Topic: CoreEdit Features  (Read 2094 times)

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awm3

  • Guest
CoreEdit Features
« on: May 05, 2003, 10:27:14 am »
.    Which of the following would people most like to see as a feature of CoreEdit (after the ability to modify the spec files)?  I intend to implement them all eventually, but I want to get an idea of people's priorities.  Battleclinic.com has already asked for an import/export feature so that individual ship loadouts can be exported.


CoreEdit Features
Import/export of vessel entries
Ability to add comments to individual ship entries
Ability to make backups of, and swap SFC III's spec files
Ability to modify 'CustomLoadOut.txt' (holds variants created in-game)



.    If you have any other suggestions, feel free to post them here.  Once I have completed the DefaultLoadOut code, I will probably release a beta version of CoreEdit and then start working on the additional features.

awm3  

MrCue

  • Guest
Re: CoreEdit Features
« Reply #1 on: May 05, 2003, 11:36:56 am »
further to that e-mail, maybe the import should import to customloadout instead of default loadout, so that it wont cause errors when they try and play on the D3

Chris Jones

  • Guest
Re: CoreEdit Features
« Reply #2 on: May 05, 2003, 12:13:35 pm »
The import/export feature is very important.

If it's ok, I'll put a link to this  thread on sfc3files, which gets a lot of traffic. I'm hoping you'll  get some good feedback.

awm3

  • Guest
Re: CoreEdit Features
« Reply #3 on: May 05, 2003, 12:53:12 pm »
.    There was one other item which I forgot to add to the poll:  the ability to open the 'InvalidShips.txt' from within CoreEdit so that the user can easily see what was wrong with their ship if the game rejected it.

awm3


P.S.  The import/export feature is probably the first thing I will work on after I finish the LoadOut part, and I like the idea of being able to import and export CustomLoadOut entries as well.
 

Chris Jones

  • Guest
Re: CoreEdit Features
« Reply #4 on: May 05, 2003, 03:39:48 pm »
YES!


Opening Invalid ships.txt is crucial!  Do it! please!

lol


can't wait.

 

Reverend

  • Guest
Re: CoreEdit Features
« Reply #5 on: May 05, 2003, 04:27:44 pm »
Let me politely disagree with Cueball... perhaps a Read Me detailing to add your original loadouts to a compressed file (.zip or such) and keep that as a back up. The CustomLoadOut and Default-Core and D-Loadout are too different to be effective for that function. Better to have the capacity to directly monkey with the Default Loadout and Default Core, and if you have tragic errors, or want to play Dynaverse, save the modified files seperately, then just drop original ones in at your liesure, which is what I do, and it really takes just a jiffy of a time to do so... that way I can play Dyna, log off, then drop my modded ones in, then play my wierdo single player set-up. See what I mean?  
I am just wanting to avoid looking a gift horse in the mouth, no offense implied.  

GFL-R-Hawk

  • Guest
Re: CoreEdit Features
« Reply #6 on: June 15, 2003, 06:03:49 am »
Well, Working on the GFL mod for several days now, I see a few features that would be realtivy easy to put in, that would
benfit greatly.

First, Editing the Shipname.txt file in the models directory.  Simple enough, would be a useful tool. All right there
as your making the ship. (Execlent for making new Ship classes based off a current model design)

Editing Hardpoint configuration: Yes, i know there is a great program to do it with already. But whats easier for the modder...
Making a ship in one program and adding correct looking UI points at the same time? Or going back and forth between 2 programs
to make sure it looks right. Mostly this is a time saver idea of mine...

last:: Editing the gf files in common settings. Maybe, maybe not. This would require alot of work. But it would be great
to have it in a single program.

Also.. the export/import would be great.  It would also be good if an added ship in Version 1, would import into someone elses Version 1 files in the same place, so they can test it together.  (ie Being able to keep the versions updated)


Also (i know alot of alsos, im tired, been working on this mod for 16 hours straight now :P) Im sure you already have it, but
a math calucator based on the Current Commonsettings GF files so that ships created will come out right.

Another idea based on the Editing of Customloadout.. Editing Defaultload out's AI ships. Ie, make AI ships off the ones you already have. Course thinking about this one, i realize you could just add a check box to make AI ships (and NS ships as well)

-Hawk
Me sleepy =( I hope these ideas make sense to someone not in my state


 

Praxis

  • Guest
Re: CoreEdit Features
« Reply #7 on: June 25, 2003, 11:18:11 am »
bump

awm3

  • Guest
CoreEdit Features
« Reply #8 on: May 05, 2003, 10:27:14 am »
.    Which of the following would people most like to see as a feature of CoreEdit (after the ability to modify the spec files)?  I intend to implement them all eventually, but I want to get an idea of people's priorities.  Battleclinic.com has already asked for an import/export feature so that individual ship loadouts can be exported.


CoreEdit Features
Import/export of vessel entries
Ability to add comments to individual ship entries
Ability to make backups of, and swap SFC III's spec files
Ability to modify 'CustomLoadOut.txt' (holds variants created in-game)



.    If you have any other suggestions, feel free to post them here.  Once I have completed the DefaultLoadOut code, I will probably release a beta version of CoreEdit and then start working on the additional features.

awm3  

MrCue

  • Guest
Re: CoreEdit Features
« Reply #9 on: May 05, 2003, 11:36:56 am »
further to that e-mail, maybe the import should import to customloadout instead of default loadout, so that it wont cause errors when they try and play on the D3

Chris Jones

  • Guest
Re: CoreEdit Features
« Reply #10 on: May 05, 2003, 12:13:35 pm »
The import/export feature is very important.

If it's ok, I'll put a link to this  thread on sfc3files, which gets a lot of traffic. I'm hoping you'll  get some good feedback.

awm3

  • Guest
Re: CoreEdit Features
« Reply #11 on: May 05, 2003, 12:53:12 pm »
.    There was one other item which I forgot to add to the poll:  the ability to open the 'InvalidShips.txt' from within CoreEdit so that the user can easily see what was wrong with their ship if the game rejected it.

awm3


P.S.  The import/export feature is probably the first thing I will work on after I finish the LoadOut part, and I like the idea of being able to import and export CustomLoadOut entries as well.
 

Chris Jones

  • Guest
Re: CoreEdit Features
« Reply #12 on: May 05, 2003, 03:39:48 pm »
YES!


Opening Invalid ships.txt is crucial!  Do it! please!

lol


can't wait.

 

Reverend

  • Guest
Re: CoreEdit Features
« Reply #13 on: May 05, 2003, 04:27:44 pm »
Let me politely disagree with Cueball... perhaps a Read Me detailing to add your original loadouts to a compressed file (.zip or such) and keep that as a back up. The CustomLoadOut and Default-Core and D-Loadout are too different to be effective for that function. Better to have the capacity to directly monkey with the Default Loadout and Default Core, and if you have tragic errors, or want to play Dynaverse, save the modified files seperately, then just drop original ones in at your liesure, which is what I do, and it really takes just a jiffy of a time to do so... that way I can play Dyna, log off, then drop my modded ones in, then play my wierdo single player set-up. See what I mean?  
I am just wanting to avoid looking a gift horse in the mouth, no offense implied.  

GFL-R-Hawk

  • Guest
Re: CoreEdit Features
« Reply #14 on: June 15, 2003, 06:03:49 am »
Well, Working on the GFL mod for several days now, I see a few features that would be realtivy easy to put in, that would
benfit greatly.

First, Editing the Shipname.txt file in the models directory.  Simple enough, would be a useful tool. All right there
as your making the ship. (Execlent for making new Ship classes based off a current model design)

Editing Hardpoint configuration: Yes, i know there is a great program to do it with already. But whats easier for the modder...
Making a ship in one program and adding correct looking UI points at the same time? Or going back and forth between 2 programs
to make sure it looks right. Mostly this is a time saver idea of mine...

last:: Editing the gf files in common settings. Maybe, maybe not. This would require alot of work. But it would be great
to have it in a single program.

Also.. the export/import would be great.  It would also be good if an added ship in Version 1, would import into someone elses Version 1 files in the same place, so they can test it together.  (ie Being able to keep the versions updated)


Also (i know alot of alsos, im tired, been working on this mod for 16 hours straight now :P) Im sure you already have it, but
a math calucator based on the Current Commonsettings GF files so that ships created will come out right.

Another idea based on the Editing of Customloadout.. Editing Defaultload out's AI ships. Ie, make AI ships off the ones you already have. Course thinking about this one, i realize you could just add a check box to make AI ships (and NS ships as well)

-Hawk
Me sleepy =( I hope these ideas make sense to someone not in my state


 

Praxis

  • Guest
Re: CoreEdit Features
« Reply #15 on: June 25, 2003, 11:18:11 am »
bump