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-   -   Utility: dom3Editor 1.0 released (http://forum.shrapnelgames.com/showthread.php?t=47490)

Larz June 8th, 2011 12:01 AM

dom3Editor 1.0 released
 
I have updated the Dominions 3 Mod Editor I have been working on to version 1.0. For those who don't know this is a visual editor for .dm files that includes many features of a modern integrated development environment included syntax coloring, code completion, error checking, integrated help and an overview mode where you won't have to write a single line of code if you don't want to. Here are some links to the previous announcements: (http://forum.shrapnelgames.com/showthread.php?t=47307). I have fixed a number of bugs and added a few enhancements. I have also upgraded a lot of the parsing infrastrusture resulting in a 2x increase in parsing speed. Here is an incomplete list of the additions and fixes:

- Bug with "##" used as comment (fixes editting the Mytheology mod)
- Better default values for all fields (matches the value in dom3db or modding manual for new objects).
- parser speed increase x2
- copystats always first command of newmonster
- weapon #flyspr second parameter is optional
- magicskill and custommagic are handled better and all defaults for existing monsters can be seen
- Spells can now have three #restricted values instead of only one.
- All of the sprites from the game will now appear in the editor (monsters, items, flags).
- PDF report generation

There are versions of the editor for Windows, Linux and Mac. This is an open-source project, so the source code is freely available. The project webpage is:

http://code.google.com/p/dom3editor/

Thanks to everyone who sent feedback and helped me improve this application.

Foodstamp June 8th, 2011 09:08 AM

Re: dom3Editor 0.9.1 released
 
This looks really awesome. I will give it a shot this week.

Foodstamp June 21st, 2011 09:38 PM

Re: dom3Editor 0.9.1 released
 
Lars,

I had a chance to try this out. It is really cool and it found a typo in a megamod I had made.

I like it quite a bit and will definitely try to migrate myself over to using it over notepad++ in the future.

I saw a few bugs. Some of the graphics for units didn't show up, and it reported erroneous errors in the mods.

Do you plan to update this for the upcoming patch?

Thanks again for your hard work. This is a really great tool that should help newcomers get into modding faster.

Larz June 21st, 2011 11:20 PM

Re: dom3Editor 0.9.1 released
 
Quote:

Originally Posted by Foodstamp (Post 779280)
Lars,

I had a chance to try this out. It is really cool and it found a typo in a megamod I had made.

I like it quite a bit and will definitely try to migrate myself over to using it over notepad++ in the future.

I saw a few bugs. Some of the graphics for units didn't show up, and it reported erroneous errors in the mods.

Do you plan to update this for the upcoming patch?

Thanks again for your hard work. This is a really great tool that should help newcomers get into modding faster.

Thanks for checking it out. There do seem to be some sprites missing from the ones I have in the app. I will try to get the missing ones added. I do plan to update this when the patch comes out along with adding better support for things like addreccom, addrecunit that can have a large number of entries by letting the user dynamically add new entries.

I also want to add a little more help for fields with well defined values, like combo boxes for paths (so you choose Fire instead of having to remember what the path number is).

Edi June 22nd, 2011 12:01 PM

Re: dom3Editor 0.9.1 released
 
Waiting for the new patch is definitely a good idea, since there are several new modding commands and some mechanics changes to some of the existing ones (#custommagic, for example).

Larz July 3rd, 2011 09:30 PM

dom3Editor 0.9.2 released
 
I have uploaded the latest version (0.9.2) of the dom3editor. It contains the following enhancements:

- Better support for commands that can have a large number of entries like addreccom, addrecunit for nations and homecom and homemon for sites.

- All commands have help text that will be displayed when the mouse is hovered over them. This occurs in the text editor and non-text displays of the mod. The help is taken from the modding manual. I think this is a great addition and will help novices and experts alike.

- Support for the new 3.27 patch of Dominions. All the new commands have been added.

The new version is located at http://code.google.com/p/dom3editor/downloads. You can download the full version or, if you already have 0.9.1 installed, you can download a patch to upgrade. Just unzip the patch in the same directory you have the dom3editor installed in to upgrade.

Thanks for trying this application.

GFSnl July 6th, 2011 06:45 PM

Re: dom3Editor 0.9.1 released
 
One thing if you check #copystats it positions the line at the end. So if you had checked other things they will be undone by this command at the end.
Is it possible to have a #copystat always as the second line after #newmonster?

regardless of the time you checked copystat?

Really, really, really great program.

Thanks

Larz July 9th, 2011 02:27 PM

Re: dom3Editor 0.9.1 released
 
Quote:

Originally Posted by GFSnl (Post 779888)
One thing if you check #copystats it positions the line at the end. So if you had checked other things they will be undone by this command at the end.
Is it possible to have a #copystat always as the second line after #newmonster?

regardless of the time you checked copystat?

Really, really, really great program.

Thanks

Good catch, I will get that fixed for the next release. There are some other commands that are order dependent that I will also make work correctly.

Thanks for the feedback.

GFSnl September 9th, 2011 02:19 PM

Re: dom3Editor 0.9.1 released
 
Great, program.

Made Myconos with it and the program allowed for very complex routines with all kinds of shapes to be programmed in an orderly fashion.

That said I did find some bugs.

--- When you type an Apostrophe in the description of a unit it will become an '\'.

--- When you change a numeric number like for example:
#secondshape 2600 into #secondshape 2601 or
change a weapon number.
It sometimes doesn't change anything and seems to freeze.
( it might have something to do with a sorting routine as the program becomes very slow too. Do you use some large JOIN tables or so? )

--- The program gives an error notification for unit numbers over 3000 which are allowed after the 3.27 patch.

That's it. Tnx.

llamabeast September 10th, 2011 06:42 AM

Re: dom3Editor 0.9.1 released
 
I meant to say before Larz - thanks very much indeed for this very impressive program.

I've been coding mods for some time so I'm more comfortable staying in text mode. But the error checking from this program is fantastic - helped me hunt down tens of bugs in CB1.9 (most of which had been there through a number of earlier versions I think). So, thanks!


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