Posted: Sat Apr 28, 2018 2:45 pm Post subject:
New INI Editor
I created the tool to support modders edit INI files quicker
Some featured functionalities:
1. Creating project to manage multiple INI files
2. Navigate to project files quickly
3. Find/Replace with Regular Expression support
4. Go to line
5. Auto save
6. Quick action menu, this menu contains many cool feature:
6.1 Jump to section (in multiple files)
6.2 Rename section (TBD)
6.3 Safe remove Section (TBD)
6.4 Register/Append sectionA to sectionB (VehicleTypes, InfantryTypes etc..) (TBD)
... and many more
7. Auto Transform INI files using this tool https://ppmforums.com/viewtopic.php?t=44987 (TBD)
8. Auto Verify INI files (TBD)
This sounds dumb, but from what I see it's basically Notepad++ specialized for RA2/YR.
Is TS and Ares support included or that a work-in-progress? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
This sounds dumb, but from what I see it's basically Notepad++ specialized for RA2/YR.
Is TS and Ares support included or that a work-in-progress?
Yes, I develop this for specific purpose. It is still inprogress. Actually it is compatible with all kind of ini files. In face, background analyzer scans all files in project, collect all tags of all Techno/section and its avail values. QUICK_EDIT
I was asking if your INI editor would recognize Ares and/or TS flags and their proper values and value types.
If yes, then you must've been using ModEnc pretty often lately _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I was asking if your INI editor would recognize Ares and/or TS flags and their proper values and value types.
If yes, then you must've been using ModEnc pretty often lately
No, it does not provide Ares/TS tags for autocomplete. The tags database is collected from editing files. Will add this feature, need some one can help me to listing all avail tags QUICK_EDIT
Do you think to share source code, maybe I can help for Ares.
Sure, let me upload to Github, I have to finish current version, just revise it 2 days ago, it looks quite diff with first version
What I need is something look likes:
[General]
; declaration for General section
[General.UIName]
Type=String
Type=Section
Type=SectionList
Type=YesNo
Type=Boolean
Type=Number
Type=Percent
Type=PercentList
Type=NumberList
Type=Name
Type=Item:List => for Owner tag, valid value is item of Countries section
; declaration for UIName tag of General section
0=xxx
1=yyy
2=zzz <= list of avail value for General.UIName
This declaration file might use to validate INI file structure
New release
Basic functionalities finished
1. Find / Replace with advanced mode (Current File, Opened Files, Entire Project)
2. Go To Line
3. Project management
4. Auto Complete
5. Go To Declaration
6. Log Console
Some useful tips:
1. Quick Bookmark: Create new file called bookmark.ini, list all your mod technos here
[TECHNO1]
[TECHNO2]
...
Remark: Dont need to put techno body
Once you want to navigate your techno, just switch to bookmark file and click on the Techno you need
2. Use Alt+NumberKey to access opened file by its index
While I encourage people to make tools, it seems this tool is too stuck on modifying existing code, which is only one phase of a modding journey, after a while almost everything you do is add NEW code, with NEW art, and NEW weapons.
While I encourage people to make tools, it seems this tool is too stuck on modifying existing code, which is only one phase of a modding journey, after a while almost everything you do is add NEW code, with NEW art, and NEW weapons.
If you want to be more than a novelty editor of ini files, and make it TS/RA2 oriented, I would look into adding tools to create objects.
Thank for your opinion, this release just included basic funtionallies, I will improve more for:
1. Advanced Autocomplete:
More contexture action, snippet, techno refactoring actions...
2. Using 3rd party tool for verifying/checking syntax QUICK_EDIT
Posted: Sun May 06, 2018 3:31 am Post subject:
New features added
Just added some new features:
1. Quick view/edit
2. Remove goto dialog, using Find text box quick special syntax: ?<LineNumber> instead
3. Fix some syntax highlight issues
4. Improve file analyzer
5. Context actions menu
6. Add new section to current file/another project files
Added new feature: Section Details, this feature displays dialog which show up all related things to selected section: Tags, Links, Usages ... it helps to navigate to another stuff faster
Apologies if this sounds harsh, but the SectionDetails is, as far as I can see, the only most usefull feature of this program.
It gives an overview of that section's relevance in the game, which is what most modders will want to check. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
And still the only things that should be shown in links should be weapons and anims. Voice are nothing of importance.
True, but AI triggers/ taskforces etc are usefull too. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Apologies if this sounds harsh, but the SectionDetails is, as far as I can see, the only most usefull feature of this program.
It gives an overview of that section's relevance in the game, which is what most modders will want to check.
Sure, modder can see almost info if he scroll down or scroll up, but there are something new
Art, Taskforece, AI trigger, Usages ...
In next update, I think there are some customization for this screen:
- Specified heading color for group
- Specified which info should be shown
- Highlight some words
All customization will be saved in project file
in my opinion, I think if I press Ctrl+F, then type section name, then press F4 to show up its details, that is faster than finding and scolling up/down to read section info QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Mon May 07, 2018 9:13 pm Post subject:
You need to first become a good modder to know what the good tools should be like. Not everything that points to another entry is useful in creating new things. Things like Owners can be made into just available modules that you choose between all allied, all soviet, all countries, yuri. Drag drop from a library into main module and done with it.
Rules:
Weapons of units
Spawns of carrier units
Initial Payload of units
AnimList of warheads
Anim, projectile & warhead of weapons
Art
warhead on anims
these links should always be shown. They are the key tags for making new things.
For AImd editing, there are already lots of tools. And you can always write the entry names in readable English.
Actually reading existing INI files can be totally useless, as advanced users create whole new systems and new entries that are all associated within - as I said in the other thread, INI projects that have few to do with old content. The only use of existing ini content for advanced users will be use projectiles like InvisibleAll - but you don't need to show or read the content, modders can just manually add the projectile use. Maybe a warning that says "entry does not exist in project" and a bottom "I know it exists in rulesmd" to stop the warning. _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? Last edited by kenosis on Mon May 07, 2018 9:29 pm; edited 1 time in total QUICK_EDIT
You need to first become a good modder to know what the good tools should be like. Not everything that points to another entry is useful in creating new things. Things like Owners can be made into just available modules that you choose between all allied, all soviet, all countries, yuri. Drag drop from a library into main module and done with it.
Rules:
Weapons of units
Spawns of carrier units
Initial Payload of units
AnimList of warheads
Anim, projectile & warhead of weapons
Art
warhead on anims
these links should always be shown. They are the key tags for making new things.
For AImd editing, there are already lots of tools. And you can always write the entry names in readable English.
I mean I dont know which one is best for someone, so I will add the customization feature for that screen later, and modders will choose their flavor
Just add minor change, Usages box displays much info than old one. Hover mouse to list item to see full text
Woo! Nice one! _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
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