Staredit Network > Forums > Modding Assistance > Topic: Help me source modding files!
Help me source modding files!
Apr 11 2016, 3:30 am
By: Voyager7456  

Apr 11 2016, 3:30 am Voyager7456 Post #1

Responsible for my own happiness? I can't even be responsible for my own breakfast

As part of my quest to consolidate all of the modding resources in one place, I've started to upload the Maplantis DB to SEN. As of now I've uploaded all of the GRPs.

Where do you come in? Well... all of the description and author information was lost. I've done my best to fill it in from memory, but it turns out there are a lot of files that I just don't remember where they came from. (The problem will only get worse once I start uploading all the other, non-Maplantis files I have lying around. At least I had some partial notes to go with the Maplantis stuff...)

I would really appreciate it if people were able to look through the DB and see if there are any files marked with author "Unknown" that they recognize. A lot of the names of files are placeholders too.



"Land of song"
Said the warrior bard
"Though all the world betrays thee
One sword, at least, thy rights shall guard
One faithful harp shall praise thee"


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP]


Apr 11 2016, 5:11 am Corbo Post #2

ALL PRAISE YOUR SUPREME LORD CORBO

Do you happen to have some SQL for the maplantis DB? I might be able to install a copy of that on my latova version and speed things up a bit. I only have files you have sent to me but I don't find sql dbs.




Apr 11 2016, 12:14 pm Voyager7456 Post #3

Responsible for my own happiness? I can't even be responsible for my own breakfast

Quote from Corbo
Do you happen to have some SQL for the maplantis DB? I might be able to install a copy of that on my latova version and speed things up a bit. I only have files you have sent to me but I don't find sql dbs.

No, I only have the files - hence the problem.



"Land of song"
Said the warrior bard
"Though all the world betrays thee
One sword, at least, thy rights shall guard
One faithful harp shall praise thee"


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP]


Apr 12 2016, 4:45 am O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

If I still had access to SEN's SQL stuff I could give you the maplantis table again. I don't think I kept it, I can't find it :(

EDIT:
lol disregard here it is.

EDIT2:
It opens in Excel if you open in notepad and ctrl+h ; with ,

Attachments:
lat_mod.csv
Hits: 2 Size: 264.93kb

Post has been edited 1 time(s), last time on Apr 12 2016, 4:53 am by FaRTy1billion.



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Apr 12 2016, 6:41 am Corbo Post #5

ALL PRAISE YOUR SUPREME LORD CORBO

Do you have the table structure? Maybe I could write an excel macro to parse the content into something more... readable :P

EDIT:

Nevermind, I did it anyway and half guessed stuff.

The database has filenames, descriptions, etc. I figure we can probably tell what is what via filesize. The filesize is stored in the db and chances are almost all of the files have different filesizes so we can figure out what is what that way since all the files are just randomly ###.zip (If you have the same files I have, voy)

ACTUALLY. A lot of the ZIPs contain the grp filename inside. which IS in the DB.

Here: have my formatted version of it. Without the ; delimiter farty's one has. Hopefully it's more readable this way.

Attachments:
lat_mod.xlsx
Hits: 1 Size: 125.06kb

Post has been edited 2 time(s), last time on Apr 12 2016, 7:03 am by Corbo.




Apr 12 2016, 11:53 am Voyager7456 Post #6

Responsible for my own happiness? I can't even be responsible for my own breakfast

Quote from O)FaRTy1billion[MM]
If I still had access to SEN's SQL stuff I could give you the maplantis table again. I don't think I kept it, I can't find it :(

EDIT:
lol disregard here it is.

EDIT2:
It opens in Excel if you open in notepad and ctrl+h ; with ,

Thanks Farty, that's helpful. Do we have a table of Maplantis user IDs somewhere? Mine is apparently 79 and I can guess a couple others from the submissions, but for people that only submitted a few files it's more difficult...

Quote from Corbo
Do you have the table structure? Maybe I could write an excel macro to parse the content into something more... readable :P

EDIT:

Nevermind, I did it anyway and half guessed stuff.

The database has filenames, descriptions, etc. I figure we can probably tell what is what via filesize. The filesize is stored in the db and chances are almost all of the files have different filesizes so we can figure out what is what that way since all the files are just randomly ###.zip (If you have the same files I have, voy)

ACTUALLY. A lot of the ZIPs contain the grp filename inside. which IS in the DB.

Here: have my formatted version of it. Without the ; delimiter farty's one has. Hopefully it's more readable this way.

I had them as the ###.zips originally but I renamed them all a while ago to help Hercanic when he uploaded them to Modcrafters. (Also so I could find stuff when modding)



"Land of song"
Said the warrior bard
"Though all the world betrays thee
One sword, at least, thy rights shall guard
One faithful harp shall praise thee"


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP]


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[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
Please log in to shout.


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