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View Full Version : New Tool Added: QCDE - Edit your ClassDef. QDE Updated



-=[F@LC0]=-
1st Oct 09, 7:19 AM
Hi everyone! - I have a new modtool for you all.
Name:

HW2-QSFE: Qick Ship-file Editor: Current Version 1.11

http://img237.imageshack.us/img237/6919/qsfe11.th.png (http://img237.imageshack.us/i/qsfe11.png/)http://img180.imageshack.us/img180/2392/qsfe11configfile.th.png (http://img180.imageshack.us/i/qsfe11configfile.png/)http://img210.imageshack.us/img210/1170/qsfe11hidelist.th.png (http://img210.imageshack.us/i/qsfe11hidelist.png/)


HW2-QDE: Qick Data Editor: Current Version 1.1

http://img183.imageshack.us/img183/8237/qde10.th.png (http://img183.imageshack.us/i/qde10.png/)


HW2-QCDE: Qick ClassDef Editor 1.0

http://img35.imageshack.us/img35/6403/qcde.th.png (http://img35.imageshack.us/i/qcde.png/)

Hi to all who have tested my Program before 1.11:
I'm really bashful the Problems you may got because of QSFE's Earlier builds. And I hope that you don't have deleted files that do not Work anymore.
The new Version 1.11 fixed these Problems and will also recover the corrupted files.

The BUG:
I was informed that TFS was crashing after modifying files by Jak170. Shortly after that, I discovered that it was caused by the output function wich added a "" in the first line of every ship - wich no one could see. - Whyever

So I changed the Previous filesystem.WriteAllText to the - why ever - working IO.Files.WriteAllText
As I got still crashes I took a look at the Ship file and it was fully correct.

I found out, that
1.LoadModel needs to be called before StartShipWeaponConfig
2.addAbility needs to be called before LoadModel

The Output text was correct all the time, so please forgive me if I called the Program ready to release. But now after this horrible Bug is fixed it shoud be able to begin it's Work.

Features:
QDE:
- Modify a lot of folders and Files at once.
- Create, Delete and Rename
- Search Function and Folder Popup
- Shortcuts
QSFE:
- Modify all Ship-files at once
- Hideable Ship-list to have more space to work
- Sizeable Editor Components
- Ability to set the Order NewShipFile. Parameters are shown.

Info and Install:
You may need some dll's - tell me if you encounter dll bugs.

Tools Included

HW2-QSFE : Ship-File Editor Version: 1.11

The first of my Editors.
It's made for working on ship files Only.
You will see all of the ship-files located in your ship folder.
You will be able to work, on them and then save all at once.
You may change to HW2-QDE directly.


HW2-QDE : Data Editor Version: 1.10

The Second Editor.
It's able to work on a lot of file-types at once.
It will provide direct access and is useable a bit like the windows Editor.
You can change and choose the different Types.
Create and delete single files and Groups.
Rename your files.


HW2-QCDE : ClassDef Editor Version: 1.0

The newest Editor.
I really dislike the Classdef.lua
You need to write LARGE LETTERS and search every Group for you ship - and you have no overview.

So. Now you have. Maximize and have a got.
Shiplist Provides all ships in ship folder as well as the ships you have allready in your classdef file.
It will show you where your Ship is included and where not by red / green color
You can add and delete ships by double click / del
It has Also a limitted Auto assign function.


Install:
1.Extract somewhere
2.Start HW2-QSFE
3.Setup your Homeworld2\data Path.
4.Save

If your Path is Correct the Editor should work now.

It may not work without Certain directorys. (Ship for example)




Attention: DO NOT RUN QDE AND QSFE AT THE SAME TIME: as they work on the same files you may override your files.

Start only one. And use the switch button or change manually.


I hope you like my tools.


Or at my Threat at Tanis
http://forums.relicnews.com/showthread.php?t=234858


Regards

Mr.T or -=[F@LC0]=- @ Tanis Shipyards


New: Download Links QModTools QSFEV-1.11/QDE-V1.1/QCDE-V1.0Fix

http://www.gamefront.com/files/20161024/HW2-QModToolsFixed.rar


Small Tutorial form Version 1.0
First: The important things.
1.It will not save anything to the harddrive until you klick "Save"

2.If you change something it's remembered - so you do not have to save while changing between files.

3. (not perfect i know) - reset: it resets all to the state it was last saved via save or incase it's fresh loaded to the file's state.

4.config:
This is an important Part. You may use this to totally customise the order of NewShipFile Parametes or seperate them.

for example: if you put in this Text into config:


--====================================
--Basics
--====================================
displayedName
sobDescription
maxhealth
regentime
minRegenTime
sideArmourDamage
rearArmourDamage
--====================================
--cost
--====================================
buildCost
buildTime
buildPriorityOrder
--====================================
--drive
--====================================
thrusterMaxSpeed
mainEngineMaxSpeed
rotationMaxSpeed
thrusterAccelTime
thrusterBrakeTime
mainEngineAccelTime
mainEngineBrakeTime
rotationAccelTime
rotationBrakeTime
thrusterUsage
accelerationAngle
mirrorAngle
secondaryTurnAngle
maxBankingAmount
descendPitch
goalReachEpsilon
slideMoveRange


You'll get your Entrys sorted like it's done here, separated into the Groups: Basics, cost and drive - but you will not need the groups. You may even call them Hippy or somethig like that - it's only to visually seperate something.
One line of --CheesecakeCheesecakeCheesecakeCheesecake
may also divide your Parameters ;-)

But take care not to add too much spaces in there - the ordering process does not really like them.

MelvinVM
1st Oct 09, 7:42 AM
I am required by law to love you now.
I'll be snoopin around with this tool for a bit, thank god I don't have to switch between folders anymore, my taskbar always went like crazy.

How the hell do people make these things!

Jak170
1st Oct 09, 7:43 AM
I'll give it a shot once i get my homeworld up and running again.

If it works the way i picture it, YOU, good sir, are my God

-=[F@LC0]=-
1st Oct 09, 8:04 AM
@ MelvinVM: - Spending more than 20 hours in front of PC in two days, thanking God for a Girlfriend that does not kill me because of that (even if she would be right) and a medium knowlage of VB + goole .... much goole. Ok ... and this damn stupid game, wich caugth me since 1999 or so (beginning with HW1)

^^ - at least for me

Djodar
1st Oct 09, 11:36 AM
hey im getting an error at startup that he cant find the .../data/shipS folder... that folder is ship not ships... dont know why^^ if i rename my folder it works for the program but not any more for the game...

and now go further and do the same with every weapon missile and subsystemfile^^

-=[F@LC0]=-
1st Oct 09, 12:19 PM
-.- ....

lol .... ok stupid Bug ....

wait ...

will upload again.

Edit: Ok - Uploaded again. should work now :-) - hope so
links updated

and ... thx Djodar ;-)

Pseudonym
1st Oct 09, 2:00 PM
Totally gonna give this a try! Thanks, man!

Also, when push the exit button, it asks you if you'd like to save, and says something along the lines of, 'All loaded files will be processes!', shouldn't that be 'processed?' =P Not a big problem! Just a typo.

-=[F@LC0]=-
2nd Oct 09, 12:15 AM
Thing is ... that it would even save all files if you have not changed anything ...
but well you are right .... -
it's redundant ... ^^ - will be removed

Siber
2nd Oct 09, 2:09 PM
NewShipType["maxhealth"]=80000;
NewShipType.maxhealth = 80000


Both these lines are valid, and depending on the source of their data files and how they were decompiled and subsequently modified, people may use either. Your program only properly handles one variant, however.

-=[F@LC0]=-
3rd Oct 09, 5:56 AM
eh ok ... yes thats right ...
But I have to say that i have never seen this variant before sorry.
Hm ... but I should be able to include this - I hope it won't force too much code change :-/.

If so, it should be supported by next version.

By the way - where did you find this variant ??

Siber
3rd Oct 09, 8:05 AM
The majority of HW@ .ship files are in the unsupported format.

-=[F@LC0]=-
3rd Oct 09, 9:04 AM
ok - i tested it with a line called NewShipType["maxhealth"] = 12431


It's reading this - but it's sorted into the Misc Group - because of unknown format.

So it may appear as non working. I think it's fixed today or tomorrow.

Edit:
I found the line in the code to change - but:

It will convert NewShipType["..."] to the more used NewShipType. after saving. - I hope there is no Problem with that.

Jak170
3rd Oct 09, 8:27 PM
Is there a way to allow us to move the borders of the text and resize the boxes?

-=[F@LC0]=-
4th Oct 09, 12:19 AM
I have not done something like that before.

But I thought about it. - Wich box do you want to be changed.?

MelvinVM
4th Oct 09, 12:56 AM
He means adding the function to let the user drag the box himself, setting to size to the current situation demands.
like how you drag internet explorer's edges to make it a smaller or bigger window.

-=[F@LC0]=-
4th Oct 09, 2:26 AM
Ok - New Version is up. Called it Version 1.0 and gave 0.9 to the old one.

New Features, Downloadlinks, Screens and the fixed Bug updated in first Post.

Please take a look at Future Plans

Ultraxwing
4th Oct 09, 3:12 AM
Good tool it seems... from what i hear.

Jak170
4th Oct 09, 5:07 AM
yes, works like a charm. The main thing is that it is MUCH MUCH faster to use this tool than to go into the ships folder and open and save and close each file.

Kudos.

KwirkyJ
4th Oct 09, 10:30 AM
Looks to be a really slick tool! It's unfortunate that I will likely never have the luxury of using it, but I really like what I see, there.

It's actually rather ironic, as I'm writing a similar utility for a completely different game. What you've done here has given me a little more to think about while building it. If I may ask, in what language did you code it?

-=[F@LC0]=-
4th Oct 09, 11:30 AM
I'm happy to hear that it's working now.

I started with C++ but ported it over to VB, because I was to lazy to learn how to make gui's in C++. VB was more comfortable there.

I think my algorithms are working quite good now, but - the style I worte it is horrible - nearly no comments, - ok three I think :-P, no classes, a load of global variables.
My old info teacher would kill me *G*

Hehe - at least I know how it should have looked right :-P

But hey who cares - it's a Mod tool :-P, and it looks like it's working.

gthompsn
4th Oct 09, 12:27 PM
Question: could you expand/adapt it so that a person could make a folder with a complete copy of all the files a ship needs in a separate directory hierarchy (anything that is not part of the default HW2 .big files)? I would like to know I have all the files I need to work with for a ship in one place and to know what all those files are.

crazyhumanpeopl
4th Oct 09, 9:17 PM
I thank you for making this program, as I do for your girlfriend letting you make said program.

My workflow just increased 10 fold for ship manufacturing.

-=[F@LC0]=-
4th Oct 09, 9:42 PM
thx man.

ehm gthompsn - can you please clarify this a abit.

Do you mean a the ability to open files not in ship format too ?

crazyhumanpeopl
4th Oct 09, 9:52 PM
Hey F@Lco, can I convert your stuff into C++ and see what I can do with it?

gthompsn
4th Oct 09, 11:00 PM
-=[F@LCO]=- Not for editing, no, just so that if a .ship file lists a weapon subsystem (for example), you could create an export directory tree like this:
export_data
ship
my
my.ship
my.hod
my.events
subsystem
mysub
mysub.subs -- uses mywep
mysub.hod
weapon
mywep
mywep.wepn -- uses beam_beam, etc
art
muzzle_flashes
funkystuff.rot
muzzle_beam.lua
muzzle_blast.lua
etc for engine effects, sounds and everything else.

I don't really know what all the files for this stuff are or how they are structured. It would be neat to have your program identify files that the ship is dependent on but that your program can't find (let's say that muzzle_blast.lua is what is included in the original HW2 .big file so it defaults to using that), it would be nice to at least list them in the the "my" directory.

crazyhumanpeopl
4th Oct 09, 11:15 PM
gthompsn, are you saying like an indexing thing? Like a tree? So if I had my ship, it would give you the related items? That would be pretty sweet.

So maybe you can add namespaces, and have a separate object for the mechanism that indexes the files. That would help with renaming and modifying the files too.
It would also help so you don't have to redo all your previous code.
Then again, I suck at programming.
Meh, my C++ is rusty.

MechWarrior001
4th Oct 09, 11:18 PM
Falco, what DLLs do I need to run it? It gives me error code 0xc0000135 when I try to run it. I think this is because you compiled/linked it on vista and I'm running XP.

gthompsn
4th Oct 09, 11:31 PM
crazyhumanpeopl: yes, that is what I would like! I find I'm getting a lot of clutter from files I am not sure that I need or not. I also find that there may be file collisions (one file for a ship sharing a name with a different file for a different ship) so that when you try to use them together, one of the files is overwritten by the other and it might cause instability.

It would be good if this change can track shaders, etc. as well.

crazyhumanpeopl
4th Oct 09, 11:44 PM
Well, that is why a namespace is nice, because it would allow two of the same text files to occupy the same space, thus allowing easy editing of the program. If I could get the old reference books out, and of course, permission, I may see if I can add functionality. However, works and stuff of people can be quite personal, and parting or allowing for any modification may be disliked.

He probably got the mad skillz to do that though. Visual Basic is hardly the optimum medium to code with though. Too bloaty.

-=[F@LC0]=-
7th Oct 09, 1:42 PM
@MechWarrior001 - i'll look at that, but no time at the moment. - later this day or tomorrow.

@crazyhumanpeopl - hm - yea see what you can do.

@gthompsn - I have something in development giving access to even more files at once - but I will not build in any Filecheck betweeen files - there is such a Program around withn is looking for missing links.

Edit:

@MechWarrior001
What might cause the Problem is a missing installation of Frameworks.
You might install this
http://www.microsoft.com/downloads/...&displaylang=de

One thing wich helped me with most Problems were the VB Runtimes
http://www.chip.de/downloads/Visual...e_12993706.html

I hope one of these will solve your Problem

Edit2:
Puh - ok got it.
An improved Version of QSFE is release and a new SisterTool got ready too. The QDE ( Qick Data Editor )

See more info in first Post - woooho :coffee:

gthompsn
7th Oct 09, 7:48 PM
@ -=[F@LC0]=- :

Yes there is a pretty good tool written in VB by either Zeelich or Zatch (I forget who), but I was thinking there would be a lot of value to having such functionality integrated with the work you have done. I like what you have accomplished so far and how it makes ship file editing easier, but I do want to answer your comment with a little humorous commentary of my own...

Rhetorical Rejoinder: There is already an editor called vi, a programming language called C and a RTS where you destroy things called PacMan; why would anyone want more?

-=[F@LC0]=-
7th Oct 09, 9:58 PM
Hehe ok I got it - maybe it`s in idea to take a look at that.
If Do not do it myself I may at least Add the ability to start a few selected Modtools from Dropdown Menu via Link.
But I'll have to ask the different Makers before I think.

*Starting Personal blabla about Time :: ^^
Problem is more that things like these take a lot of time especially if you have no Plans made yet.
This Program already costed me more than 4 Days of Work of my 14 Days Holyday and I have only have left the rest of the Week.
And life is a Bit more than HW2.
But I wars abitiout to get this Prog ready and running before next Monday and yea
- I think it`s mostly ready now.
**End


Oh and I think I should claryfy the functions of QDE a bit .... after breakfast

Edit: Info and Minitutorial
Ok as you know - if tested - QSFE was realy specific on shipfiles
The new QDE is an addition to it, providing support for
Subsystem, weapon, cloud, nebula, dustcloud, pebble, resource, missile and ship-files.

As it`s a Crapload more of data I decided to use only One Textbox for dataoutput and editig ( not dividing into groups like in QSFE)

But you certainly like to find a special entry in every file fast -
so I included a search function wich will search every File for a specific Word -
wich will stay if you change file and can search for other entrys if you hit F3 (or Enter if you focus the searchfield)
(The right unlabeled Textbox - is the Textsearch)

The Same for the list - you may search in there with the Left unlabeled Textbox.

the combobox will let you select Directory and Filetype to show.

I included Shortcut funtions (to both Programs), so you may take a look at them. - it may save even a few more seconds.

Strg+Q - Switch between QDE and QSFE
Strg+S - Save to files
Strg+R - Reload (QDE) / Reset (QSFE)
Strg+H - AutoHide Shiplist On/Off (QDE)
Strg+P - Growup the Buttom Textboxes while making the others smaller
Strg+M - Same as above but other direction

You may now also do the following fileoperations from QDE
Strg+D Open Datafolder
Strg+T Open Type Folder
Strg+I Open Item Folder

Rename Filegroup:
Doubleclick a file in the filelist Esc will cancel Operation

Delete File:
Shift+Entf

Delete Group:
Strg+Shift+Entf

Create a new File of selected Type:
Strg+N / Esc for Cancel

Create New Group of Folder:
Strg+G / Esc for Cancel

Maybe I missed Somethink - so go and explore yourself

Edit: I forgot to Mention that there is a new entry in the default config files, so if you have custom configs laying around you may only include this this additional line found on the top of the configfile.
It sets wether to hide the Shiplist by default or not.

Important: As I have included the option to delete Files
You should know that the group delete shortcut will delete everything in the files folder.

And please Make an Backup of all your moded files before,
I have tested and It Worked everything until now - - but Random Bugs may still be there.

Edit: Regarding Testing and the corruption BUG:
I checked Shipfiles of beeing complete, not knowing that order of a few arguments was important.
+ the mysterical 3 codes words before the first Line (mentioned above)

If you have Questions or something is not working - please Post here.

And @MechWarrior001 - Is Program working now? / have you tried what I wrote above?

Vipey
8th Oct 09, 5:02 AM
I'll give this jawn a try the second I get back into Modding HW2, but yea this definitely looks good.

Jak170
8th Oct 09, 6:19 AM
seems that something is wrong.

This may just be this mod but I decompiled the TFS latest version using unfbig

Using the -overrideBigFile command, TFS worked flawlessly.

After using the ship modder to mod a few ships and saving, TFS started to crash during the "UNIVERSE" place.

I checked my coding quite a few times, reinstalled, uninstalled, redid, undid, but it seems that your program is making these errors.

Please look into it for at the moment, I still have to run around knee deep in ship... folders

-=[F@LC0]=-
8th Oct 09, 10:02 AM
Ok - Problem solved. Take a look at the first Post.
There was a major Bug in the output function, cauing all Shipfiles to be corrupted.

It's fixed now and the new Version will also recover demaged files.

I'm very sorry, if you got Problems using my Editors.
And I hope you may forgive me as it will recover the broken work.

Jak170
8th Oct 09, 7:33 PM
That is quite alright falco. This tool is great and you made it in your own time. Kudos.

-=[F@LC0]=-
11th Oct 09, 8:08 AM
While working on my own mod I recognised that the delete function is broken. Somehow the first ship is deleted everytime I trie to delete a ship.

I only wanted you to know that until I get another update out.

But other things are working quite well for now.

The Rename funtion is my favorite for now ...

What's going on out there? - What about your experience?

Jak170
11th Oct 09, 9:33 AM
well actually at the moment, i'm quite content with my ship folders and have stopped modding for a while and simply playing the game. If i find any other reason to mod, ill definitely use your program.

-=[F@LC0]=-
17th Oct 09, 1:20 PM
Hey all out there! - I have Fixed the Delete Bug in QDE now and updated the search funtion - to ignore caption. And NOT beep when hitting enter.

In addition to that there is a new tool out there for you.
It's for the ClassDef.lua file.

Providing you with all ships you may include and also showing in wich list the specific ship is already included.

Take a look at the first Post for new Links and screen.

Edit: Ehm forgot to rename the output file .... -.-
Its named Classdef2.lua and not Classdef.lua

You may Rename or download the fixed Pack.
http://www.filefactory.com/file/a0h7bf5/n/HW2-QModToolsFixed_rar
http://ul.to/6b5yx7
http://www.speedshare.org/download.php?id=FDE6F20411
http://www.mediafire.com/download.php?ojnorlmztha

-=[F@LC0]=-
8th Nov 10, 2:38 PM
Woow ... long Time Ago

I recived a request to reupload my Tools because they were down ... so here they are.

http://www.megaupload.com/?d=6J5FVLMW

http://ul.to/pgm01w

http://www.mediafire.com/?7o53o3p8aztxcpy


Oh and: Sorry for the long absence ... I had no internet connection and telephone ( OMG ) ... since beginning of september, because of ... technical Problems .. ahrg ... But now I'm back online.

greetings from Germany

Mr.Thi

sirkillalot
1st May 11, 11:11 PM
Hey Falco....i hate to dig up threads, but would it be too much to ask to add a ( find word ) ability to your tool?...just asking :p

-=[F@LC0]=-
3rd May 11, 1:28 AM
it has this ability. :-P .... If I understand you right.

http://img183.imageshack.us/img183/8237/qde10.png

If you type something in the second textbox in the top-middle of the Window, it will search for whats typed in there. And if you hit enter while in there it will look up if there is another fitting word.

The textbox left to it will search in the file list.

sirkillalot
5th May 11, 1:42 AM
Nvm, I get it now! hehe thanks!