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old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Builder2-0
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Psytechnic has written
Update: Ok, so now tooltips display correct messages and memory usage is kept to a minimum (Given that builder wants the combinations page flashy and clicky, meaning I have to dynamically create in some cases over 2000+ user objects). So in this release, everything that is currently programmed works as expected.

Released SIIMV 10-01-12 22-25.

I am Builder and I approve this reference to flashy and clicky combination pages.

(also, I realize this is probably impossible to do with the flashy clicky icon buttons, but if you can; make it sortable by ID of created item, combination name, requirement items (ie; only combinations using leaves), ect)

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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I'll get working on it.

Update: Rewrote quite a lot to get combination highlighting done, then rewrote a fair bit more for the combinations query expression handlers. Not only that, a brand new feature (thanks to builder's request) has been added. Now, in your combination scripts, if you put the line #note= and some text, this will be displayed in my viewer as a combination note attached. I specifically designed it this way so that modders could keep track without having to keep a massive change log and so that the game wouldn't throw an exception on load.

=== Some new screenies ===

Search window
http://img697.imageshack.us/img697/6018/searchfor.jpg

Search results
http://img192.imageshack.us/img192/1151/searchresults.jpg

Released SIIMV 10-01-13 16-00

=== Some more screenies ===

How to write a modder's note:
http://img204.imageshack.us/img204/3645/howtom.jpg
If you accidentally put a note in the script section of a combo, then my app will tell you where it is.

A Modder's note looks like this:
http://img695.imageshack.us/img695/1339/moddersnote.jpg

Added support for multiple IDs in combinations
http://img695.imageshack.us/img695/6999/multipleids.jpg

A list of query expressions to use to display combinations
http://img138.imageshack.us/img138/8794/queryexpression.jpg

Query values are dynamically loaded
http://img683.imageshack.us/img683/1491/autopopulate.jpg

However, "action" combinations are displayed as having no generated item being that an "action" combination has the same required and generated objects, so searching for generated items in say "combinations_actions.inf" produces this result:
http://img704.imageshack.us/img704/5092/queryresultw.jpg

Item buttons are a quick jump to the items page at that item. They're in the Can be made from and Can be used to make tab pages and also in the combinations view. With the benefit of descriptive tooltips.
http://img138.imageshack.us/img138/9223/buttons.jpg

You can use the query system to get very specific...
http://img31.imageshack.us/img31/64/specificsearch.jpg
edited 3×, last 13.01.10 08:18:20 pm

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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Psytechnic has written
masonswanson has written
So What Is This Written In? C++? I Could Help!!! I Was Actually Just Trying To Make A Sort Of Mod Profiling Program In Python, C++ Is What Python Is Written In, Then You Could Use Blender And Python Together, With A b3d File Exporter, And Only Allow One Camera (Not Exported To b3d) For The Icon... Or Just Use The previewimagecapturer.bb to Make The Icons, And You Could Even Have BGE (Blender Game Engine)Code, Translate To Stranded Definition Files, NPC AI, etc...


Psytechnic has written
This has ben coded entirely in C# using .Net framework v3.5 and is released under a closed-source proprietary Freeware license which has been embedded into this application.


I will probably switch the license (as the method for implementation is so easy) from Freeware to Open Source when it is in a much more functional state.


So, as you've asked before and as I've said before... Wait til it works completely. Then I'll GPL it.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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Sorry for the delay in progress on this, but I recently had my net disconnected, so I couldn't research the information needed to get around a few issues.

At the moment, I have a major problem in this project in that it can create over 3000+ GDI objects for the computer to handle and being that an application has a resource limit of 10000 and I haven't even wrote the objects, buildings and unit pages, I can foresee me breaking this limit with any reasonably sized mod, so I'm looking at the possibility of rewriting the entire project in WPF (Windows Presentation Foundation).

WPF hooks directly into DirectX, reducing the number of user and GDI objects (reduction from 3000 < 20!!!) but this means learning a new program language derisory to the nature of windows application programming. Plus, XAML is temperamental and so is the development environment, so I have to research possibilities, which I haven't been able to do recently.

Work is ongoing.

As for a model converter, well that's quite a specific function. For a start, obviously you want B3D as a convert from and to, but convert to/from what? 3DStudio Max? Milkshape? And keep in mind that people make amazing amounts from making model converters being that the operation is quite complex. First you have to get the file specifications (for B3D, I already have this, but 3DS and Milkshape are proprietary I think) and then handle all the data inside so that you can rewrite it in a different format. This includes textures, materials, meshes (polygons, vertex etc.), animation links with keyframes and mesh parts/bones/splines. I would end up spending more time on the converter than I would on the application I was making it for. And as there are already converters out there (FREE ones, as I have mentioned elsewhere), this would be re-inventing the wheel.

That's the demand these days, is it? No wonder. People generally can't work out how to do it for free, so they ask programmers to do it. Programmers, then, make a lot of money out of it...

I'm making this in my free time as a salute to the great DC for the game and so people can take a penetrating look at mods (a Viewer!). I'm not going to program an entire development suite for model design and advanced scripting functions. That's the work of mod makers.

I am intending on making an editor as such, but this will be for modifying the script files, basic game settings and such. Model manipulation is a little too advanced for this project. However, a model VIEWER may not be ruled out.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

The Oracle File
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Is your current version of the program useable? So you might release that one, as remaking it completely would take alot time. So we would at least be able to see how the final programm will be like and additionally have a bit more comfortable interface for modding.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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The Oracle File has written
Is your current version of the program useable?


All the parts that are programmed in are currently working without any known faults. The download link is on the first post of this thread (reachable via my sig) and is surrounded by a lot of bold text for a reason (Along with the EOL tag replacer program which people MUST read the warning on).

The Oracle File has written
So you might release that one, as remaking it completely would take alot time. So we would at least be able to see how the final programm will be like and additionally have a bit more comfortable interface for modding.


I constantly release a working(but incomplete) version of the current project on my first post so people can keep track of how the project is developing. What you see is where I am in it. If you read my last post, you will notice that I can't complete the current incarnation of this project in WinForms C# being that I could make an app that demands too many resources and breaks on loading any sizeable mod, so yeah, I have to look at rewriting it in a new programming language (which will take time as I have to learn new IDE (Integrated Development Environment) and the syntax, object structure and design implementation to go with it. So unless I can find a better way to display a lot of information in a very user friendly format, this project looks like it's gonna go through a lengthy rewrite.

As for a more comfortable interface, well that was a question I asked in the first post! I asked for people's impressions and suggestions and the only person who gave me the time of day to help me on this project was Builder, so most things have been designed how me and Builder want them. If you had responded to my request for input, it may have been more how you would like it.

That DOES mean I STILL want your input! I want to know how the community want the information displayed. If I have to rewrite this damned thing, I wanna get it right first time. I hate rewrites...

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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The Oracle File has written
Sorry, now I did the mistake I am always angry about people doing. I didn't ready your first post. I did in the past, but forgot you posted links. But anyways, keep up the good


I've moved the link to the top of the post to make it clearer.

I have found an unhandled exception in the current release of the program. If you click on the "Fire" or "Water" item buttons, it throws you an error! Do NOT be worried! You can happily click continue and keep using the program, this is just a function I forgot to handle and I'll release a newer version today, but I have to go shopping.

Update: Ok. Done some quick bug fixing so the released version is stable, but I can see a rewrite coming (I am trying like hell to avoid it though). Bug where jumping from water or fire (or action as I found out) has been fixed and instead of loads of labels, now the combination panels draw the data on themselves. This reduces the number of user objects used (but not GDI :(). Panel highlighting and multiple combination IDs have been taken into account.

Released SIIMV 10-01-19 14-45

Screenshot:
http://img24.imageshack.us/img24/9758/lessuserobjects.jpg
edited 3×, last 19.01.10 04:22:09 pm

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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SLY3152 has written
http://www.mediafire.com/?zzygjgzwzmm
the file in this link dosent work it shoes error
This application failes to intialise properly..........
What's the matter with it???


Please keep in mind that this application has been wrote in C# and you need to have the .Net 3.5 framework from Microsoft installed. Most XP users have this installed as an update. If you don't, you can get it here:

.Net 3.5 Re-distributable
http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=e3821449-3c6b-42f1-9fd9-0041345b3385

.Net 3.5 SP1 Re-distributable
http://www.microsoft.com/downloads/details.aspx?FamilyID=AB99342F-5D1A-413D-8319-81DA479AB0D7&displaylang=en

I'll add this to my first post.

Update:

Added a brand new feature, the Item Table. Added a menu item to launch the mod from the program. Added some more functionality and bug fixes.

Cleaned up the first post to make it more readable. As always, click my signature to jump there.

Released SIIMV 10-01-22 10-10

Update: Found and fixed bug where items table icons and items didn't clear correctly. Found and fixed bug where loading item from item table can miss-match when looking for an item with the same name as another. Instead, it now looks for item ID.

Released SIIMV 10-01-25 11-10

The reason this is not progressing as fast as before is, as some of you may know, I'm getting back into 3D modelling and at the moment, I'm making a pretty complex Anaconda Colt for Vectar. Once this is done, SIIMV will progress on to object and unit reading... (If some of you are a little cheeky and know how to reverse engineer MSIL, then you will see, the coding is already there for reading the building files into a main array, but without having the objects or units to link to, it's a bit useless.)
edited 3×, last 26.01.10 01:26:53 am

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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Vibhor has written
And any fallout 3 player would have it installed


There are ongoing discussions about this and I made a similar mistake. ".Net 3.0" is installed natively on Vista upwards (as I have verified) and it is rumoured that Fallout 3 installs a beta version of ".Net 3.0". This is not true.
Fallout 3 doesn't install .Net framework, but when you patch the game to version 1.7, you need to install Games for Windows: Live which does install a .net framework which, at the moment, is ".Net 3.5"...

(How people got Fallout 3 working on Linux WITHOUT .Net)
http://appdb.winehq.org/objectManager.php?sClass=version&iId=14322

But this is all irrelevant as I am using the newest/stable release, .Net 3.5. So yes, you will need to download and install .net 3.5 if you don't have it. An easy way to check is, open the "Add/Remove Programs" control panel applet in Windows and check for "Microsoft. .Net 3.5 SP1" (SP obviously meaning service pack). I've added links to the x86 (works on XP up) redistributable (I.E no net connection required to install) to my first post.

Oh, and when .Net 4.0 makes it through beta and becomes the mainstream .Net framework, I'll be converting the entire project to it (There is NO effort at all in this, being that the Visual Express editions still include the project converter. So it would be a case of opening my .Net 3.5 project in the .Net 4.0 editor, converting and saving. Job done). .Net is not your enemy, even if the men who made it are.

UPDATE: Monumental changes to this application and it's now released under the GNU GPL v3 License with source included. Read more on the first post of the thread.
edited 2×, last 22.02.10 06:03:55 am

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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gfreemon-hl has written
WTF no load "sys" program error =(


I wouldn't have been able to create all the new screenshots if it didn't work. Could you be a little more descriptive about what went wrong and where?

Could other people please confirm that this application works.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Vectarrio
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Psytechnic has written
gfreemon-hl has written
WTF no load "sys" program error =(


I wouldn't have been able to create all the new screenshots if it didn't work. Could you be a little more descriptive about what went wrong and where?

Could other people please confirm that this application works.

I can't. I downloaded .NET 3.5, but it still isn't working.
It shows error about some "JIT", if I click continue, it shows only 2 .inf files about items, no combinations, nothing at all.
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