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Author Topic: Modding Tool: Raw Explorer - Beta 13 - Updated 4/25/2013 - (It's BACK!)  (Read 168671 times)

the_game_hunt

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #240 on: May 13, 2012, 04:44:38 pm »

I am at my home, maybe its my internet connections (Im peruvian btw), I can download other files from others sites.

Internet in Peru is SHIT. I can roughly play MW3.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #241 on: May 13, 2012, 04:47:23 pm »

I am at my home, maybe its my internet connections (Im peruvian btw), I can download other files from others sites.

Internet in Peru is SHIT. I can roughly play MW3.

I uploaded the current version to DF File Depot.  Please try this link and let me know if it works for you. http://dffd.wimbli.com/file.php?id=6298
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

the_game_hunt

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #242 on: May 13, 2012, 04:51:13 pm »

I am at my home, maybe its my internet connections (Im peruvian btw), I can download other files from others sites.

Internet in Peru is SHIT. I can roughly play MW3.

I uploaded the current version to DF File Depot.  Please try this link and let me know if it works for you. http://dffd.wimbli.com/file.php?id=6298
Thanks that works!
This would make modding for me 100x easier.
EDIT:Whats the problem with the main download site? When I click on it just dies in 10 seconds and do nothing.
« Last Edit: May 13, 2012, 04:53:44 pm by the_game_hunt »
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The spinning (silk shoe) strikes the Baron in the left upper arm, bruising the skin!
The Baron has been shot and killed.

WARNING! I'm not responsible for damaging/destroying your post!

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #243 on: May 13, 2012, 04:56:00 pm »

I am at my home, maybe its my internet connections (Im peruvian btw), I can download other files from others sites.

Internet in Peru is SHIT. I can roughly play MW3.

I uploaded the current version to DF File Depot.  Please try this link and let me know if it works for you. http://dffd.wimbli.com/file.php?id=6298
Thanks that works!
This would make modding for me 100x easier.
EDIT:Whats the problem with the main download site? When I click on it just dies in 10 seconds and do nothing.

you may still have problems getting the latest token definition updates, as they are hosted off of the same server the application downloads from.  Unfortunately I can't mirror those, they are created dynamically from the database.
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

Putnam

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Re: Modding Tool: Raw Explorer (Beta 3.2 - Updated 4/28/2012 - Oops)
« Reply #244 on: May 13, 2012, 05:05:54 pm »

As far as I know NO_SUBTYPE and NONE are functionally equivalent and can be used interchangeably. I always tend to just use NONE because it is shorter. If I remember correctly then back in 40d NO_SUBTYPE was what you used in the raws and NONE was what was used for embark profiles, but with DF 2010 Toady combined them so that both NONE and NO_SUBTYPE could be used in the raws themselves. As a result the older reactions (such as the smelter ones) use NO_SUBTYPE since they were created back when that was the only option. The newer ones all use NONE though since they were created after that option was available.

No. NO_SUBTYPE under INORGANIC makes an error while NONE does not, for example.

Jeoshua

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #245 on: May 13, 2012, 05:06:28 pm »

Out of curiosity, do you have an API in the works if other projects would like to make use of the token library?
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 3.2 - Updated 4/28/2012 - Oops)
« Reply #246 on: May 13, 2012, 05:07:48 pm »

As far as I know NO_SUBTYPE and NONE are functionally equivalent and can be used interchangeably. I always tend to just use NONE because it is shorter. If I remember correctly then back in 40d NO_SUBTYPE was what you used in the raws and NONE was what was used for embark profiles, but with DF 2010 Toady combined them so that both NONE and NO_SUBTYPE could be used in the raws themselves. As a result the older reactions (such as the smelter ones) use NO_SUBTYPE since they were created back when that was the only option. The newer ones all use NONE though since they were created after that option was available.

No. NO_SUBTYPE under INORGANIC makes an error while NONE does not, for example.

Thanks for the clarification.  I'll add code to restrict those uses.
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Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

Putnam

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #247 on: May 13, 2012, 05:10:02 pm »

I believe that NO_SUBTYPE is for items that actually have no subtypes, while NONE refers to item types and materials that do.

BradUffner

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #248 on: May 13, 2012, 05:11:35 pm »

Out of curiosity, do you have an API in the works if other projects would like to make use of the token library?

The definitions are stored in a standard XML file that anyone one (or any program) can download and use in any way they want.
The url for the direct XML download is http://dftokens.gumpstudio.com/DownloadXml.ashx.

At some point I may create a SOAP or JSON based web service that would have direct access to the live database, but I haven't seen any need for that yet.
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i2amroy

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #249 on: May 13, 2012, 05:20:42 pm »

I believe that NO_SUBTYPE is for items that actually have no subtypes, while NONE refers to item types and materials that do.
Interesting, though it makes sense.

Having been around for a long time has the drawbacks of getting different methods from various versions mixed up I guess. :P
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #250 on: May 13, 2012, 06:41:06 pm »

The (almost finished) custom workshop designer.
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I'm still trying to come up with a good way to indicate that the tile in the editor will be drawn with the building material color in the game.  I was thinking maybe use some color that isn't normally found in DF, or perhaps an overlay color similar to the way the work area and blocking tiles are drawn.
« Last Edit: May 13, 2012, 06:45:14 pm by BradUffner »
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Jeoshua

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #251 on: May 13, 2012, 07:22:50 pm »

 :o

Shiny.

You never cease to impress.  By the time you're done this is going to be so fully featured, even Toady may well use it to add content!

A couple of usability issues:
  • When deleting sources from the Manage Sources window, the only valid selection of where to move objects to is RawExplorer.RawSource
  • A "Rename Library" feature would be awesome
  • A "Collapse All Libraries" feature would be nice for my own personal purposes, but isn't necessary if that were possible from the scripting engine.  Is it?
  • Badly formed creature raws (as can be generated all-too-easily by customizable distros like Masterwork) are still crashing the list window.  I'm not sure what or why or how, as the error output does not indicate which creature was at fault for the crash.  A bit more feedback would be helpful, rather than a big red "X" and no real information on why the crash occurred
« Last Edit: May 13, 2012, 07:25:18 pm by Jeoshua »
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #252 on: May 13, 2012, 09:22:23 pm »

When deleting sources from the Manage Sources window, the only valid selection of where to move objects to is RawExplorer.RawSource
Oops. That is just a visual bug.  The name of the source isn't going through correctly.  I'll fix that for the next version.

A "Rename Library" feature would be awesome
Just use "Save As..." from the file menus.  The title of the library is whatever it's filename is.  If you think an actual library name would be useful I can consider adding it at some point.

A "Collapse All Libraries" feature would be nice for my own personal purposes, but isn't necessary if that were possible from the scripting engine.  Is it?
I like it! consider it added.

Badly formed creature raws (as can be generated all-too-easily by customizable distros like Masterwork) are still crashing the list window.  I'm not sure what or why or how, as the error output does not indicate which creature was at fault for the crash.  A bit more feedback would be helpful, rather than a big red "X" and no real information on why the crash occurred
Unfortunately this is harder to track down that it seems.  Sometimes the error happens farther down inside one of the controls than I have access to.  I'll try to add some more safety code where I can though.
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Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

Jeoshua

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #253 on: May 13, 2012, 10:35:53 pm »

I found a hackish way to rename the final library when I'm trying to make them all agree on names, by creating a new file of the type I want and then deleting the one I didn't.  If it becomes possible to look and select which file to move the deleted content to, it would be pretty much sufficient to do a sort of "rename" for the libraries.
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BradUffner

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Re: Modding Tool: Raw Explorer (Beta 6 - Updated 5/7/2012 - go to?)
« Reply #254 on: May 13, 2012, 10:43:13 pm »

I found a hackish way to rename the final library when I'm trying to make them all agree on names, by creating a new file of the type I want and then deleting the one I didn't.  If it becomes possible to look and select which file to move the deleted content to, it would be pretty much sufficient to do a sort of "rename" for the libraries.

Ahh, I think we have a confusion of terminology.  Raw Explorer uses the term "library" to represent all of the raw files.  Each file in the library is a "source".  I think what you were looking for is a way to change the path of a source file.  I will add that when I get a chance.

Just to clarify, A library contains sources, sources contain objects that are categorized by type and sub-type.
« Last Edit: May 13, 2012, 10:45:32 pm by BradUffner »
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