Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
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Re: "1.13" Mod - Main Thread[message #10869]
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Fri, 30 September 2005 07:58
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FireMissiles |
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Messages:31
Registered:February 2003 Location: UK |
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Wow, I've been out of the loop a while after trying to help out on the original white hat project (New Contract, then another, you know how it is, all work and more work, and not enough sleep)
I thought I'd pop in here to see if there was any news on JA3 and found this instead.
Good job Mugsy and Kaiden, and all the others that have been working on this, I downloaded it and gave it a try, I'm very very impressed, I've read through all of the forum posts on the 1.12 mod (that took some time )
I'd love to be able to help you guys out, but my time is limited and my C skills are even worse having not used it for so long, but what I can do, time allowing, is write some tools (or an all in one tool) to edit those xml files, it'll probably be in VB or C#.NET if I can dig my copy out (been using VB6, when not SQLing, need practise in C#)
So, I'll get cracking on that unless someone else has something in the pipeline, and I'll find another way to help out.
When I get into it, I'll probably have many stupid questions about what bits do what, or I could just dig through the code myself.
I could even throw some ideas at you, but you seem to have enough to get along with at the moment anyway.
Good job again to you busy busy coders.
F.
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Re: "1.13" Mod - Main Thread[message #10874]
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Fri, 30 September 2005 21:12
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FireMissiles |
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Messages:31
Registered:February 2003 Location: UK |
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@Khor
Batmans desktop was what made me think that something like this would be useful, I used it a couple of times myself when trying to make some mods of my own, but after realising I have no creative talent at all, making tools seems more suitable for me
@Snap
a Proedit style thing is on the list, but I'd need to create all the classes etc for all the xml files, items, weapons, attachments etc etc etc for validation in the proedit anyway, so it is well worth doing something for all the files, and once I've done the main framework for the program, adding functionality shouldn't be a problem.
As for validation, I'll write this as a tool for idiots (I have 2 styles of coding for me and for idiots, so theres no offence meant with the idiot comment, all it means is that I'll put in validation that limits what can be entered in certain fields hence causing less opportunity for crashes to be caused from the files, helps casual modders, which I hope would be the aim for this sort of project)
One other thing I want to put in it is multi language support, which shouldn't be too hard as I'll be starting from scratch so I can plan it in.
I'll get on with it when I get back from work tonight then
F.
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Re: "1.13" Mod - Main Thread[message #10876]
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Fri, 30 September 2005 23:59
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FireMissiles |
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Messages:31
Registered:February 2003 Location: UK |
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I've not come across gettext before, but I'll look into it, and yeah, it'll only be for the editor (not map editor yet, that'll probably be converted from whats already there rather than this, I'm only doing some front end for the xml editing)
Edit: OK, looked at gettext, and I think it's unnecessary, as I'll not be hardcoding any text into it anyway, but I might borrow they're file formats for the text files
and as for unicode, windows NT line supports it, but not windows 9x
I'll see what i can do, but no promises, if i can't get it to work properly, i'll probably get upset at the world or something like that
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Re: "1.13" Mod - Main Thread[message #10879]
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Sat, 01 October 2005 02:45
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FireMissiles |
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Messages:31
Registered:February 2003 Location: UK |
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@Khor
The fact that the data is in a heirarchical result set (Which is what XML is) with multiple tables (files) with primary and secondary keys (uiIndex and ubClassIndex from Items.xml as an example) means that as long as the references between the files are correct when loading that it shouldn't matter to me what order things are in. The only issue that could come up here is with the game itself.
I'll know more when I've got something to work with and play around with the data myself and see what I can break.
The one concern I have at the moment, and hopefully someone can answer for me is that the primary index key in the weapons.xml file has to match the primary index key in the items.xml file instead of the secondary key, that doesn't look quite right to me, and I was wondering if there was a reason for it, it won't cause too many problems with the program, I'll just have to create a unique rule for that file (I'd stare at anyone who did that in one of my DBs :angry: )
Oh, and idiot proof was always the plan, as I don't know the data structure as well as i'd like, it'll have to be idiot proof for me to use it.
Edit:
@Mugsy
Thanks for the welcome, and i know what you mean about the xml files, it's like table full of secondary keys, gets complicated after a while.
I did give up on .NET as i can't find my copy, so it'll be VB6 i'm afraid, and i wouldn't complain about your C++ code as mine's just as bad (I did write hangman in it once, thats as close as i ever came to game programming in C) plus as i keep ending up in companies that haven't made the step up to .NET yet I tend to write any data manipulation tools i need in VB6 anyway, so it'll be quicker for me to use that (no thinking needed, just habit code ) plus ADO 2.5 and up have a sort of XML support (and so does VB6 itself in fact), and I can work with that (I hope)
F.
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Re: "1.13" Mod - Main Thread[message #10885]
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Sat, 01 October 2005 05:08
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FireMissiles |
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Messages:31
Registered:February 2003 Location: UK |
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Well, I've just gone through the files that use items, except the inventories and IMPitems ones, I'll leave them for later.
AmmoStrings is the only file that I came across that really needs a uiIndex, especially if the max number has changed, the sounds are referenced by name rather than implied index, whereas the ammostring is accessed by index in a couple of places, magazine and weapon I think.
So I would stick in the uiIndex field in the xml file even if it's not used in game, it'll help me, and others that will mod straight to the xml files, saves counting
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