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RE: Calling all programmers

Posted: Sat Jul 30, 2011 4:47 am
by Rood
mgarnett has got it sorted out already, looks great btw, good back to sleep thenĀ [;)].

RE: Calling all programmers

Posted: Sat Jul 30, 2011 6:25 am
by Dumnorix
Yeah - this editor is very usful for my own work !

Thank you
H.Balck

RE: Calling all programmers

Posted: Sat Jul 30, 2011 7:21 am
by mgarnett
Hi All,

I have everything working now for loading. The editor parses the equipment file and loads the values and you can navigate to each item. Just left to implement saving, querying and filtering and then it should be good to go for a test drive.

I'm away all day tomorrow but I hope to get some more time tomorrow night to fill in some more gaps.

Cheers

Mark

RE: Calling all programmers

Posted: Sat Jul 30, 2011 7:53 am
by GaryChildress
Many thanks Mark! I'm looking forward to the test drive! Your editor will no doubt open doors (or maybe more like a floodgate) for many new modders. [:)]

PS Please don't forget to include an editor for the campaign file so that it's easier to create new campaigns as well. [:)]

Thank you again! [&o]

RE: Calling all programmers

Posted: Sat Jul 30, 2011 10:20 am
by VPaulus
It will be a useful tool and will be adopted by the mod community.
Thanks Mark!

RE: Calling all programmers

Posted: Sat Jul 30, 2011 10:38 am
by mgarnett
Hi Guys,

It's really nothing. Anybody who does even a little bit of coding could whip a similar editor.

Cheers

Mark

RE: Calling all programmers

Posted: Sat Jul 30, 2011 11:49 am
by mgarnett
Hi,

Hi Guys, thought I'd post another update. I managed a little bit of coding between dinner and bed so I thought I'd post an updated image of the GUI and Query screen. Can you let me know if there are any glaring issues that you can see. The Query screen is pretty rudimentary, so let me know your thoughts. After running a comparison query you can save your result out to a file (I'll also add the ability to print them).

The results are displayed on-screen in the grid box you can see at the bottom of the dialog.

I'm pretty happy with how it's looking, but not being a modder, I'm sure that it can be better tailored to your needs.

Cheers

Mark



Image

RE: Calling all programmers

Posted: Sat Jul 30, 2011 11:50 am
by mgarnett
And the query dialog.


RE: Calling all programmers

Posted: Sat Jul 30, 2011 11:51 am
by mgarnett
And the query dialog.



Image

RE: Calling all programmers

Posted: Sat Jul 30, 2011 11:58 am
by mgarnett
Apologies for all these posts, but as soon as I post I remember another question I meant to ask!  At the moment, when loading an equipment file, if an entry says "Reserved" I omit it from the listing of unit types (it will still get saved "back" into the file after you have finished editing so there are no missing unit ID numbers).  Is this OK, or do you want to be able to see the "Reserved" entries.  I assumed these were for the use of the developers but I could be mistaken.

Cheers

Mark

RE: Calling all programmers

Posted: Sat Jul 30, 2011 1:23 pm
by Rood
I guess the Reserved numbers can be used to add new units. So maybe they should not be shown but you could add an option to add new units and save them with the first available free ID.

I'm not sure you can save a new unit anywhere in the file, it looks like the units are grouped by (not sorted) flag.
For example after all units with 0 (Germany) you will not find a unit with flag 0 anywhere else in the list.

And speaking of flags, would be nice to be able to filter the unit list by country list aswell.

RE: Calling all programmers

Posted: Sat Jul 30, 2011 5:05 pm
by GaryChildress
That's a good question Mark. Does anyone know the significance of the "reserved" spaces in the unit list? Are they hard coded for something? When we add a new unit do we add it where it says "reserved" or do we need to create a new line at the end of the list? If we use a reserved slot will it mess up something?

EDIT: The editor looks great! I can't wait to start using it! [8D]

RE: Calling all programmers

Posted: Sat Jul 30, 2011 5:22 pm
by VPaulus
I've already asked Kerensky, I hope he can post it here.

RE: Calling all programmers

Posted: Sat Jul 30, 2011 6:56 pm
by KerenskyLI
tst 2

Does this forum not have a delete post option?

I assume I have to have a minimum amount of posts before my avatar shows up too?

RE: Calling all programmers

Posted: Sat Jul 30, 2011 7:05 pm
by KerenskyLI
ORIGINAL: Gary Childress

That's a good question Mark. Does anyone know the significance of the "reserved" spaces in the unit list? Are they hard coded for something? When we add a new unit do we add it where it says "reserved" or do we need to create a new line at the end of the list? If we use a reserved slot will it mess up something?

EDIT: The editor looks great! I can't wait to start using it! [8D]

Affects the order in which units are displayed in both the purchase menu and scenario editor side panel.
You can either overwrite a reserved slot or add slots at the bottom of the file.

If you add:

1505 Panzer IA 1 107 4 36 5 2 0 2 1 1 0 1 6 7 2 1 0 Panzer_IA.png 01.01.1939 01.01.1943 0 Panzer I Ausf. A rott PzI
1506 Panzer IA 1 107 4 36 5 2 0 2 1 1 0 1 6 7 2 1 0 Panzer_IA.png 01.01.1939 01.01.1943 0 Panzer I Ausf. A rott PzI
1507 Panzer IA 1 107 4 36 5 2 0 2 1 1 0 1 6 7 2 1 0 Panzer_IA.png 01.01.1939 01.01.1943 0 Panzer I Ausf. A rott PzI

To the bottom of the equipment file, you will see in game three Panzer IA have been added to the equipment list in the scenario editor (way down at the bottom), as well as in game in the purchase menu (after all other tanks have been listed).

RE: Calling all programmers

Posted: Sat Jul 30, 2011 7:51 pm
by mgarnett
ORIGINAL: KerenskyLI

ORIGINAL: Gary Childress

That's a good question Mark. Does anyone know the significance of the "reserved" spaces in the unit list? Are they hard coded for something? When we add a new unit do we add it where it says "reserved" or do we need to create a new line at the end of the list? If we use a reserved slot will it mess up something?

EDIT: The editor looks great! I can't wait to start using it! [8D]

Affects the order in which units are displayed in both the purchase menu and scenario editor side panel.
You can either overwrite a reserved slot or add slots at the bottom of the file.

If you add:

1505 Panzer IA 1 107 4 36 5 2 0 2 1 1 0 1 6 7 2 1 0 Panzer_IA.png 01.01.1939 01.01.1943 0 Panzer I Ausf. A rott PzI
1506 Panzer IA 1 107 4 36 5 2 0 2 1 1 0 1 6 7 2 1 0 Panzer_IA.png 01.01.1939 01.01.1943 0 Panzer I Ausf. A rott PzI
1507 Panzer IA 1 107 4 36 5 2 0 2 1 1 0 1 6 7 2 1 0 Panzer_IA.png 01.01.1939 01.01.1943 0 Panzer I Ausf. A rott PzI

To the bottom of the equipment file, you will see in game three Panzer IA have been added to the equipment list in the scenario editor (way down at the bottom), as well as in game in the purchase menu (after all other tanks have been listed).

OK, it looks like I should be including the "Reserved" entries then and also that I need to add a function to add a new Unit ID to the equipment list at the end in case the modder want to add completely new equipment and does not want to use the "Reserved" slots.

Another thought, I should also add a "Find", "Find Next" and "Find Prev" function so you can search through the list for a specific entry.

Cheers

Mark

RE: Calling all programmers

Posted: Sun Jul 31, 2011 10:30 am
by mgarnett
Hi Guys,

I have a query about some of the entries in the database.  Some entries have a unit ID that starts with the "#" symbol such as:

#830    Bf-109E                          
#831    Hurricane I

Does this symbol have the effect of commenting out those database entries or does it have another meaning.  I just though it strange that you would have "holes" in your unit ID numbers, where in all other cases the word "Reserved" is used instead.

Cheers

Mark

RE: Calling all programmers

Posted: Sun Jul 31, 2011 11:15 am
by Rood
You can skip all lines with the # symbol.
It is meant as a comment. Used in many other files aswell.

For example there's a Bf 109E (ID 125) and a Bf-109E (ID 830). The one with ID 830 is preceded by the # and is not read by the game when you buy units.

There's also a Bf 109E with ID 1400 and it's identical to the one with ID 125 but with a different flag.

RE: Calling all programmers

Posted: Mon Aug 01, 2011 8:52 am
by mgarnett
ORIGINAL: Rood

You can skip all lines with the # symbol.
It is meant as a comment. Used in many other files aswell.

For example there's a Bf 109E (ID 125) and a Bf-109E (ID 830). The one with ID 830 is preceded by the # and is not read by the game when you buy units.

There's also a Bf 109E with ID 1400 and it's identical to the one with ID 125 but with a different flag.

Thanks Rood

RE: Calling all programmers

Posted: Mon Aug 01, 2011 8:56 am
by 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