Staredit Network

Staredit Network -> Modding Chat -> IScript preview
Report, edit, etc...Posted by SI on 2007-01-09 at 19:35:53
after the grp editor thread I noticed there may be interest in an app that can preview various Iscript scripts. Since I had a very basic one in scmdraft, if there is enough demand I will clean it up and maybe make it stand alone, depending on how difficult it is to split the codebase.
ATM you can select a unit / sprite / flingy / image ID, and then play any of the 28 iscripts. (Either recreating the unit or reusing the previous unit state). This is mainly a GUI frontend from debug code back when I was still actively working on my iscript engine, I may work on adding more opcodes.
Currently implemented opcodes:

0x00
0x01
[...]
0x09

0x0f
0x11
0x16
0x17
0x18
0x19
0x1A
0x1C
0x1D
0x1E
0x1F
0x20
0x21
0x22

0x24
0x2B
0x2C
0x34
0x35
0x36

0x38

0x3c <- only partially
0x3D

these are implemented correctly to the best of my knowledge, the others are either unknown or just not implemented because they were not relevent. Alot of the unknown research was done by me, the rest mainly by DW...
Report, edit, etc...Posted by nirvanajung on 2007-01-09 at 19:53:57
i believe, there would many of demand for iscripting , especialy for most iceCC user...

i think it should be similar to kind of game-3dmodel viewer
like as WC3 model-viewer/ HL1/2 model-viewer
they are graphic viewer and animation player for their 3dmodels
also they support a bit of simulating features

if it could load custom script and play w/ that custom script
then it would be selected to use for moder's work
Report, edit, etc...Posted by Kookster on 2007-01-09 at 21:43:40
it would be o so useful if you could edit the iscript too biggrin.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2007-01-09 at 21:54:51
I'd like it, and certainly use it. Although, I wonder, could it be possible to code in proper movement? that's one of the hardest things I've ever done in iscript is balancing the movement speed against other units. I've never liked having to test game after game with just a minor change between each test. Not needed, but it's something I know would be a big help. Other than that, I expect anything else needed in a preview is already planned.
Report, edit, etc...Posted by Voyager7456(MM) on 2007-01-10 at 06:56:39
The preview thing is amazing. I'd defenitely use it. I assume it will have support for custom GRPs, right?
Report, edit, etc...Posted by SI on 2007-01-10 at 07:40:49
to use custom grps / iscript atrm, you just need to create a scmdraft profile with the mod loaded as additional (4th) mpq.

as for movement, I should be able to do that, although it will probably end up being me moving the background tiles away from under the unit so that it stays centered.
Report, edit, etc...Posted by BroodKiller on 2007-01-10 at 08:02:13
If you do it, would you mind sharing the code, SI? With your approval, I would include it into GRPEd, and if not - I would like to know it anyways w00t.gif
Report, edit, etc...Posted by SI on 2007-01-10 at 10:17:56
probably wont share the code, I doubt it could be easily integrated into grped anyhow since it relays on alot of other code. However I will try to writeup a description of all the opcodes.
Report, edit, etc...Posted by Oo.Insane.oO on 2007-01-10 at 14:54:45
QUOTE(SI @ Jan 9 2007, 07:35 PM)
after the grp editor thread I noticed there may be interest in an app that can preview various Iscript scripts. Since I had a very basic one in scmdraft, if there is enough demand I will clean it up and maybe make it stand alone, depending on how difficult it is to split the codebase.
ATM you can select a unit / sprite / flingy / image ID, and then play any of the 28 iscripts. (Either recreating the unit or reusing the previous unit state). This is mainly a GUI frontend from debug code back when I was still actively working on my iscript engine, I may work on adding more opcodes.
Currently implemented opcodes:

0x00
0x01
[...]
0x09

0x0f
0x11
0x16
0x17
0x18
0x19
0x1A
0x1C
0x1D
0x1E
0x1F
0x20
0x21
0x22

0x24
0x2B
0x2C
0x34
0x35
0x36

0x38

0x3c <- only partially
0x3D

these are implemented correctly to the best of my knowledge, the others are either unknown or just not implemented because they were not relevent. Alot of the unknown research was done by me, the rest mainly by DW...
[right][snapback]611791[/snapback][/right]


You and shadowflare should get together and put the preview into the newer ICECC that would be sexy smile.gif
Report, edit, etc...Posted by SI on 2007-01-10 at 18:10:52
because mixing my C++ code and ICEcc java code is so easy tongue.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2007-01-10 at 18:28:42
Actually, she's making something seperate...and I think it deals with the txt files that icecc puts out...but I'm not sure. I do know she's doing something in C# though...

However, I assume the point is your code doesn't mesh with anything the rest of us have. tongue.gif
Report, edit, etc...Posted by SI on 2007-01-10 at 18:56:01
QUOTE(DiscipleOfAdun @ Jan 10 2007, 06:28 PM)
Actually, she's making something seperate...and I think it deals with the txt files that icecc puts out...but I'm not sure.  I do know she's doing something in C# though...

However, I assume the point is your code doesn't mesh with anything the rest of us have. tongue.gif

[right][snapback]612149[/snapback][/right]

I was refering to the post above mine actually...
but ya, my code isn't really designed to be modular or mesh well, the parts of iscript I am currently redoing are turning out nicer but still, who wants to have to use these functions:

DWORD GetNextSpriteHandle(DWORD OldHandle);
void AccessSprite(CSC_Sprite* Sprite);
void EndSpriteHandleAccess(DWORD SpriteHandle);
CSC_Sprite* GetSpriteFromHandle(DWORD SpriteHandle);

(ya, I'm trying something new so the render thread and iscript thread dont lock each other up as often)
Report, edit, etc...Posted by scwizard on 2007-01-11 at 00:14:49
Well if you just made everything single threaded you wouldn't have these problems tongue.gif

^ ignore the fool ^

Anyways good luck on this next project of yours.

I can understand your code's lack of modularity being the reason why you were all like "forget about it" when I asked you to write up a "quick" little program that would take map screenshots for Tau's map database. I also just realized how SCMD takes those screenshots, making hope of such an application even more distant.

Still, your code and threads being a tad tangled doesn't stop you from copying pasting and emailing DK the code that's relevant to the ISOM section for SCMD.
I know you don't understand the code anymore, but you should know what parts of your source deal with such things. </offtopic nagging>
Report, edit, etc...Posted by BroodKiller on 2007-01-11 at 03:06:55
QUOTE(DiscipleOfAdun @ Jan 11 2007, 01:28 AM)
Actually, she's making something seperate...and I think it deals with the txt files that icecc puts out...but I'm not sure.  I do know she's doing something in C# though...

However, I assume the point is your code doesn't mesh with anything the rest of us have. tongue.gif

[right][snapback]612149[/snapback][/right]

SF is making an IDE fpr IceCC. She takes the Iscript parsing directly from IceCC and doesn't modify it (from what I know). And yes, she's using C#. Speaking of meshing...am I right in assuming that you won't bother preparing a dll, SI?
Report, edit, etc...Posted by SI on 2007-01-11 at 08:19:42
QUOTE(BroodKiller @ Jan 11 2007, 03:06 AM)
SF is making an IDE fpr IceCC. She takes the Iscript parsing directly from IceCC and doesn't modify it (from what I know). And yes, she's using C#. Speaking of meshing...am I right in assuming that you won't bother preparing a dll, SI?
[right][snapback]612339[/snapback][/right]

depends... if I can get this to be stand alone I could put it in a dll, where whoever calls it just needs to tell it what MPQ archives to load and then gives it a HDC to output the animation to.
Report, edit, etc...Posted by nirvanajung on 2007-01-11 at 12:17:59
So then is it would possible load and Apply from text-base codes which has like iceCC codes ? without compiled iscript.bin file
Report, edit, etc...Posted by SI on 2007-01-11 at 12:26:48
QUOTE(nirvanajung @ Jan 11 2007, 12:17 PM)
So then is it would possible load and Apply from text-base codes which has like iceCC codes ? without compiled iscript.bin file
[right][snapback]612410[/snapback][/right]

no, this isn't an iscript compiler.
Report, edit, etc...Posted by nirvanajung on 2007-01-11 at 12:44:16
oh... ok i understand ur purpose
However is there no any chance to support other source which is non-compiled source ?
if so, when we use it while writing iscript for each unit and etc
everytime should we compile to iscript.bin file and put a file to MPQ for preview ?
Report, edit, etc...Posted by Kookster on 2007-01-11 at 13:02:45
you would have to compile your iscript put it into a mpq to preview it.
Report, edit, etc...Posted by BroodKiller on 2007-01-11 at 13:27:06
Or ShadowFlare can include it in her IDE (if she's still working on it) and compile the file "on the fly", and output the animation.
Report, edit, etc...Posted by nirvanajung on 2007-01-11 at 15:17:10
QUOTE(Kookster @ Jan 11 2007, 12:02 PM)
you would have to compile your iscript put it into a mpq to preview it.
[right][snapback]612423[/snapback][/right]

QUOTE
Or ShadowFlare can include it in her IDE (if she's still working on it) and compile the file "on the fly", and output the animation.

yea... to speak frankly and directly
i know all about u guys's answer
it's just tryed to read his thought about supporting text-base source
i was want u guys catches on quick.
hmmm... now u guys get my drift? wink.gif sleep.gif
Report, edit, etc...Posted by BroodKiller on 2007-01-11 at 15:39:33
There are times that I really can't get your meaning, nirvana, no matter how hard I try wink.gif
No offense, man, but would you mind rephrasing?
Report, edit, etc...Posted by nirvanajung on 2007-01-11 at 17:08:40
aight... that's all my less
i mean thx u guys for answer but i alreay know all about that
the reason why asked like
"everytime should compile to iscript.bin file and put a file to MPQ for preview ?"
this becuzz i tryed to read SI's thought what his thinking about make supporting text-base source

so i asked to u guys catch my purpose of above the reply
becuzz i thought that if u guys know about my trace of modding and this forum
u guys could know what i already know answer about my questions

anyways... thx ur answer even though i didn't asked that for getting actual answer wink.gif
Report, edit, etc...Posted by Kookster on 2007-01-11 at 19:16:09
I get what your saying and I would like text base support too.
Report, edit, etc...Posted by fatimid08 on 2007-01-11 at 19:50:43
A full file spec sheet would be really nice even if you do publish a dll, the IceCC code is a huge mess for me to make file specs out of it, unlike DatEdit source which is far more readable.
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