.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old February 24th, 2001, 03:52 PM

Zeno42 Zeno42 is offline
Corporal
 
Join Date: Feb 2001
Location: Baltimore,MD,USA
Posts: 54
Thanks: 0
Thanked 0 Times in 0 Posts
Zeno42 is on a distinguished road
Default SE4 Modder GUI

Hey all,

I'm thinking about putting together a GUI
MOD package for SE4. Starting with components.txt, and then branching out from there. Something along the lines of allowing
you to graphically multiply/add to component values singly or in Groups, add/remove components, etc.

Has such a thing already been started??
If not, any further suggestions??



------------------
--Zeno
__________________
--Zeno
Reply With Quote
  #2  
Old February 24th, 2001, 06:16 PM
Instar's Avatar

Instar Instar is offline
Major
 
Join Date: Aug 2000
Posts: 1,246
Thanks: 0
Thanked 0 Times in 0 Posts
Instar is on a distinguished road
Default Re: SE4 Modder GUI

Sounds like your going to need a bazillion search functions and stuff
__________________
When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
Reply With Quote
  #3  
Old February 24th, 2001, 06:42 PM

Zeno42 Zeno42 is offline
Corporal
 
Join Date: Feb 2001
Location: Baltimore,MD,USA
Posts: 54
Thanks: 0
Thanked 0 Times in 0 Posts
Zeno42 is on a distinguished road
Default Re: SE4 Modder GUI

Already started putting it together in an object-oriented Perl/Tk format. Reads everything in fine. Working on the browser
and editor. The messy part is going to be identifying valid modifications.
__________________
--Zeno
Reply With Quote
  #4  
Old February 25th, 2001, 12:45 AM
ColdSteel's Avatar

ColdSteel ColdSteel is offline
Sergeant
 
Join Date: Dec 2000
Posts: 248
Thanks: 0
Thanked 0 Times in 0 Posts
ColdSteel is on a distinguished road
Default Re: SE4 Modder GUI

Perl's perfect for this since it does great pattern recognition. Even so, it's still going to be a pretty ugly chore to get something truely useful for modders that has a good interface too. My hat's off to the intrepid coder who has accepted this challenge..
__________________
The difference between genius and stupidity is that genius has its limits.
Reply With Quote
  #5  
Old February 25th, 2001, 09:21 AM

Zeno42 Zeno42 is offline
Corporal
 
Join Date: Feb 2001
Location: Baltimore,MD,USA
Posts: 54
Thanks: 0
Thanked 0 Times in 0 Posts
Zeno42 is on a distinguished road
Default Re: SE4 Modder GUI

Just posted my first cut in the Mods section.

SEIV Component Modder v1.0.3 Beta

Zeno42 - 02/25/2001

----------------------------------

This is my first cut at an SEIV component
modding utility. If interest holds (mine as
well as yours) I may expand its capabilities
and provide similar support for other SEIV files.

Zeno42 - 02/25/2001

----------------------------------
v1.0.3

Added ability to import components from additional files. Duplicate entries in the imported file will overwrite entries in the current file. This should allow modders to distribute files containing only their new and changed components, which Users can import into their own files as desired.

----------------------------------
v1.0.2

Limited choices for Vehicle Type, Weapon Type, Weapon Target, Weapon Damage Type, and Weapon Display Type to allowable values.

----------------------------------
v1.0.1

This is my first cut at an SEIV component modding utility. If interest holds (mine as
well as yours) I may expand its capabilities
and provide similar support for other SEIV files.


Instructions
-------------------------------------
Use the Up/Down Arrow Keys to quickly browse through all loaded components

All changes will be remembered, but none will be saved until you manually do so.

In addition to altering individual components, I have provide four means for changing component properties in Groups.

1) By General Group:

This allows you to mod all components in the
same General Group.

2) By Component Family

This allows you to mod all components with the same Family number.

3) By Component Name search string:

This allows you to mod all components whose names contain a given string.

4) By Weapon Family:

This allows you to mod all components with the same Weapon Family number.


When you select any one of these options,
you are presented with a window enabling you
to "Set", "Multiply", or "Add" any of a given
set of values. These will be applied in the
given order (set to x, multiply by y, add z).
Any values left blank will be ignored when
modding the Group. Press "Apply" to make
the changes when you have entered all desired
mod values.

[This message has been edited by Zeno42 (edited 25 February 2001).]

[This message has been edited by Zeno42 (edited 25 February 2001).]
__________________
--Zeno
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:26 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.