Designing a Modding tool

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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yummie
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RE: Designing a Modding tool

Post by yummie »

ORIGINAL: Igard

Maybe I was doing something wrong then. I never realised people actually used them. It never gave me the weapon choices that I wanted. Although I was putting different combinations of weapon types perhaps that was screwing it up. Just didn't seem to do what I wanted it.

For adding other components it seemed fine though. So I guess it might have its uses. It just seems like alot of work for something that you have to correlate with the race and policy files and it still doesn't give what I want. It's also a source of frustration for me because really, there should be a button the design screen in the game for saving the template file.

However, if it's something that gets used still, then yummie and Nick should add it to the tool. I don't think it's worth checking if each value correlates with the tech focuses though. That would be impressive it did!

Perhaps it might be a good idea to automatically write the same value from the race files techFocus fields 1&2 to the policy files 1st & 2nd fields for the ResearchDesignTechFocus. They use the same values so it would keep consistency there.
Hahah igard was already thinking that and also there are several other values that go across several different text and We will be linking them so there is no over treading in the game, to make the mod thats made by the tool more stable. Which is really the point of using a tool over trying to do it on your own. We want Stable mods from the tool and constant mods. All that is done through validation of the info. Well I am going out tonight I got Some things Done today Maybe in morning Ill up load the Pictures for you all.
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Igard
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RE: Designing a Modding tool

Post by Igard »

ORIGINAL: CyclopsSlayer

From what I have seen, the design templates cannot adapt to new technologies. Upgrades already in the template? All is good. Something completely new and they haven't a clue.

I hadn't even gotten that far into testing them. First thing I wanted to do, combine beams and phaser, and it wouldn't do it, so I gave up!
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DeadlyShoe
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RE: Designing a Modding tool

Post by DeadlyShoe »

For adding other components it seemed fine though. So I guess it might have its uses. It just seems like alot of work for something that you have to correlate with the race and policy files and it still doesn't give what I want. It's also a source of frustration for me because really, there should be a button the design screen in the game for saving the template file.
the templates are for AI use, not really player...
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CyclopsSlayer
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RE: Designing a Modding tool

Post by CyclopsSlayer »

ORIGINAL: Igard

ORIGINAL: CyclopsSlayer

From what I have seen, the design templates cannot adapt to new technologies. Upgrades already in the template? All is good. Something completely new and they haven't a clue.

I hadn't even gotten that far into testing them. First thing I wanted to do, combine beams and phaser, and it wouldn't do it, so I gave up!
In general I have no qualms of trading away race specific techs for huge profit, as I know there is little or NO chance to see the tech later used against me.
One game I sold the Shadowghost system for 22M in value, and watched closely and they never installed it in any ship I later captured.
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yummie
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RE: Designing a Modding tool

Post by yummie »

Dialog Picture update Completed by a drunk ass person Will fix any errors later.
Going to work on Design Templates now As you can see We add a few more areas to the menu bar, All planed on being in the tool They will all draw from each other and Make sure it is constant. Any ways my turn to take a shot enjoy. Me and my GF's will figure out what to do with other ones, only question i saw was from igrad and not sure haven't talked to him since Thursday night so probably, he is ignoring me but it's all good ME a bunch of ones and my best friends going to hit strip club tonight, hahah so many red lines need to spell check I guess before posting. Enjoy this Screen shot when get more done Will post more.Edit forgot the biases update
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jsolo15
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RE: Designing a Modding tool

Post by jsolo15 »

Ingard

I'm in ESO beta the game okay. GW2 is a way better game in my opinion.
There are some nice things I like about ESO. The ability to create your own custom class.
Overall GW2 better game and you don't have to pay a month sub.

ORIGINAL: Igard

OFFTOPIC: Is Nick playing Elder Scroll Online? What's he make of it?

ONTOPIC: There are 2 "TechFocus" fields in the races txt as well as 3 "DisallowedResearchArea" fields that must not conflict. So you don't want to focus on area weapons and disallow them at the same time.

There are also 6 "ResearchDesignTechFocus" fields in the policy txt file. You want 2 of these to correlate with the 2 techFocus fields in the races txt file.

Then you have something called DesignTemplates which allows you to enter the number of components for each ship design. Again, you don't want to add components from technology branches that you've disallowed and you want to use the same components as those focused in the race file and the policy file.

Sloppy is putting it mildly. A bloody nightmare of jumbled randomness is also putting it mildly.

Edit1: just note that no one is using design templates as they haven't really worked properly. You can ignore these completely.

Edit2: Ignore that apparently people do use them!
Jsolo
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yummie
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RE: Designing a Modding tool

Post by yummie »

No clue what you are talking about. Just crawled in and what a weekend Had a blast Now the question is should i crawl into bed or should i Look and see what I can knock out with the program. Will say this I am a bit sore, and have a bit of hang over but it was more than worth it.
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ehsumrell1
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RE: Designing a Modding tool

Post by ehsumrell1 »

Yummie, were you guys out drinking Romulan Ale with those Klingons again? LOL!

[:D] | | | |
Shields are useless in "The Briar Patch"...
Bingeling
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RE: Designing a Modding tool

Post by Bingeling »

Fantastic progress, please don't tire before it is complete :) Or at least in a usable state for what is done

I am sure that race bias dialog would look even better if you replace "race 0" with the name of race 0. That should not be rocket science compared to the rest you do.
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yummie
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RE: Designing a Modding tool

Post by yummie »

ORIGINAL: ehsumrell1

Yummie, were you guys out drinking Romulan Ale with those Klingons again? LOL!

[:D] | | | |
No was out drinking vodka with friends got stupid did stupid things, but story of my life. I am a dumb whore what can i say. btw I am not planing on stopping not sure about Nick though i think he doesn't want to do it any more. But Ill keep going with it. But he is quiet right now and hasn't been to interested in it in a while now. Hope he changes his mind its alot for one person to do alone.
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yummie
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RE: Designing a Modding tool

Post by yummie »

ORIGINAL: Bingeling

Fantastic progress, please don't tire before it is complete :) Or at least in a usable state for what is done

I am sure that race bias dialog would look even better if you replace "race 0" with the name of race 0. That should not be rocket science compared to the rest you do.
For one it wont look like that when it is done second race_0 is the template of the program and will be replaced with race names from the race folder but thanks for telling us how to program it love when rocket scientist stop by and tell us how to do our Job, as for weather We get it done or not is up to us. I plan on staying at till it is done. I think I have said that from the start. I have already put in well over 100 hours into this. in its current state races is stable and complete and runnable. just needs some validation coding. But if you want to do It, I can turn the code over to you and you can have a crack at it. I love to see frustrated rocket scientist give up in a rain of tears. Then i can get back to making this program complete. How about.
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Bingeling
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RE: Designing a Modding tool

Post by Bingeling »

Sorry, I did not intend to insult you [:(]
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yummie
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RE: Designing a Modding tool

Post by yummie »

ORIGINAL: Bingeling

Sorry, I did not intend to insult you [:(]
Nah you didnt was just having some fun with you, relax if you did insult me You would know it
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yummie
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RE: Designing a Modding tool

Post by yummie »

Okay so working on biases tonight. Up to point where got to read the race name from the race files and load them. Made the app light weight and went with a grid view. Only way not to flood the app out. Also make it less cumbersome on processor. We shall see where this leads us, hopefully the hole isn't to deep and wont take hours to fill up. Cross figures I am going in. Sorry i am such a prevy 8)
Oh i am an idiot it is fixed time to vaildate the boxes so you can only put in ranges of 50 - -50 fun fun anyone know how to do it, silly me Ill just ask nick. I might have to get on my knees and beg really slow but I am sure he knows the answer.


EDIT UPDATE***
Loads races already and looks great.
Biases Tab almost complete, All that is left is saving biases in correct format, Loading biases txt fill if already done. Loading biases not from this tool. So hold on to your Panties all We are nearing the end of this One. Which means on to easier things. It is not as Sexy as the rest of the Layouts. But it is lowest processing solution That Could be done. The other formats Were locking up once passed 20 races. This does not. But still looks Great, but not as sexy.

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Igard
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RE: Designing a Modding tool

Post by Igard »

ORIGINAL: jsolo15

Ingard

I'm in ESO beta the game okay. GW2 is a way better game in my opinion.
There are some nice things I like about ESO. The ability to create your own custom class.
Overall GW2 better game and you don't have to pay a month sub.


Yeah, the monthly sub thing seems a bit antiquated in this age of free to play. Lessons to be learned from the old republic. Still, it is the Elder Scrolls...

Yummie, that bias screen looks well.. yummie!![:D]

*Kirk voice* Must... resist... filling....little boxes.. with..... numbers....

BTW, you can check out the Picard era now. I've updated the forum thread with the new version.
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yummie
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RE: Designing a Modding tool

Post by yummie »

I will do it in a little bit love to check it out. Funny you put that way We named your mod Resistance is futile, to test the tool. And thanks, a lot of hard work and research went into make that work exactly how we want it to while not taxing the processor and ram. Then It got deleted on accident and all the work went poof. Right after I posted the screen shots, but Good thing for great memory All fixed now And back to normal. Really need to start backing work up some where else, lol. It is back to looking exactly like that, And also works exactly same. SO didn't lose a lot of data really. Also fixed a couple more errors in races that have been pointed from friends testing it.
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yummie
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RE: Designing a Modding tool

Post by yummie »

Goals for today Finish up Biases completely, decide a day to release a Alpha version of the tool for early, testing. Warp up some loose ends.
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yummie
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RE: Designing a Modding tool

Post by yummie »

OKay so long day working today allot to do like very Wednesday and on top of that got to go get a new mic and hdmi cable.

But will try and get some more done. Also Playing skyrim some time today. First time playing it digging it a lot.
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jsolo15
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RE: Designing a Modding tool

Post by jsolo15 »

Skyrim, is a very fun game. Why ESO is so interesting to me.
ORIGINAL: yummie

OKay so long day working today allot to do like very Wednesday and on top of that got to go get a new mic and hdmi cable.

But will try and get some more done. Also Playing skyrim some time today. First time playing it digging it a lot.
Jsolo
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Igard
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RE: Designing a Modding tool

Post by Igard »

I like Skyrim with mods. I play with fast travel disabled (I have to use horse and cart), the food and drink mod, and the frostfall hypothermia mod. These are a must have for me.
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