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Author Topic: The Weaponsmith v1.0  (Read 1190 times)

Dr. Melon

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The Weaponsmith v1.0
« on: July 23, 2008, 12:14:59 pm »

I've just finished a little program I made, mainly to test my programming abilities;

The Weaponsmith (v1.0)
  • Mod in new weapons quickly and easily with this program.
  • Supports ranged weapons too.




Download here; http://mighty-thunder.co.uk/downloads/TW.zip
Just unzip and run "setup.exe"!


Any suggestions for improvement are welcome.
NOTE: I may expand this to cover other things; Creatures, Stones, Metals, Woods, etc.
« Last Edit: July 23, 2008, 12:17:07 pm by Dr. Melon »
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umiman

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Re: The Weaponsmith v1.0
« Reply #1 on: July 23, 2008, 12:40:53 pm »

Hehe, that's pretty nice actually. Maybe I can finally get around to plunking in carbines and bazookas for my dwarves to use.

TheSpaceMan

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Re: The Weaponsmith v1.0
« Reply #2 on: July 23, 2008, 12:45:09 pm »

Nice seems to be a lot of this going on, I am working on a creature Editor myself.

The weapons seems a bit eaiser to implement then the creatures, looking at the avalible amout of options. 16 instead of 263. ^^ The hardest part is sorting the attributes into simular attributes.
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Dr. Melon

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Re: The Weaponsmith v1.0
« Reply #3 on: July 23, 2008, 12:56:19 pm »

Remember to use classes, it makes getting and setting a lot easier.

I see what you mean about the options,  :D

Maybe I can add support for other stuff. The form layout would change (maybe add other forms?) depending on the choice.

Like "What do you want to mod?"

[Armour] [Weapons] [Stone] [Wood] [Metal] and so on.

I was originally going to have it load all the weapons you currently have, but I think using MySQL libraries would work better than trying to read it straight off the bat.

The Next Version (1.1) will have the ability to add the weapon to the entity file (under the dwarf heading). Also, it will support ammo creation.
« Last Edit: July 23, 2008, 12:58:16 pm by Dr. Melon »
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TheSpaceMan

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Re: The Weaponsmith v1.0
« Reply #4 on: July 23, 2008, 01:00:18 pm »

Maybe the problem with sql is that you get one more layer between the code and the game and I guess it could easily get out of sync. I am currently makeing sure that all the values are set to a default value createing a "Vanilla Creature" that would be the bare minimum to work. Once the vanilla creature is loaded i will start doing file parsing, I will esentially add all the creatures to memory, if for no other reason then being able to clone a existing one into a new name and change a few attributes. Still a bit to go.
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?