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 PostPosted: 22 Jun, 2007 
 
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The source code for this program has been released. See the link below.

This program views and modifies the lua files of SupCom maps. It displays useful script information, such as Jotto's Spawn with Armies script, as well as the Map Size by Players script, and allows the user to quickly edit both sets of data.

Download Links:
:arrow: Resource Viewer Source Code v0.4.Beta2
:arrow: Last Beta Release v0.4.Beta2 (Saving bug fixed)
:arrow: Last Stable release v0.3

Forum link @GameReplays

------------------
Plans:
------------------
-Some draw settings aren't being saved to the settings file
-autofind close resource points around armys to be added to Jotto's code
-parsing changes

------------------
Update Log:
------------------
Since last stable release:
Beta1:
-Fixed a major file opening issue
-NoRush offset editable in program
-Saving of _scenario.lua file
-show boxes for my Scale Map with Players
-autosize Map Size by Players squares (not yet saveable)
-Many Tooltips added by Tecxx's request
-Spawn with Army list only shows the Armies that are on the map

Beta2:
-Missed a space (literally " ") in the saving of _save.lua file, making the parsing _save.lua mess up.
-Shows the user what they will be saving before making them commit to it.
-Saving of Map Size by Players script

Image

v0.3
-Open File Dialog
-Capable of parsing _scenario.lua files
-Increased efficiency: Map Size is read from scenario file, rather than estimated
-NoRush radius is now shown from map data, rather than defaulted to 90 o's
-NoRush radius can be changed to visually see the new radius for each army, but must be manually changed in the _scenario file
-NoRush offsets are now shown on the armies, not yet indiviudally editable
-Can mark resource points as spawns with army
-Saves _save.lua file, reording markers to be in Army, Resource, AI order, and adds [SpawnWithArmy] info as needed
-Saves _script.lua file with scripts based on what the map needs (basic and/or Hazard Editor info and/or Jotto script)

v.2
-Settings file now updates on closing (markers, Draw, and latest files settings)
-AI Markers are now parsed and shown
-Arrays will now grow as maps need markers
-Marker sets can be toggled (updated after a "populate" click)
-Fixed vector3 parsing problem
-vertical offset was wrong, points don't show up off screen anymore
-Map view now improved (grid, radius circles)

v.1
- First public release

------------------
Notes/Thanks:
------------------
sveno, painangel, and ika for permission to use their map's _save.lua files for distribution.
Jotto for creating the spawn mass script
Hazard for the Editor, to have data to read from

(Formerly Resource Management Tool)


Last edited by LeVirus Watts on 12 Jun, 2008, edited 21 times in total.

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 PostPosted: 25 Jun, 2007 
 
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/bump
New info in the original post.

Also, next version planned for release by Thursday.

<edit>
Removed outdated screenshot.
</edit>

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Mapping: 1, 2


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 PostPosted: 27 Jun, 2007 
 
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Update to v.2
-Settings file now updates on closing (markers, Draw, and latest files settings)
-AI Markers are now parsed and shown
-Arrays will now grow as maps need markers
-Marker sets can be toggled (updated after a "populate" click)
-Fixed vector3 parsing problem
-vertical offset was wrong, points don't show up off screen anymore
-Map view now improved (grid, radius circles)

_________________
Image
Mapping: 1, 2


Last edited by LeVirus Watts on 27 Jun, 2007, edited 1 time in total.

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 PostPosted: 27 Jun, 2007 
 
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Joined: 16 Feb, 2007
Posts: 555
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Great work!

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 PostPosted: 27 Jun, 2007 
 
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would it be possible to upload this into the vault? (GPG listening)

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Image <--Pwnage!

Check out my map Emerald Island!


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 PostPosted: 03 Jul, 2007 
 
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@Everyone - v0.3 is up. This release marks what I originally set out to do. Make it easy for markers to be set to spawn with army in the lua files. If you can open your map in Hazard's Editor, it can do the work too. If your stuck in the official editor, give this a try.
Also, now that this ground work is done, I can continue to add other script abilities as well. First though, I think I'll go enjoy the fireworks tomorrow.

@Dark - Thanks

@me2 - Truthfully, I would expect Hazard's Editor to already be there. On another point of view, both programs are Third Party, so eather the downloader needs to sign an agreement of understanding that this isn't from GPG, and/or the programmers would need to sign some sort of agreement (something that would make GPG not liable for whatever our programs did).

@Hazard - After about the 40 hour mark into this program, I arrived at a new found respect for your program. Thats a hell of a lot of work not to get paid for.

v0.3
-Open File Dialog
-Capable of parsing _scenario.lua files
-Increased efficiency: Map Size is read from scenario file, rather than estimated
-NoRush radius is now shown from map data, rather than defaulted to 90 o's
-NoRush radius can be changed to visually see the new radius for each army, but must be manually changed in the _scenario file
-NoRush offsets are now shown on the armies, not yet indiviudally editable
-Can mark resource points as spawns with army
-Saves _save.lua file, reording markers to be in Army, Resource, AI order, and adds [SpawnWithArmy] info as needed
-Saves _script.lua file with scripts based on what the map needs (basic and/or Hazard Editor info and/or Jotto script)

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Mapping: 1, 2


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 PostPosted: 07 Jul, 2007 
 
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@Tecxx
Thanks for your input on GPGnet.

I found the reason why my sample files wouldn't open for you. The active directory changes when you tried to open your own map. The program would have tried to open the sample map's scenario file from the folder of your map. I hate active directory, I really do.

If you open them "manually" via the File -> Open... menu, it should work fine. Also, if you open your map, and manually set the map size (since the size wasn't read right), hit refresh, your map _should_ be viewable. *crosses fingers*

Sadly, this problem applies to opening the sample maps from the drop down list one after another. The first will be fine, the second will be looking in the wrong folder. Did I mention that I hate active directory?

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 PostPosted: 12 Jul, 2007 
 
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I've released what I've gotten up to this point as a beta. I've noticed an issue with the _save.lua file after it has been saved several times. The last digit of the z variable is getting lost on the AI markers. I'm still trying to locate where the problem is at.

Outside that issue, I'd like help testing the program and have feedback on it. The file can be found in the top post of this thread.

New in v0.4.Beta1:
-Fixed a major file opening issue
-NoRush offset editable in program
-Saving of _scenario.lua file
-show boxes for my Scale Map with Players
-autosize Map Size by Players squares (not yet saveable)
-Many Tooltips added by Tecxx's request
-Spawn with Army list only shows the Armies that are on the map

Current Plans:
-_save.lua file is being saved wrong, it is losing part of the z variable. Still looking into this.
-Show the user what they will be saving before making them commit to it.
-Saving of Map Size by Players script
-Some draw settings aren't being saved to the settings file
-autofind close resource points around armys to be added to Jotto's code

_________________
Image
Mapping: 1, 2


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 PostPosted: 12 Jul, 2007 
 

Joined: 18 Mar, 2007
Posts: 126
Location: Boston, MA
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Keep up the great work!


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 PostPosted: 23 Jul, 2007 
 
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Posts: 526
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v0.4.Beta2 has been released. A link to the latest beta version is in the original post.

New in v0.4.Beta2:
-Missed a space (literally " ") in the saving of _save.lua file, making the parsing _save.lua mess up.
-Shows the user what they will be saving before making them commit to it.
-Saving of Map Size by Players script

_________________
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Mapping: 1, 2


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 PostPosted: 12 Jun, 2008 
 
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Location: Colorado, US
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The source code for v0.4.Beta2 has been released. Have a look at this post for more info: REL Resource Viewer's Source Code

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Mapping: 1, 2


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