Staredit Network

Staredit Network -> Modding Chat -> DatEdit: new/old SC modding tool
Report, edit, etc...Posted by DiscipleOfAdun on 2006-12-28 at 21:20:07
Before I forget again....

BK, there's a bug with the Search function. Try searching for the string "marine" and you'll see that it is unable to find the ID 0. This can be fixed by making it set to -1 and then, when the for loop updates, it becomes 0. Bet ya can't figure out why I noticed this. wink.gif
Report, edit, etc...Posted by BroodKiller on 2007-01-02 at 00:25:33
Herc>I didn't do this, because -as you know- the very graphics a units.dat entry uses is dependent on the images.dat entry linked to it via flingy and sprites DAT files, and not a property of units.dat per se.I can implement something like this, but it would show only the default graphics, unless an images.dat file is also being edited.

DoA>Thanks,I hope FG will like it wink.gif
Report, edit, etc...Posted by ShadowFlare on 2007-01-02 at 01:34:52
To load the graphics, you could take advantage of the GRPAPI function I added sometime which is for specifying the mpq dll to use. This way you can call the LoadGrp function with the image path to load the images directly from the mpq archives if the main SC archives are open in the mpq library.
Report, edit, etc...Posted by BroodKiller on 2007-01-02 at 08:24:29
SF,come again? I don't quite understand what do you mean...
Report, edit, etc...Posted by DiscipleOfAdun on 2007-01-02 at 11:38:15


BK, couldn't you just read the flingy->sprites->images anyway and use the default value for each if the file isn't open?

Also, IF I'm reading right, I believe SF is suggesting that you use the existing StarDat and BrooDat mpq's(along with any they open) on a person's computer rather than distributing all the grp's. If the mpq's are opened, you should be able to use the path of the file in the MPQ with the LoadGrp function after specifing the dll for the MPQ functions with the SetMpqDll function. I'm actually going to do part of this for FG(I'm moving all the data files into a mpq), and the only thing I'd be careful about is if the file isn't in any of the mpq's(meaning a NULL handle is returned). In your case, I'd just not display anything if it wasn't in the mpq. Me, I'm going to directory emulate if I can't open from the mpq, because some people might not like using an MPQ, but I still need to be able to open the files.

Also, what frame are you planning on having it display when opened?
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2007-01-02 at 11:49:48
I was thinking about the "bounce" behaviors, and I had an idea. This is just a theory, and I have no way of testing it, but maybe the behaviors work as follows: The "weapon behavior" bounce assigns it the target on bounce and the other runs the iscript. Like I said, that's just an idea, and I have no clue how we could test it.
Report, edit, etc...Posted by BroodKiller on 2007-01-02 at 16:27:56
DoA>Mind sending me the fix for the code? My quick attempts have failed, and I don't want to get into DatEd too much right now, given my main focus is GRPEd right now smile.gif

As for the unit preview, sure I could do it, but if one is editing only a single file then it may be misleading. But now that I thought of it, I realized that I probably am the only modder that work on one modfile at once wink.gif Sure, I can implement this smile.gif

As for the suggestion about loading the GRPs from the user's SC installation, I don't really like it because then DatEd functionality would be limited only to computers with SC installed on them. Of course, it sound reasonable, but one may want to work on a mod on a different comp, and I see no reason on keeping this person away from this possibility. I could make DatEd read the SC mpqs only if an installation is already present, but the program would still need the file to cope for the case when there's no SC installed, so it's pretty pointless IMO. And I plan to use the very first frame, as I cannot imagine a way to determine whether any other particular frame should be used.
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2007-01-02 at 16:47:57
Oh, a little yet important note.

The "Selection box" property in the "Staredit" tab does more than change the selection box. It controls the "footprint" of buildings (how many squares they occupy.) So please stick that in the notes somewhere, or, even better, move it to the Graphics tab and stick it in the notes tongue.gif
Report, edit, etc...Posted by BroodKiller on 2007-01-02 at 18:00:36
LA>I think you mean the "Placement box" property? Can you elaborate please?
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2007-01-02 at 20:41:30
Oops, yeah, that's what it's called tongue.gif Sorry for any confusion.

What I mean is this: a building takes up a certain amount of space when you place it in-game, represented by the green/red rectangles that appear when you try to build it. Changing the properties for unit size in the "Graphics" box doesn't change the number and placement of the green boxes; the "Placement Box" property does. This is a good thing to know if you're making custom graphics for buildings and want the placement size to reflect the actual size.
Report, edit, etc...Posted by DiscipleOfAdun on 2007-01-03 at 12:14:43
I don't have the code with me, but I know the change. When you reset the index back to 0(when you're going back to the top), set it to -1 instead.

You're rigth about the MPQ's of course. I'm just so used to people needing sc installed(since FG requires it), but you're point is better. The only thing I was considering was the size of the GRP's that would be distributed.
Report, edit, etc...Posted by BroodKiller on 2007-01-03 at 12:37:12
Hmm...I experimented a bit with this property, and it works in some weird way, because setting it for some entries to values higher than the original size (but over a certain level) crashed StarEdit but worked fine in the game. It produced an interesting effect because if you set the size to something like 200 or above, then it would prevent other buildings from being built in the area, yet normal units still could move there normally smile.gif. I think it should be relabled to "Building Size".

ADDITION:
QUOTE(DiscipleOfAdun @ Jan 3 2007, 07:14 PM)
I don't have the code with me, but I know the change.  When you reset the index back to 0(when you're going back to the top), set it to -1 instead.

Thx, fixed smile.gif

QUOTE
You're rigth about the MPQ's of course.  I'm just so used to people needing sc installed(since FG requires it), but you're point is better.  The only thing I was considering was the size of the GRP's that would be distributed.

I wonder why is that so? Why do you need the SC version installed? Can't you just let the user select which version do they want to launch the program for and then use the offsets appropriately?
Report, edit, etc...Posted by Kookster on 2007-01-03 at 19:25:20
It also needs starcraft to be properly installed to play. Hopefully both of those wont be needed forever biggrin.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2007-01-04 at 10:59:48
Actually, I require a Starcraft executable for FG because I read the data directly from it when making a new file. I may not 'need' to do this, but it was the best way to make sure the data was the same data that sc had for the version.

Edit - might I also ask...why was this moved? Took me back for a second there when I realised...
Report, edit, etc...Posted by BroodKiller on 2007-01-06 at 13:30:07
QUOTE(DiscipleOfAdun @ Jan 4 2007, 05:59 PM)
Edit - might I also ask...why was this moved?  Took me back for a second there when I realised...

From a PM to me:
"The topic is not really asking for modding assistance"

Whatever, I don't really care, I only wonder why only my topics got moved - there are other software-design related topics still left in MA.

ADDITION:
Here is my proposition for the "Build Time Cost" property, what do you think? The second box, on the right only displays the normal value in seconds, including fractions.The two arrows are used to increase/decrease the value by 15 i.e. by 1 second.
Report, edit, etc...Posted by Voyager7456(MM) on 2007-01-06 at 13:40:04
All the software development topics should be moved now... whoops.

And I really like that idea, BroodKiller. That should solve the time issues.
Report, edit, etc...Posted by Doodle77(MM) on 2007-01-06 at 15:01:46
Yeah, thats a good idea.
Report, edit, etc...Posted by Kookster on 2007-01-06 at 22:48:28
I like it.
Report, edit, etc...Posted by BroodKiller on 2007-01-07 at 07:21:36
Hmm...what do you think about two radio buttons (mutually exclusive) that will select one of two options: "Go by 15" and "Go by 1"? Or is it fine like that and it would simply introduce more confusion?
Report, edit, etc...Posted by SI on 2007-01-07 at 09:45:31
QUOTE(Hercanic @ Dec 28 2006, 07:40 PM)
Dear BroodKiller:
DatEdit is fantastic. I especially love the fact that I will no longer need the buggy Unit Resizer program. However, one thing that always made it difficult to work with was the fact that you could only see the box, not the GRP to get a sense of where that box is in relation to the actual graphic. Just as DatEdit can display button icons, it'd be awesome if it could also show the unit or building graphic in relation to the unit size box.
[right][snapback]606848[/snapback][/right]

I think one of the debug modes in scmdraft displays that
Report, edit, etc...Posted by Kookster on 2007-01-07 at 15:25:13
I think it would cause more confusion. It should go down by 1 everytime until you get to 1 then if you hit it again it goes to the 1/5
Report, edit, etc...Posted by BroodKiller on 2007-01-07 at 20:18:05
QUOTE(Kookster @ Jan 7 2007, 10:25 PM)
I think it would cause more confusion. It should go down by 1 everytime until you get to 1 then if you hit it again it goes to the 1/5

Interesting...I bet you meant 1/15th wink.gif
Right now I have it set the property to 0 if the time-cost property is 15 or less and you press the down arrow, but you suggest that it begins to go down by 1 in this case, am I correct?

ADDITION:
Ok, I tested it and I see a question: what would happen if you're under 15 and then press the up arrow? Should it go by 1 until 15 and then by 15s (1 secs) or should it always go by 15?

ADDITION:
v1.4b is almost done, folks. I do this time-cost, then fix one small thing and another fine DatEd release goes to the market tongue.gif
Report, edit, etc...Posted by LegacyWeapon on 2007-01-07 at 20:18:48
The former.
Report, edit, etc...Posted by Kame on 2007-01-09 at 23:52:28
Dear SEN,
I have been decieving you all these years, I am in fact, a male.
-FireKame
Report, edit, etc...Posted by TheNomad on 2007-01-12 at 13:50:07
QUOTE(BroodKiller @ Jan 3 2007, 08:37 PM)
Hmm...I experimented a bit with this property, and it works in some weird way, because setting it for some entries to values higher than the original size (but over a certain level) crashed StarEdit but worked fine in the game. It produced an interesting effect because if you set the size to something like 200 or above, then it would prevent other buildings from being built in the area, yet normal units still could move there normally smile.gif. I think it should be relabled to "Building Size".
[right][snapback]609414[/snapback][/right]


While testing some stuff for my own weird plans, I found out that the "walkable" obstructions are set by Unit Dimensions. So yeah "Building Size" is good. But be careful so that people don't misunderstand this and assume it means refers to the term building (as in structure) while in fact it should mean "Building" (as in constructing - the verb). This is because it applies to the building creation routine, yes, but buildings are units too, and they're not the only thing to be built wink.gif

QUOTE(BroodKiller @ Jan 6 2007, 09:30 PM)
Here is my proposition for the "Build Time Cost" property, what do you think? The second box, on the right only displays the normal value in seconds, including fractions.The two arrows are used to increase/decrease the value by 15 i.e. by 1 second.
[right][snapback]609835[/snapback][/right]


Honestly ? Looks very sexy <3

I was curious, if you could input a dummy value of smth like 0.0001 or smth to make up for 1/15th. It's not supposed to be accurate just to show "it's 0 but not quite", unless you think it creates more confusion.
Next Page (42)