenturus

  • Bow before the power of my rubber chickens!!!
  • Captain
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 7765
  • Master of the Rubber Chicken!!!
Re: "SFCIII Editor" utility WIP
« Reply #96 on: August 14, 2008, 04:43:17 am »
*drools*
Logged

The pen is truly mightier than the sword.  And considerably easier to write with.

PigUp

  • Ensign
  • *
  • Offline Offline
  • Posts: 18
Re: "SFCIII Editor" utility WIP
« Reply #97 on: August 14, 2008, 08:32:12 am »
Sweet. On my wish list for a feature I hope is added is multipliers for pretty much everything. Because if you change one item's attribute it could effect the others. Say you increased the energy costs for all weapons (which is a task in and of itself to manually change), you would need to increase the power each warp core produces. Or say you wanted to decrease the hull cost for all ships because you increased the cost of all items.

Anyways, enough of my shameless plugging ;), keep up the great work Greenvalv :rwoot:
Logged

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
Re: "SFCIII Editor" utility WIP
« Reply #98 on: August 14, 2008, 12:38:48 pm »
Sweet. On my wish list for a feature I hope is added is multipliers for pretty much everything. Because if you change one item's attribute it could effect the others. Say you increased the energy costs for all weapons (which is a task in and of itself to manually change), you would need to increase the power each warp core produces.
I can see this... and this is good *prepares to add an "Options" section*

Or say you wanted to decrease the hull cost for all ships because you increased the cost of all items.
This'll have to wait 'til I implement it into the editor as a whole.
 
Any more ideas, just post em...  8)
Logged

F9thCenturus

  • Bow before the power of my rubber chickens!!!
  • Captain
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 7765
  • Master of the Rubber Chicken!!!
Re: "SFCIII Editor" utility WIP
« Reply #99 on: August 14, 2008, 01:03:12 pm »
How about having Tom Jones' song She's A Lady playing through the editor as you work on your ships.  ;D
Logged

The pen is truly mightier than the sword.  And considerably easier to write with.

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
Refit Items Editor BETA Released!
« Reply #100 on: August 18, 2008, 08:51:52 pm »
OPEN BETA!!! http://starfleetcommand3.filefront.com/file/SFCIII_Refit_Items_Editor_BETA;93162
 
This version (0.9.5) is a straight up editor... no fancy-smancy extras... just wanting to see if anyone can find any bugs and whatnot with the basics before I go adding special features... please click everything! alot of stuff will have comments associated with it, so have fun... I've tested it and the game runs without any problems...  NOW FIND THEM BUGS!!!
Logged

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
New HP Placer (1.2.8)
« Reply #101 on: August 20, 2008, 04:06:51 pm »
http://starfleetcommand3.filefront.com/file/;93211
 
New features:
 
HardPoints can now be moved according to grid size. Sizes are: Normal (1 Pixel), 5 Pixels, 10 Pixels, and 15 Pixels

"Restore Layout" in "Options menu" moves all HardPoints back to their intial load positions

"Crosshairs" can be toggled to allow precision HardPoint placement
 

 

 

 
Mind you, this version is tentative... so if you have any suggestions for new (reasonable) features *looks at F9thCenturus*... or changes to the current ones, feel free to comment.
Logged

F9thCenturus

  • Bow before the power of my rubber chickens!!!
  • Captain
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 7765
  • Master of the Rubber Chicken!!!
Re: "SFCIII Editor" utility WIP
« Reply #102 on: August 20, 2008, 06:04:34 pm »
What's so unreasonable about having She's A Lady playing while you're refitting a ship?

 ;D
Logged

The pen is truly mightier than the sword.  And considerably easier to write with.

PigUp

  • Ensign
  • *
  • Offline Offline
  • Posts: 18
Re: "SFCIII Editor" utility WIP
« Reply #103 on: August 20, 2008, 06:49:42 pm »
Man my new job has kept me busy, I've barely been able to test the Item Editor much. So far the only thing to report on that is that after I used it once, and I did not save after messing around. I played a round and in the "after battle report" it said I had taken 300 something internal damage :huh:. It hasn't happened since, and I do have several weapons that have decimals in their damage value, so I assume it was 30.0 damage.

Anywho, for the HP Placer I suggest a Snap to Column and Snap to Row feature. Notice in the Defiant pic that weapon hp's 3, 19, and 18, power hp 1, bridge hp 1, and hull hp 1 are all lined up on the same row. If you wanted more hp's to line up the same way then this would save time on those ships with a lot of hp's, especially on the tiny TI image where you have very little space to work with and the slightest tap with the mouse can screw you up. Snap to Row would highlight a row (right click maybe?) and then all subsequent hp's you place will automatically move up or down to the row selected (left or right for columns) until you turn it off or use Snap to Column.
Logged

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
Re: "SFCIII Editor" utility WIP
« Reply #104 on: August 20, 2008, 08:32:40 pm »
Anywho, for the HP Placer I suggest a Snap to Column and Snap to Row feature. Notice in the Defiant pic that weapon hp's 3, 19, and 18, power hp 1, bridge hp 1, and hull hp 1 are all lined up on the same row. If you wanted more hp's to line up the same way then this would save time on those ships with a lot of hp's, especially on the tiny TI image where you have very little space to work with and the slightest tap with the mouse can screw you up. Snap to Row would highlight a row (right click maybe?) and then all subsequent hp's you place will automatically move up or down to the row selected (left or right for columns) until you turn it off or use Snap to Column.
I'd love to, and believe me, I triiieeedddd my darndest to implement that very thing.... but it phailed and looked ugly every time...
 
Edit: ZOMG, I got a new idea/approach... *scurries*
Logged

F9thCenturus

  • Bow before the power of my rubber chickens!!!
  • Captain
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 7765
  • Master of the Rubber Chicken!!!
Re: "SFCIII Editor" utility WIP
« Reply #105 on: August 21, 2008, 06:01:13 am »
I used to know an imp that loved to scurry.  Wish I could have scurried her, if ya know what I mean.

 :D

But yea, having some sort of a snap or toggle feature that would allow uniform placement of hardpoints across the interface would be great, similar to the old HP placement editor that D'Derdiex (sp?) made, but a little bit better.  Something that can allow you to move the hardpoints a little and still have them align up.

That make any sense?
Logged

The pen is truly mightier than the sword.  And considerably easier to write with.

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
Re: "SFCIII Editor" utility WIP
« Reply #106 on: August 21, 2008, 08:53:37 am »
But yea, having some sort of a snap or toggle feature that would allow uniform placement of hardpoints across the interface would be great, similar to the old HP placement editor that D'Derdiex (sp?) made, but a little bit better.  Something that can allow you to move the hardpoints a little and still have them align up.

That make any sense?
Well, the grid feature does that, but it's usually... off-center of what you want.  What I'm thinkin' right now is the ability to mark a line and somehow be able to tell other specific HP's to snap to that line whether it be horizontal, vertical, or even both.  Perhaps I will have my first experience with right click menus... time's runnin' short though, semester begins Monday, and I have a heavy demanding programming class... won't have any time for my babies, er, utilities...  :'(
Logged

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
HP Placer "Snap to Column/Row" Feature
« Reply #107 on: August 21, 2008, 11:27:25 pm »
*cough*
 

 
That what you had in mind?
Logged

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
Re: "SFCIII Editor" utility WIP
« Reply #108 on: August 22, 2008, 07:12:32 pm »
Updated it again, this time when you snap a HardPoint to a Column/Row, it will set the crosshairs on the lead HP to show the snapped HP lining up:
 

 
Better yet, I'm going to make it to where when you set a HP as lead, the crosshairs will always be on it unless you move another HP around, then the crosshairs will align with the moving HP.
Logged

GQMarkDawg

  • Ensign
  • *
  • Offline Offline
  • Posts: 6
Re: "SFCIII Editor" utility WIP
« Reply #109 on: August 27, 2008, 12:12:41 am »
Great work mate I love the Idea of being able to edit this so easy like this I have spent so many hours modding this game and If I had tools like that it could have cut the time in half.
Logged

Fallen_Warrior

  • Owner of OutaLance Entertainment
  • Commander
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 3279
  • I've been warned, ooooh scary
    • WWW
Re: "SFCIII Editor" utility WIP
« Reply #110 on: September 20, 2008, 06:39:27 pm »
what we really need for SFC3 is a multi purpose settings editor, overall ambient lighting, AI control and other such goodies, IE having the ability to change the "default" ships in single player skirmish, Something that searches through the strings and ini's  and allows you to replace/edit entries, this would then be able to edit weapon/hull item names and such.

If we can get something like that than it saves the modders so much time when we're trying to build a mod, or even the average Ioe for making the AI harder.
Logged



Fallen enemies are fed to the scavengers.
Fallen friends are fed into the Great Furnace, their souls returned to the Great Mother.
While Fallen Warriors Ready themselves for the final battle that will regain their Honor

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
Re: "SFCIII Editor" utility WIP
« Reply #111 on: September 20, 2008, 10:54:47 pm »
Well, it's gonna have to wait til after the first week of December... this semester is the toughest by far...
Logged

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
Re: "SFCIII Editor" utility WIP
« Reply #112 on: January 01, 2009, 04:23:12 pm »
*walks in*
 
Got some free time...
 
*looks at his old source code*
 
*screams at the top of his lungs about the sexual orientation of Java*
 
My God... taking a data structures class has made this code look like trash... I need to rewrite alot of it...
Logged

marstone

  • Lt. Commander
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 1199
Re: "SFCIII Editor" utility WIP
« Reply #113 on: January 01, 2009, 06:20:43 pm »
*walks in*
 
Got some free time...
 
*looks at his old source code*
 
*screams at the top of his lungs about the sexual orientation of Java*
 
My God... taking a data structures class has made this code look like trash... I need to rewrite alot of it...

LOL, I understand that, the more you learn the more you see you wrote crap code.  I went back through my code from 17 years ago when I was a student, man, it isn't bad, but you can see how I progressed as the classes went on. (and how I regressed since I have been out).
Logged

Tink, Tink, Tink *SMACK* - OW!

Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Offline Offline
  • Posts: 642
  • Sfc3files Dept Site Admin
Re: "SFCIII Editor" utility WIP
« Reply #114 on: January 01, 2009, 07:32:05 pm »
Well this is fun... .JAR files refuse to run under Vista... no wonder some people have trouble with my programs... maybe I should rewrite it in C...
Logged

GFLMyComputerMan

  • Ensign
  • *
  • Offline Offline
  • Posts: 16
Re: "SFCIII Editor" utility WIP
« Reply #115 on: Yesterday at 09:17:43 am »
Hello Greenvalv,

The utility looks great and I can't wait to try it out. 
Where are going to school?  I noticed you had said you just took Data Structures....I'm taking that class right now at Drexel University lol.

Kind of a funny thing...I had thought of writing a similar utility....looks like you beat me to the punch ;).

Good work! 

MyComputerMan
Logged
Pages: 1 2 3 [4]  All
« previous next »
 

Page created in 0.193 seconds with 19 queries.