Tuesday, April 17, 2012

[WIP-SC2] GUI Editor for Research Tree

- Database of all SC2 units, structures, and upgrades
- Add your items to the tree and move them around to your liking
- All necessary lua code is generated for you

Credit and Acknowledgement: LiveOrDie for the idea.|||Is this and the Other GUI editer you have posted actual mods or just modding tools?
Mike|||Modding tools. Am I posting in the wrong section again? A name convention?
Sorry :(|||Wrong Section, I'll just be moving these then.
Mike|||S***. Really sorry about that :(|||Here is a VERY primitive screenshot:
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I'm working on implementing a drag-and-drop grid system. Also, I though about making lines joining the items together but I'm holding off on that because it could get a little messy for people wanting to make wormhole-type prerequisites. Maybe I'll put it in, but have that feature as a toggle. Also being implemented is being able to manually enter all the info pertaining to the unlock (i.e., cost, description, etc.).|||An updated screenshot:
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The bright red indicates DLC. Also the research items have 2 tabs to represent GPG content and Revamp content.
The items for Illuminate and UEF will have background colours of green and blue.|||The Revamp units:
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Cybran Revamp = Dark Orange
Illuminate Revamp = Dark Cyan or Turquoise
UEF Revamp = Dark Purple
I might make the FA units (as opposed to SC1) brighter in colour to mimic DLC of SC2.|||YOU ARE AWSOME!!!! Can't wait for this also. Nice work, keep at it :)|||Is a grid size of 20x20 big enough???
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It is possible to shrink the icon sizes displayed in the game, but 20x20 might be overkill. I'll have to find what are the largest dimensions from a practical point of view.|||20x20 is plenty good work man|||Update: got drag and drop working. The rest of the program is extremely straightforward to code. I added a few more textbox editors to represent the code for Research.lua, research_layout.lua, and DefaultBuildRestrictions.lua. I'll have to also add one for buffs. Just have to link these boxes to display the relevant info when triggered from the particular grid item, and then to write to files in order to generate code. All this is extremely straightforward, so the program is seeing a light at the end of the tunnel!!! :D|||Makes me wish that FA had its own version of a Research Tree =p My friends would love it XD|||I no longer see any point in developing FA.
With the newly-released eco mod and eco panel we now have the deficit banking system of FA. You no longer have to wait until you have enough mass or energy in order to build something in SC2.
We have a tech upgrade system just as in FA, although it currently only goes T1 -> T2, but we're looking into extending that functionality.
And the research tree you want to port to FA is, well, already implemented in SC2.
In addition, you have research as a 3rd resource, which can be modded away (i.e., just make everything in the game including research items not cost any research) if you don't want it.
You can create custom units in SC2, although the main panel only allows for max 10 units. With the tech toggle we get 2 panels, so 20 units. But then the same concept can be extended over to the experimental tabs as a temporary work around, so 40 units. Which is enough to accommodate for the time being until we make a workaround or crack the bdf file system.
Mithy's mod support allows you to non-destructively hook your mods (except for the research tree, which seems to be hard-coded).
We have a functional (external) mod manager. And I'm developing a mod toolkit.
And the SC2 engine has improvements that make it perform better than FA, even though it still is not optimized and has its drawbacks given its design architecture.
As far as I'm concerned, given the state of progress in the SC2 modding community, FA is dying quickly.
Suggestion: port over your units into SC2 and join us in making SC2 that much more of a better game. You've done / are doing an awesome job with your FA modding and any efforts carried over into SC2 would be very well received by the community.

EDIT: if you want, I can add a special tab into my gui editor just for your units so that you can easily work them into the research tree for your own mod. All I need to do is just import the existing icons that you distribute with your mod.|||It would be nice to get my units into Sc2, however none of my friends have Sc2, so I couldnt do lan parties with them...so Im stickin to FA =p|||You can always get SC2 + DLC for total $6 whenever it's on a Steam sale, so there's no excuses for not getting it.
Also, if you're not going to port over your units, do you mind if I do it? They would still be your units, you have ownership of them, and you would be the distributor of them, but at least make them available to the SC2 community.|||madface|||Just a bit of coding and re-texturing. Not much though. There's a max tool that will convert FA unit models into SC2 format in literally a click of the button. Leaving the default textures might make the unit look ugly compared to the rest of the units and overall gamestyle, but it will work. A few visual touchups to the textures would be nice, but not essential for functional purposes.
Also, the lua files of SC2 are all practically FA. A few new things that need to be added, but there are remnants of unused FA code scattered all over the place in the files.|||madface|||brandon007|||madface|||madface|||If you have an uncompiled version (for example, from "uncompiled_lua.scd", which I don't know if it exists for the Xbox version), then just copy+paste the code using the Code button when writing a forum message. No need to provide links for download.|||Moving items around the grid now works (before it was just dragging and dropping an inventory item onto the grid that was implemented).
Working on reading/writing data to/from files. Should be able to release an alpha version for testing purposes soon with just the Cybran units.|||Got data files to read and write correctly, so a primitive gui drag and drop research tree generator is working!!! :P :P :P
Have to expand the functionality a bit and tidy up some code before releasing the alpha.

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