Topic: "SFCIII Editor" utility WIP  (Read 65626 times)

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Offline Greenvalv

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"SFCIII Editor" utility WIP
« on: February 14, 2008, 11:29:35 pm »
I believe I have learned enough about programming that I am confident enough to have begun work on a utility that would create specs for a ship in SFC3... the first version will be very basic and possibly difficult for new modders, but after I become more acquainted with programming, the utility should come out very nicely (such as being able to go into the specs and modify existing ships' specs and whatnot)...

More updates to come as I progress...
« Last Edit: June 21, 2008, 12:34:56 am by Greenvalv »

Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #1 on: February 15, 2008, 12:04:09 am »
I think I'll have it start with default settings from the stock ships to give you a starting point to work with... this will probably be best designated by the Class such as FF, DD, or DN... the arcs in the DefaultCore and the officers in the DefaultLoadOut are going to be tough, but I think I can apply listing or arraying to these...

Offline Centurus

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Re: Work on "Specs Creator" utility has begun...
« Reply #2 on: February 15, 2008, 09:52:52 am »
If you need any beta testing done, I'll be happy to help.  :-D
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Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #3 on: February 18, 2008, 09:11:19 pm »
Update: I've nearly completed the DefaultCore class. It will hold average stock settings for each class of ship in the game (i.e. FF, DD, CL, etc.) that you can switch between and work off of.

Setting of hp arcs will be via pressing image buttons and not imputing the values directly (too many errors could result).

Everything in the DefaultCore will be modifiable; however, in the DefaultLoadOut, officer skills will most likely not be addressable in the first release.

Pending: If I can work it, you will be able to open the .gf file and be able to manipulate the HP positions and be able to directly select one and set its weapon and arc. Or I'll just leave the HP position manipulating to D'deridex's fine hp editor... it's up in the air for now...

Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #4 on: February 18, 2008, 11:24:09 pm »
Mentionable: As of 11:22 PM CST, the DefaultCore class has spit out a correct DefaultCore line for a stock shuttle... now to go though the tedious writing of the stock settings for the other ships. :banghead:

Offline Klingon Fanatic

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Re: Work on "Specs Creator" utility has begun...
« Reply #5 on: February 22, 2008, 08:48:50 pm »
This is exciting news!

Thank you for starting this.

I'd play SFC3 if there was a way to modify it to TMP era stats and this utility of yours might make that dream a possibility.

Qapla'

KF
HoD Radjekk Vor Thruum
IKV Kraag Dorr
SuvwI' Qeh KCC
Commander, Task Force Kraag Dorr's Teeth First Strike Squadron

Offline Centurus

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Re: Work on "Specs Creator" utility has begun...
« Reply #6 on: February 22, 2008, 09:33:47 pm »
This is exciting news!

Thank you for starting this.

I'd play SFC3 if there was a way to modify it to TMP era stats and this utility of yours might make that dream a possibility.

Qapla'

KF

GAW mod.  There is even the Final Frontier mod which has nothing but TOS ships.
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Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #7 on: February 22, 2008, 10:01:39 pm »
:banghead:
 
I accidentally reversed the algorithm for initializing the controlling class... ended up banging my head for a half hour before I saw what I did wrong.... programming is fun...  :D

Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #8 on: February 29, 2008, 10:42:59 pm »
Heh, this is fortunate... this week's programming lab is about opening and manipulating text files... this will help greatly with the feature of accessing the specs and inserting custom ships...

Offline Centurus

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Re: Work on "Specs Creator" utility has begun...
« Reply #9 on: February 29, 2008, 11:15:43 pm »
Heh, this is fortunate... this week's programming lab is about opening and manipulating text files... this will help greatly with the feature of accessing the specs and inserting custom ships...

No doubt.  This utility is definately going to be great when finished.
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Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #10 on: May 30, 2008, 03:51:29 am »
Here's a rough draft of the UI... comments welcome...
 

 
Now to get some shut-eye... *stumbles to bed*
« Last Edit: June 16, 2008, 10:53:06 pm by Greenvalv »

Offline Centurus

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Re: Work on "Specs Creator" utility has begun...
« Reply #11 on: May 30, 2008, 05:28:21 pm »
Looks good.  I would need a manual or set of instructions, but then again I always need that kinda stuff when using utilities such as this.
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Offline AlchemistiD

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Re: Work on "Specs Creator" utility has begun...
« Reply #12 on: May 30, 2008, 06:43:22 pm »
That looks awesome Greenvalv.  It might be missing a couple things, I'm not sure.  But off the top of my head all I think it needs is a display showing the various arcs.  Looks way cleaner than Shipedit.

Offline Greenvalv

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Re: Work on "Specs Creator" utility has begun...
« Reply #13 on: May 30, 2008, 08:11:42 pm »
Yeah, Imma hit up those arcs from the arc chart... I am now writing the class that will read the specs, this is going to be T.E.D.I.O.U.S...

Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #14 on: May 30, 2008, 10:43:37 pm »
*Stands up proudly on a soap box*

Gentlemen... it can now modify weapon properties such as mass, damage, race affiliation, etc; mass will be counted as you add weapons to your ship.  8)

*Steps down*

Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #15 on: May 31, 2008, 04:07:12 am »
*Stands up proudly on a soap box*

Gentlemen... it can now modify weapon properties such as mass, damage, race affiliation, etc; mass will be counted as you add weapons to your ship.  8)

*Steps down*

*takes the soap box and places it in a chair at a dinner table, then sits at the other chair, lights 2 candles, has romantic music playing, and pours the soap box some wine*

I hope you don't mind me being forward, but I've never seen a box as clean and beautiful as you.

 :D
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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #16 on: May 31, 2008, 09:39:46 pm »
*gives an odd look at Centurus*
 
Uhuh...
 
It now will be able to read from all the other CommonSettings items that can be placed on a ship...
 
Note: I found an error I can't overcome and the user will have to edit it manually for the program to function properly... in the WeaponItems.gf, the Tachyon Pulse Energy read out is "Energy =8.0" when it should be "Energy = 8.0"... this causes an error that is too much trouble to compensate for, anyone that uses this program will have to make that correction.  I'll see about having a popup window come up and dictate what to do if the error is there, unless someone who knows Java can give me a tip to easily account for that as I'm trying to grab a "double" when the "=" there touching it will screw it all up...

Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #17 on: May 31, 2008, 10:59:47 pm »
*gives an odd look at Centurus*
 
Uhuh...
 

*takes a bow*  What can I say, it's a talent.   8)
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Offline Centurus

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Re: "Specs Creator" utility WIP
« Reply #18 on: May 31, 2008, 11:00:37 pm »
As for the error that the program has, how does one go about doing a manual correction?
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Offline Greenvalv

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Re: "Specs Creator" utility WIP
« Reply #19 on: June 01, 2008, 09:02:16 am »
By adding a space behind the "=" to change "Energy =8.0" to "Energy = 8.0"