Calling all programmers

Post new mods and scenarios here.

Moderator: MOD_PanzerCorps

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Rood
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RE: Calling all programmers

Post by Rood »

Thanks for the update and your hard work [:)].
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VPaulus
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RE: Calling all programmers

Post by VPaulus »

Thanks!
GaryChildress
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RE: Calling all programmers

Post by GaryChildress »

ORIGINAL: mgarnett

Hi All,

A small update. The editor is coming along nicely, I've implemented loading, saving and editing of the equipment file including adding adding additional entries and modifying existing entries. The main things left to do now are implementing the ability to run queries across the database and lastly, implementing the view filters.

Once this is done I'll make a beta version available for download so you can test it. I'm sure there will be bugs and other requested changes but I'll fix up any bugs and implement changes as soon as they get reported.

I'm still on track for the end of the week.

Cheers

Mark

Excellent! Can't wait! [8D]

Thanks again as well for all your work for the modding community!
rezaf
Posts: 12
Joined: Sun Jul 31, 2011 9:32 am

RE: Calling all programmers

Post by rezaf »

Nice work, mgarnett.
One feature request, if you're willing to hear it: Could you directly allow the efx assignment from the equipment editor? Having to touch that file seperately is a hassle and easy to forget, especially for newbies, so it'd be splendid if your app took care of that step.
______
rezaf
mgarnett
Posts: 270
Joined: Sat Nov 12, 2005 10:50 am

RE: Calling all programmers

Post by mgarnett »

ORIGINAL: rezaf

Nice work, mgarnett.
One feature request, if you're willing to hear it: Could you directly allow the efx assignment from the equipment editor? Having to touch that file seperately is a hassle and easy to forget, especially for newbies, so it'd be splendid if your app took care of that step.

Hi rezaf,

Not a problem. Can you let me know what you mean though, I've never modded this game so I'm not quite sure what your referring to.

Cheers

Mark
Mark Garnett
Brisbane Australia
rezaf
Posts: 12
Joined: Sun Jul 31, 2011 9:32 am

RE: Calling all programmers

Post by rezaf »

ORIGINAL: mgarnett
Can you let me know what you mean though, I've never modded this game so I'm not quite sure what your referring to.

Ah, ok.
When you add a new unit or edit an existing one to have a different icon or class, chances are you need to modify the combat animations.
There's a file in the Graphics subfolder (I'm not at my gaming rig, so I can't look it up, but it's easy to find) called efx (using some custom ending, like the equipment file) which defines what you see and hear when a unit fires. It basically defines what kind of attack you see (machine gun, heavy artillery, AT gun, torpedo ... whatever), where the muzzle flashes are located and also what sounds you hear.
If you fail to modify this setting while, say adding a new battleship, it'll show no attack at all, just a generic explosion sound when it has damaged another unit. When you edit a Infantry unit to be a battleship, the battleship will still show the machine-gun attack that was defined for the infantry unit.
So it'd be nice if an equipment editor took care of that additional step.

Thanks for considering the feature, I hope I made clear what I had in mind now. [:)]
______
rezaf
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BriteLite
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RE: Calling all programmers

Post by BriteLite »

rezaf, The file is named efx.pzdat
First line is for notation only "# This file is used to assign various effects to units"

And a BIG thanks to mgarnett for his work.
mgarnett
Posts: 270
Joined: Sat Nov 12, 2005 10:50 am

RE: Calling all programmers

Post by mgarnett »

ORIGINAL: rezaf

ORIGINAL: mgarnett
Can you let me know what you mean though, I've never modded this game so I'm not quite sure what your referring to.

Ah, ok.
When you add a new unit or edit an existing one to have a different icon or class, chances are you need to modify the combat animations.
There's a file in the Graphics subfolder (I'm not at my gaming rig, so I can't look it up, but it's easy to find) called efx (using some custom ending, like the equipment file) which defines what you see and hear when a unit fires. It basically defines what kind of attack you see (machine gun, heavy artillery, AT gun, torpedo ... whatever), where the muzzle flashes are located and also what sounds you hear.
If you fail to modify this setting while, say adding a new battleship, it'll show no attack at all, just a generic explosion sound when it has damaged another unit. When you edit a Infantry unit to be a battleship, the battleship will still show the machine-gun attack that was defined for the infantry unit.
So it'd be nice if an equipment editor took care of that additional step.

Thanks for considering the feature, I hope I made clear what I had in mind now. [:)]

Thanks for that, I'll look to add that functionality to the beta version ASAP.

I do have one other question, what are the "remove traits" and "add traits" values. I couldn't find a reference to them in the scenario editor manual.

By way of update, I'm pretty much finished apart from this addition and the unit comparison feature. I've added the ability to filter based on all of the different unit types in the game as well as adding a text search function so that you can serch for units with specific names. For example, you could enter "gren" to search for all "Grenadier" units.

I've also added the ability to right click on a unit in the equipment list and delete the entry from the database. You can also add new units based on the currently edited values. I also have a "Replace" function, where you can replace a currently existing unit's values with new values.

Filtering works, saving and editing is now functional so it's just these last few additions and then it should be good for its first test run.

Once the first version is working, I'll look to start adding some more filtering functions, for example by country.....actually I could probably do this now without too much delay, I'll see how I go.

Cheers

Mark

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Mark Garnett
Brisbane Australia
flybynight
Posts: 17
Joined: Fri Jul 22, 2011 5:07 pm

RE: Calling all programmers

Post by flybynight »

mgarnett

Are you willing to share your projects code? Also have you had a chance to play with WPF yet?
A WPF app here might work great!
mgarnett
Posts: 270
Joined: Sat Nov 12, 2005 10:50 am

RE: Calling all programmers

Post by mgarnett »

ORIGINAL: flybynight

mgarnett

Are you willing to share your projects code? Also have you had a chance to play with WPF yet?
A WPF app here might work great!

Hi flybynight

More than happy to release the code. Once I get any bugs sorted and add in a few little more bits and pieces I'll post the code. I'm a Delphi programmer, but I wanted teach myself C# and used this project as a start, so don't expect it to look pretty!

Cheers

Mark
Mark Garnett
Brisbane Australia
flybynight
Posts: 17
Joined: Fri Jul 22, 2011 5:07 pm

RE: Calling all programmers

Post by flybynight »

ORIGINAL: mgarnett


Hi flybynight

More than happy to release the code. Once I get any bugs sorted and add in a few little more bits and pieces I'll post the code. I'm a Delphi programmer, but I wanted teach myself C# and used this project as a start, so don't expect it to look pretty!

Cheers

Mark

Well not sure how your code looks, but your winforms rock [&o]
And you are adding comments right?? :-)
And just in case you don't know.. you can do /// above a function, method..etc. and it will build a "summary" for you

something like this
/// <summary>
/// This function does something here
/// </summary>
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