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A plan for the ultimate ini editor
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kenosis
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PostPosted: Tue Jun 18, 2013 4:46 pm    Post subject:  A plan for the ultimate ini editor Reply with quote  Mark this post and the followings unread

While all editors limit users to the few designed boxes to fill, I thought of how real human do the INI works. The regular way of notepad edit is just copying&pasting some existing ini blocks and create links between them.

The plan was finished some time ago, when I told LH_Mouse, the answer is "will take about a month if I have the time for it". Dcoder  told me 3 months or 6.

Anyway I will just drop the plan and its design here. Should take some time to translate it from Chinese.

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kenosis
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PostPosted: Tue Jun 18, 2013 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

First of all it is a visual editor, which might be the hardest part. Drag in blocks to create ini modules, click or draw line to create links.

INI modules would be first prepared. For example, a default unit would be a conscript copy, a default weapon is MissileLauincher copy, a default projectile is AAHeatSeeker, a default Warhead is HE

Then it is super flexible,we should be able to change its link rules by editing config files.

We first setup a link rule:unit-weapon link uses Primary= tag.
It means your editor does not know INI rules. You should teach it how to link different modules.
So we do the weapon->projectile,weapon->warhead rules.

Then you drag in a unit module and a weapon module, and link them together. While most code are not links, they should be in a normal txt editor window. When you select a module you can also change its name.

Setup another link rule: Projectile->weapon uses ShrapnelWeapon=, and an additional tag ShrapnelCount.

Then drag in another weapon module and link the previous weapon with it. You create a shrapnel system like that.

When you draw all needed code, click an output buttom to write them into different inis or into a whole file. When you hit it, run a name check.

That is the basic working way of it.
There are also other additional,detailed designs of it, I will translate later



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kenosis
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Location: Moscow State University

PostPosted: Tue Jun 18, 2013 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

A understandable config example:

[WeaponType]
Link1=ProjectileType,Projectile
Link2=WarheadType,Warhead
Link3=AnimationType,Anim,Multi

Multi means each link will not erase the previous setting.

[AnimationType]
Link1=AnimationType,Next
Link2=WarheadType,Warhead
Link3=ParticleType,SpawnsParticle
Link3Other=NumParticles

The xxxOther defaults to 1.


[ProjectileType]
Link1=WeaponType,AirburstWeapon
Link1Other=Cluster
Link2=WeaponType,ShrapnelWeapon
Link2Other=ShrapnelCount

If there is alternative link methods, use the first one as default.

[WarheadType]
Link1=AnimationType,AnimList
Link2=AnimationType,Temporal.WarpAway
Location:rulesmd,[Warheads]
You can add other links by editing the config file.
the location tag defines which ini file and where it should go to.All big types should have this.


[UnitType]
Link1=WeaponType,Primary
Link2=WeaponType,ElitePrimary,Optional,Off
Link3=WeaponType,Secondary,Optional,Off
Link4=WeaponType,EliteSecondary,Optional,Off
Link5=WeaponType,DeathWeapon,Optional,Off
Link6=WeaponType,EliteDeathWeapon,Optional,Off

so you need to activate them to make the links "appear"


[ProjectileTypeAirburst]
Link1=WeaponType,AirburstWeapon

[ProjectileTypeShrapnel]
Link1=WeaponType,ShrapnelWeapon

So you can easily set up the primary types for your own convenience

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Last edited by kenosis on Tue Jun 18, 2013 5:42 pm; edited 3 times in total

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kenosis
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Location: Moscow State University

PostPosted: Tue Jun 18, 2013 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

The prepared modules should be written like this:


[DefaultAnimation]
Type=AnimationType
;----------------------------------------
LoopCount=1
Rate=400





[DefaultGun]
Type=WeaponType
;-----------------------------------------
Damage=15
ROF=20
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=GIAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH


[DefaultCannon]
Type=WeaponType
;-----------------------------------------
Damage=90
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=RhinoTankAttack
Anim=GUNFIRE
Bright=yes


when you put them to use, every single line except the type= will be directly copied. You can change the default settings by editing them. When you create links the default link will be overwritten.
Or the default modules should come without link tags.

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kenosis
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Location: Moscow State University

PostPosted: Tue Jun 18, 2013 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Optional modules will be combined to the linked module.


like this

[GattlingModule]
IsGattling=yes
TurretCount=1
WeaponCount=6
WeaponStages=3
Stage1=200
Stage2=400
Stage3=600
EliteStage1=100
EliteStage2=200
EliteStage3=300
RateUp=1
RateDown=50
IsCyclicGattling=no

Link1=WeaponType,Weapon1
Link2=WeaponType,EliteWeapon1,Optional,On
Link3=WeaponType,Weapon2,Optional,On
Link4=WeaponType,EliteWeapon2,Optional,On
Link5=WeaponType,Weapon3,Optional,On
Link6=WeaponType,EliteWeapon3,Optional,On
Link7=WeaponType,Weapon4,Optional,On
Link8=WeaponType,EliteWeapon4,Optional,On
Link9=WeaponType,Weapon5,Optional,On
Link10=WeaponType,EliteWeapon5,Optional,On
Link11=WeaponType,Weapon6,Optional,On
Link12=WeaponType,EliteWeapon6,Optional,On


So a basic superweapon module should include the basic recharge,power,etc etc, use additional modules to define what it exactly is.
The same use can be for spawned missiles,for shake screen tags or  anything of the user's idea.



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kenosis
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Location: Moscow State University

PostPosted: Tue Jun 18, 2013 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can display every link point on the module ,a point with no link should not be written the tag in the output.

Or you just link them together with regular tags, you can activate rarely used tags by the optional control.



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kenosis
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PostPosted: Tue Jun 18, 2013 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

well,that is ,what I thought of so far. Hope you can understand my broken english.

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Zero18
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PostPosted: Tue Jun 18, 2013 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

10/10. Actually 11/10 because you just made my day. Laughing

Sounds like good plan, looking forward to visual ini.editor as it might make it easier to edit instead of scrolling down to find the tag and edit it at different places.

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Graion Dilach
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PostPosted: Tue Jun 18, 2013 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Honestly, while I see the point... it would be a haywire to code in.

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Allied General
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PostPosted: Tue Jun 18, 2013 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ultimate ini editor is Notepad++?

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kenosis
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PostPosted: Wed Jun 19, 2013 3:05 am    Post subject: Reply with quote  Mark this post and the followings unread

it is a well prepared clipboard ,and auto links modules.
and if you use notepad, the scrolling up and down, trying to remember the link between modules is painful.

And with proper adaptation it should fit all other text based game modding,like generals or starcraft2, the more complex the code is, the more convenience it brings about.

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RP
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PostPosted: Wed Jun 19, 2013 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

I assume this will support patches like RockPatch, NPatch and Ares too?

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OmegaBolt
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PostPosted: Wed Jun 19, 2013 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Not sure how this is really useful. If you wanted you could put the code together in Notepad, have the weapons just after the unit entry. No more scrolling like a mad modder.

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kenosis
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PostPosted: Wed Jun 19, 2013 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I assume it would support other games like generals or starcraft2

I meant not reading or organizing what has been done, but to create something new. Each time I have to scroll up and down for a default 120mm like a mad modder.

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Graion Dilach
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PostPosted: Wed Jun 19, 2013 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ctrl-F. #Tongue

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kenosis
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PostPosted: Wed Jun 19, 2013 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

even ctrl+f is making me mad.
especially when I have to make a gattling system with some 8 weapons, never was able to avoid scrolling up&down

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Dutchygamer
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PostPosted: Wed Jun 19, 2013 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd prefer an AI editor that doesn't crash/gets removed by annoying antivirus (I'm looking at you, DCoder's AI editor).

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MasterHaosis
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PostPosted: Wed Jun 19, 2013 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis, nice plan, and very detailed explained. However, it will take while until it got finished. Maybe when Ares 0.8 comes out.

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Ickus
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PostPosted: Thu Jun 20, 2013 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

It reminds me a lot like Kismet in UDK. At least in the manner described.

I know I am living in  a dream world. but as far the visual modding, I'd imagine well a far-fetched but like a Proving ground like set up. it would be like mapping, with in-game like quality, "optimized" for real-time testing.

It'd have a small plane of a basic map, simple tiles, land,rock, water etc,, allowing the user to scroll through the rules, then generate a unit of their choosing and of course options to copy or spawn other technotypes to test weapons, its art, movement, it would all display on the fly. art tags could have a browser that looks up mix files in real time, like XCC and pull up appropriate graphics, voxels, .shps and display them as in game.

For debugging it would have a panel that brought up the malfunction code, perhaps have a flow chart of the units settings to pin point where the issues lie, like the except.ini but of course with the layman in mind, highlight in large fancy red comic sans font, were typos, missing links and any code with potential to cause IE?... Granted if this existed might as well make the whole damn engine out of it, haha.  or hell a mind-reading UI that makestuffsup=true.

Anyways didn't mean to spam,derail but find awe and novelty in the project. Good Luck.

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kenosis
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PostPosted: Thu Jun 20, 2013 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Though it sounds good but-
Who can capture a coder for me?
Seems nobody wants to spend the time on it.

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OmegaBolt
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PostPosted: Fri Jun 21, 2013 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you tried looking in Safari Zone?

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Aro
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PostPosted: Fri Jun 21, 2013 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Have you tried looking in Safari Zone?


:DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD

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kenosis
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PostPosted: Fri Jun 21, 2013 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, I cannot afford the entrance fee
Very Happy
Should I post it in blueprint ,launchpad or whatever ?

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Graion Dilach
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PostPosted: Sat Jun 22, 2013 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Honestly Kenosis.

This sounds good in design, but it would be a nightmare to code. Also it's not Ares-related, it shouldn't be a blueprint then.

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kenosis
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PostPosted: Sat Jun 22, 2013 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

but if cut the auto-links and visual edits, only keep the left side bar
then just a convenient clipboard to make.

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OrangeNero
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PostPosted: Sat Jun 22, 2013 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

the first pic looks like tibed.

instead of reinventing the wheel how about just polishing up the few remaining flaws of the tool the community already got.

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Graion Dilach
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PostPosted: Sat Jun 22, 2013 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Polishing up. Yea, with the Uninstall button.

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kenosis
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PostPosted: Sat Jun 22, 2013 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

from nowhere I can see a tibed

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kenosis
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PostPosted: Sun Jun 23, 2013 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

WOAH!
found this thing in 3dmax material editor, almost exactly what I thought.



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Graion Dilach
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PostPosted: Sun Jun 23, 2013 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Everyone here got what you mean.

However from a coder's POV, it's complicated  and timeconsuming to code such.

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=======================
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Lin Kuei Ominae
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PostPosted: Sun Jun 23, 2013 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Everyone (except one 5 posts above) here got what you mean.

fixed. Wink

A graphical editor would be interesting, but as GD said, such a thing isn't trivial to code.
A few things to consider:
-user settings like the layout (position, size) of the ini-section-tables need to be stored (best in a separate file next to the actual ini file)
-the windows kernel32 functions Get- and WritePrivateProfileString ignore automatically any comments. So using these is not possible and you have to write you own functions to handle the ini format. (those kernel32 functions also can't handle comments behind a key, only when written as a separate line)
-an automatic arrangement of the ini sections as graphical "tables" in a well ordered way isn't trivial too. Surely some recursive dependency checking and realignment function is necessary to accomplish that. (e.g. you don't want the weapons listed above a unit, as these are some sub-level section)
-you have to write a good graphical interface and there are no .NET functions for such a new way of interface. So all/many of the buttons, forms and usercontrols need to be coded from scratch. (e.g. new control for the ini-section, a control for the line-connectors from section to section, the main graphical canvas in which you draw the controls)


btw, the particle flow editor has a similar layout too (it even exists longer than the new material editor layout)

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kenosis
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PostPosted: Sun Jun 23, 2013 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse says:
Don't use ini, use xml

Throw away M$'s xxProfileString APIs and get a better thing instead as MSDN also marked these APIs as deprecated(oh yes they recommend you should [use] the registry and it is completely a mess). There do exist a number of open source softwares that use XML documents to save preferences. You'd consider about it.

I cannot get his idea because I know nothing about programming.

It is just a clipboard-link system with editable link rules.
If cannot draw freely then use some table like excel so you can just link A1 with B2 or whatever

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