Posted: Fri May 04, 2018 6:15 am Post subject:
Need help to create definitions for Ares / TS / Yuri Revenge
I developed INI Editor, it has cool autocomplete/intellisense feature
In order to make autocomplete feature works better, I need to provide some definitions for Ares, TS, Yuri Revenge
The definitions look like attached image
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Fri May 04, 2018 9:45 pm Post subject:
The actual problem with editors is that they don't really save much time, simply because people just copy&paste from the manual, which quite explains everything. The biggest pain in INI editing is creating(also copy&paste) INI blocks and linking them, not putting in some key flags. Usually it's a scrolling up/down work, and when the whole system is complicated it becomes a great pain. The few seconds saved by auto completing is meaningless.
And if you ever checked Ares manual you'd find
[TechnoType]?AlternateTheaterArt= (boolean)
[TechnoType]?InitialPayload.Nums= (list of integers)
[Weapon]?ProjectileRange= (float - cell range)
The actual problem with editors is that they don't really save much time, simply because people just copy&paste from the manual, which quite explains everything. The biggest pain in INI editing is creating(also copy&paste) INI blocks and linking them, not putting in some key flags. Usually it's a scrolling up/down work, and when the whole system is complicated it becomes a great pain. The few seconds saved by auto completing is meaningless.
And if you ever checked Ares manual you'd find
[TechnoType]?AlternateTheaterArt= (boolean)
[TechnoType]?InitialPayload.Nums= (list of integers)
[Weapon]?ProjectileRange= (float - cell range)
These are what you mean by "yesno" "number" etc.
Firstly, I want to thank for your opinion, that help me to think about new feature, and I just added immediately
Let me describe how my editor can save much time
1. In actual, I can display help tip for each autocomplete item (Ares, TS, Yuri etc.), but I cannot bring all Ares into definition file, that is limitation. For expert modders, I think they can remember almost tag purposes, may be showing small tip help them
2. Regarding to creating and modifying, I provided a lot of features for this case.
- You can type faster with tag autocomplete
- I suppose we have definition file like this
Code:
[InfantryType]
Type=Class
ItemOf=InfantryTypes
[InfantryType.Name]
Optional=false
[InfantryType.UIName]
Optional=false
Value=Default UI Name
Once you type @Type=InfantryType, app will fill down all required tags and their default values of InfantryType. and your Techno name will be appended
at the end of InfantryTypes section automatically. Even you can add more than on Type, for sample @Type=InfantryType,BountyLogic, that means you can define prototype and reuse it many time
- Besides, I provided simple templates feature, if you define
Code:
[Templates]
Transport = xxxx ... alot tags here and you can include newline char
VeterantAbilities = yyyy
Once you press Ctrl+T, the avail template list will be shown (with 2 items: Transport, VeteranAbilities), pick one and app will fill out template
3. For linking, referencing and fast moving/scrolling. I provided click to go to section, you can jump to exact section name from any where (cross file jumping). I also provide Quick Search feature, for sample, you are editing your techno, you want to copy some tags from another techno, or you want to look at some tag values of another techno, it is very simple, press Ctrl+Q to go quick search mode, and type the techno name to lookup, if you type technoName.tagName, the caret will be set at the techno's tag line, it very fast for referencing, of course, matching algorithm is starting match, you can type only GACN.Ow => the result will be GACNT.Owner
After you look up another techno, want to back previous position for continue editing, just press Ctrl+Back . So you save a lot of time for scrolling up/down
4. Working with multiple files (a project), app can find/replace any text in any opened files / project files
Conclusion, I think at least the app is better than notepad++, why dont you try it and give me more ideas QUICK_EDIT
Yeah this is really ultimate idea
I think this can be implement by using HTML/CSS for blocks/connections rendering, but I cannot imagine how modder manage hundred of blocks (techno). If the UI only render single Techno, I think manual editing is faster than clicking/selecting/drag and drop blocks/connections QUICK_EDIT
modders don't manage hundreds of blocks. This thing should only create a separate txt file that can be easily copy&pasted into main ini file. Or at most help to add the entries in the [warheads] [animations] list, etc.
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sat May 05, 2018 1:07 pm Post subject:
You don't get the point? creating a new unit and other related things can have nothing to do with most of the ini file. There is no meaning in reading and showing all that unrelated stuff. It is just like making stuff in special editor and import into main ini. Besides Ares can use #include, you don't even need to put all in one file _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? QUICK_EDIT
A good sample of "complicated INI coding".
Lots of related stuff. Have to scroll up/down to find first templates (zep, v3, etc) then paste all templates, then scroll up/down to find and edit tags that link things (spawns=, primary=, etc). Most annoying work. _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? QUICK_EDIT
may be I think i will define special comment for long body section
; ### Galting logic
; ### Open topped logic
Then we can navigate up/down by pageup/pagedown keys. or press a hot key to pull down section heading list and jump to exactly heading faster
Is this ok ? QUICK_EDIT
The point of the visual block thing is that I can always see ALL sections in the project and see a clear relationship between them.
Yeah you give more idea again
I will implement the shortcut show up the graph which shows relationships / related sections, of course the graph is readonly, just for viewing and navigation
Thanks QUICK_EDIT
And to see ALL blocks will save me from scrolling up/down or search for entries. Clicking something right there is far better than first finding it
The graph only shows all properties/tags which is connected to one/more section/techno
there are 2 behaviors for clicking on blocks in the graph
1. left click -> re-draw the graph with main block is clicked block
2. right click -> goto the line in code editor
Im thinking how to render the graph or embed 3rd lib QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sun May 06, 2018 10:35 am Post subject:
And I think you should add some ready-to-go library.
Like
Moving. A set of finished INI blocks including jumpjet, amphibious, normal, etc.
Build. All tags concerns the requirements of build something. cost, owner, prerequisite, etc
Audio. VoiceSelect, VoiceMove, etc
Gattling. Whole set of gattling tags.
etc.
So you just select and put these modules together to make a unit.
And templates that can be easily used
Normal infantry, E2
Normal tank, HTNK
Normal Jumpjet, ZEP
Normal weapon, 120mm
etc.
And I think you should add some ready-to-go library.
Like
Moving. A set of finished INI blocks including jumpjet, amphibious, normal, etc.
Build. All tags concerns the requirements of build something. cost, owner, prerequisite, etc
Audio. VoiceSelect, VoiceMove, etc
Gattling. Whole set of gattling tags.
etc.
So you just select and put these modules together to make a unit.
And templates that can be easily used
Normal infantry, E2
Normal tank, HTNK
Normal Jumpjet, ZEP
Normal weapon, 120mm
etc.
Also mark tags that create association with other sections with special color.
I think I can implement the graph for VIEWING/NAVIGATING only.
Thinking about block connection, I think connections are not needed, we are one main block, and many related blocks, only 1 connection from main to related, so that is not necessary
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sun May 06, 2018 6:00 pm Post subject:
No, this is just like make a visible block for each flag. This seems already too messy.
Should show no flags on the blocks. Show only modules and flags that can associate other "useful" sections. Voice part are not significant for any new features so they should be ignored mostly. Can be left on the E1 main block. Same for owner and others. Significant blocks are weapons, projectiles, warheads, anims, spawns, etc. _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? QUICK_EDIT
No, this is just like make a visible block for each flag. This seems already too messy.
Should show no flags on the blocks. Show only modules and flags that can associate other "useful" sections. Voice part are not significant for any new features so they should be ignored mostly. Can be left on the E1 main block. Same for owner and others. Significant blocks are weapons, projectiles, warheads, anims, spawns, etc.
Actually, we can combine simple links into one block
for sample
We have MAIN block contains value tags, LINKS block contains CrushSound, Primary, Secondary, UndeploySound ... and other multiple link blocks: Owner, Prerequisite... , we have more one USAGES block which contains InfantryTypes or another sections which links to this section QUICK_EDIT
Added section diagram feature
locates on section name and press F4
on the diagram, single click to set caret at the section position, ctrl+click to view diagram of selected section
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