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Staredit Network -> Modding Chat -> IceCC IDE, easier iscript modding [in development]
Report, edit, etc...Posted by ShadowFlare on 2006-11-19 at 22:57:11
In the thread for GRPEdit, I briefly mentioned that I'm making an IceCC IDE (integrated development environment).

IceCC IDE is an editor for IceCC scripts. These are the features I've thought of so far and that I am planning to implement in the program:

Auto-complete:

The IceCC script editor will have extensive auto-complete features, to such a degree that you could make scripts without typing a thing. A list of animation names will be shown as you create new lines in the list of animations. In the scripts, it will bring up a list of opcodes to choose from when no opcode is on the current line. When the cursor is at certain parameters for specific opcodes, it will bring up a list of images, sprites, sounds, or code labels. Then for any numbers that have to do with positions on the graphics, it would have a positioning aid to set them visually while displaying the graphics. Also, there would be a preview when selecting frame numbers.

These auto-complete features will update what is displayed in them as you are typing, but typing will not be required to get them to show up. There may possibly be an option to change this behavior.

Syntax hilighting:

Probably not really that useful for IceCC scripts, since they have a simple format, but I'll implement it if it isn't too difficult.

Script tester/debugger:

For the tester/debugger, I'll have it so it can preview the different animations and also point out things that could potentially cause crashes.

Conversion from old animation and opcode names to new one:

This feature will be implemented to ease migration of scripts from older IceCC versions to the current one.

Any features that are already in IceCCUI:

There just wouldn't be any point in not implementing all of the features that are already in IceCCUI. tongue.gif

Project files:

With this you could specify all of the IceCC scripts to compile into your custom iscript.bin and save the list for later so you do not need to enter them in again.

I am also considering using this as a more general type of project file where you could specify all of the files used in your mod so that IceCC IDE could put all of them into an MPQ archive for you. If this feature is implemented, it will also have support for launching the appropriate modding programs for each file type included in your project.


If anyone has any more ideas for the program, post them here. smile.gif
Report, edit, etc...Posted by Kookster on 2006-11-19 at 23:12:52
Shadowflare this is EXACTLE what I have been waiting for!!

I dont suppose you need a tester????
<Offering
Report, edit, etc...Posted by ShadowFlare on 2006-11-19 at 23:18:03
Heh, it isn't THAT far along yet. lol It is little more than a text editor right now; these are the features that are planned for it. For most of these features, I need to write an IceCC script parser first. After I write that, a lot of them should be fairly easy to implement.
Report, edit, etc...Posted by wingedcloud on 2006-11-20 at 00:47:37
dont really know what your talking... but... from what i saw, the first line, the AUTO COMPLETE function and what kookster said, it sounds AMAZING
Report, edit, etc...Posted by ShadowFlare on 2006-11-20 at 02:12:20
Yeah, it will be such that it will basically be able to type it out for you by clicking on the choices rather that typing, if you don't want to type it out. Or you could start typing it to narrow down the choices first before clicking.
Report, edit, etc...Posted by Kookster on 2006-11-20 at 02:34:16
just what I wanted. Thats what I liked about Ice it showed all your options, this is simular but better, you get the best of both worlds.
Report, edit, etc...Posted by wingedcloud on 2006-11-20 at 02:56:23
saves time.. saves mistakes... saves hand aches.. saves electricity... save eye contact... save release time... saves bugs... saves crash... total save...!
Report, edit, etc...Posted by BroodKiller on 2006-11-20 at 05:36:04
We're going for integration then...we shall see what it brings.
Report, edit, etc...Posted by wingedcloud on 2006-11-20 at 06:32:16
it should be good, or must be good, since its done by the sexy beast, shadowflare, who created so many useful thing, hehe. broodkiller is another good guy =P iscripts and .dat editing rocks the the rock, woohoo
Report, edit, etc...Posted by BroodKiller on 2006-11-20 at 07:20:25
I wonder if a better option wouldn't be a completely new, custom GUI for Iscript editing, and not just a UI to edit IceCC scripts? True, it saves the work of Iscript parsing, but then you have IceCC script parsing instead. The question is: text or binary parsing...?
Report, edit, etc...Posted by TheNomad on 2006-11-20 at 09:29:37
Ah, that is just what I wanted to do after xmas. Well it'd have started as a simple editor with syntax highlighting and auto-complete but would move on with a new script and java-like syntax and formatting. Something like

CODE


class Ghost;

header
{
     Init                        GhostInit
     Death                    GhostDeath
     GndAttkInit          GhostGndAttkInit
     AirAttkInit            GhostGndAttkInit
     Unused1              None
     GndAttkRpt          GhostGndAttkRpt
     AirAttkRpt            GhostGndAttkRpt
     CastSpell             GhostCastSpell
     GndAttkToIdle      GhostGndAttkToIdle
     AirAttkToIdle        GhostGndAttkToIdle
     Unused2              None
     Walking               GhostWalking
     WalkingToIdle      GhostWalkingToIdle
     SpecialState1       GhostSpecialState1
}

procedures
{
     GhostInit ()
     {
           LowOverlay(229,0,0);
     }

     GhostDeath ()
     {
           PlaySound(238);      
           SetFlingyDirection(0);
           PlayFrame(221);
           Wait(2);
           PlayFrame(222);
           Wait(2);
           PlayFrame(223);
           Wait(2);
           PlayFrame(224);
           Wait(2);
           PlayFrame(225);
           Wait(2);
           PlayFrame(226);
           Wait(2);
           PlayFrame(227);
           Wait(2);
           PlayFrame(228);
           Wait(2);
    LowSprite(230,0,0);
           Wait(1);
           End();     // or maybe Finish(); ?
     }

     GhostLocal04 ()
     {
           RandomWait(63,75);

           // or maybe RandomJump(25,GhostLocal00); ?
           if (RandomJump() == 25)
                 GhostLocal00();

           if (RandomJump() == 128)
                 GhostLocal03();

           GhostLocal04();
     }

     ... etc ...
}

properties
{
     ScriptID=70
     Type=13
}


Was thinking about also supporting string style path that'd correspond do sfxdata.dat entry parsing or a separate list file in the case of PlaySound() but it might be too much of a hassle...

It'd have been in Delphi with simple nooby, but efficient parsing at first, but since you've already started I don't think I should reinvent the wheel. Good luck smile.gif
Report, edit, etc...Posted by nirvanajung on 2006-11-20 at 13:50:01
oh... what a interest news
In fact, there is one solution which support funtions like this from here

http://cafe.naver.com/ArticleRead.nhn?club...ge=&articleid=4

that also support Auto-complete / Syntax hilighting but that's not independent solution from iceCC files for compile iscript.bin

and no support Script tester/debugger

Anyways it's could be main Hub of SC modding solutions if it will updates faithful
when it need wink.gif

BTW, how about shape up it for main SC solution for graphical resouce
by connecting or sharing processing with BK's GRPeditor

and brand like as "StarCraft DIRECTOR" which able creat graphical main
resouces of SC (creat GRP and iscript by one)

i think, experienced and competent Artitsts probably creat grp and animations code together

so if both are works by one channel in during work with one
that could be king of making SC Art resouce solution
Report, edit, etc...Posted by Kookster on 2006-11-20 at 16:10:39
QUOTE(Broodkiller)
a completely new, custom GUI for Iscript editing

That would be good!

This is what I would like.
A Iscript editor that uses a gui simular to Ice_XP or Datedit (just to keep a universal look).
Has all the abilities of Ice, IceCC and a few others:

-you can switch inbetween different animations of a unit using a dropdown box or more prefered is a list box.
-Insert new opcodes, but having a list of all the opcodes(THIS IS WHAT IDE LIKE THE MOST A LIST, click paste)
-Have a Offset check, to see what other offsets use the current offset.
-And to be able to type in new opcodes if you wish, instead of pasting them
-Be able to save as a .bin file or a .txt file, and to be able to open either.
-change the names of opcodes, just so its easier to remember or something. Ive done it to Ice

Basicly Ide like to be able to do what both programs can do in one. Can you guys do that???? If you can that would be awsome!



QUOTE(nirvanajung)
i think, experienced and competent Artitsts probably creat grp and animations code together

so if both are works by one channel in during work with one
that could be king of making SC Art resouce solution

I agree, whenever I make custom Grps, I do the scripts side by side.
Report, edit, etc...Posted by TheNomad on 2006-11-20 at 17:15:23
new opcodes isn't possy I think, without messing with the main exe.
Report, edit, etc...Posted by Kookster on 2006-11-20 at 17:45:56
not new opcodes but just changing the text to something you understand if youde like

QUOTE
http://cafe.naver.com/ArticleRead.nhn?club...ge=&articleid=4


Ive been tinkering with this, its pretty nice, but the gui could be much better. The drag and drop feature isnt bad, but Ide rather enter the data after the order is there, not enter the data then it types it.
Report, edit, etc...Posted by ShadowFlare on 2006-11-21 at 20:39:47
QUOTE(nirvanajung @ Nov 20 2006, 12:50 PM)
oh... what a interest news
In fact, there is one solution which support funtions like this from here

http://cafe.naver.com/ArticleRead.nhn?club...ge=&articleid=4

that also support  Auto-complete / Syntax hilighting but that's not independent solution from iceCC files for compile iscript.bin

and no support Script tester/debugger

Hmm, from the screenshots, it doesn't look anywhere near as sophisticated as this program will be.

QUOTE
BTW, how about shape up it for main SC solution for graphical resouce
by connecting or sharing processing with BK's GRPeditor

and brand like as "StarCraft DIRECTOR" which able creat graphical main
resouces of SC (creat GRP and iscript by one)

i think, experienced and competent Artitsts probably creat grp and animations code together

so if both are works by one channel in during work with one
that could be king of making SC Art resouce solution
[right][snapback]592160[/snapback][/right]

Would something like I suggested in the GRPEdit topic be sufficient? (using IceCC IDE to set which frame is currently being shown in GRPEdit) Also, if GRPEdit will support open a grp that the filename is passed as a parameter to GRPEdit, IceCC IDE could support launching GRPEdit to edit the GRP files.

QUOTE(Kookster @ Nov 20 2006, 03:10 PM)
-you can switch inbetween different animations of a unit using a dropdown box or more prefered is a list box.
-Insert new opcodes, but having a list of all the opcodes(THIS IS WHAT IDE LIKE THE MOST A LIST, click paste)
-Have a Offset check, to see what other offsets use the current offset.
-And to be able to type in new opcodes if you wish, instead of pasting them
-Be able to save as a .bin file or a .txt file, and to be able to open either.
-change the names of opcodes, just so its easier to remember or something. Ive done it to Ice
[right][snapback]592252[/snapback][/right]

Thanks for the suggestions. I'm not really sure what you mean on those first two, though. BTW, I think there has already been at least one other person to request that last feature you mentioned. This would be done by changing the names in the file after decompiling and changing them back before compiling.
Report, edit, etc...Posted by Kookster on 2006-11-22 at 03:26:50
QUOTE
-Insert new opcodes, but having a list of all the opcodes(THIS IS WHAT IDE LIKE THE MOST A LIST, click paste)


Basicly Have a list or drop down menu or something that lists all the opcodes.

This would allow you to insert the opcode and then enter the data, like in Ice.
Report, edit, etc...Posted by ShadowFlare on 2006-11-22 at 13:34:17
QUOTE(Kookster @ Nov 22 2006, 02:26 AM)
Basicly Have a list or drop down menu or something that lists all the opcodes.

This would allow you to insert the opcode and then enter the data, like in Ice.
[right][snapback]593153[/snapback][/right]

Yeah, that's exactly what I was planning to do. It will be shown when at a place in it where you could put in an opcode.
Report, edit, etc...Posted by nirvanajung on 2006-11-22 at 16:20:04
QUOTE
Hmm, from the screenshots, it doesn't look anywhere near as sophisticated as this program will be.

Right~!, that just simple which make typing better in text editor
with Auto-Completion system and opcodes list box

i have some of quetions for Script tester/debugger
have u plan to make feature that could test for graphcial opcodes
( Such as turnccwise,imgol08,imgul09,shvertpos etc..) with playing gfx ?

like as Adobe-After Effect which tool is Video effect Editor

if will be support that, how about make to some graphical orders able to use with
Visiual System in Gfx box, like Video Editor

For example, if wanna use opcode "imgol08"
- focus mouse pointer at Gfx box and right click then showed opcodes which some of graphical orders or just place with buttons or menu
- if use this funtion, new image object has become into Gfx layer which able control
imgol08 propertice, it able to change positon by dragging
if grp picture showed in there that would be better

user posted image

then it would be more handy for work and if this funtion able for other graphical opcodes
would be very easier and effective for writing script

and interface sytems will be build like ice's interfaces or Html editor
which easy work Systems ?

BTW, i like making the UI of Application,
So if i will show u some of my design of IceCC IDE then that would be ok ?

if there is good ideas, try refer for it
Report, edit, etc...Posted by Kookster on 2006-11-22 at 18:21:18
If Im getting this right, that would be very handy. Have a area where you can just place where you want the image to show up and it will do the code for you. I like it!
Report, edit, etc...Posted by ShadowFlare on 2006-11-23 at 01:18:50
Setting the positions of the graphics visually was already one of the planned features and already mentioned in the first post. It is in the part where it mentions something about a positioning aid for setting the positions of the graphics.
Report, edit, etc...Posted by Kookster on 2006-11-23 at 03:24:42
QUOTE
Setting the positions of the graphics visually was already one of the planned features and already mentioned in the first post. It is in the part where it mentions something about a positioning aid for setting the positions of the graphics.

I guessed I missed that confused.gif
Report, edit, etc...Posted by nirvanajung on 2006-11-23 at 11:09:30
oh~!, i see i didn't saw that mentioned before

then Script tester/debugger support that could test for simulate graphcial opcodes
( Such as turnccwise,imgol08,imgul09,shvertpos etc..) with playing gfx ?
like kind of Adobe-After Effect which tool Video effect Editor ?
Report, edit, etc...Posted by ShadowFlare on 2006-11-23 at 11:40:00
Yeah, I'll be having it simulate those as well.
Report, edit, etc...Posted by nirvanajung on 2006-11-23 at 12:13:01
aight~! cool
BTW, the picture are will be show with transparent background color ?
especialy, when play for simulate

After look around of this thread,
IceCC IDE looks seemingly like easy Html-Editor such as MacroMedia's Dream weaver smile.gif
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