Staredit Network > Forums > Modding Discussion > Topic: Many Manly Manmade Modern Modding... Programs
Many Manly Manmade Modern Modding... Programs
Jul 14 2017, 8:45 pm
By: Pr0nogo  

Oct 16 2018, 10:12 pm Lagi Post #21



hi,

when i use PY or dataEdit to change some value (like SCV set HP to 10 f.ex), i can not make .mpq which would be applied in .exe created by FireGraf 0,94 (where can i change the tech-tree, f.ex. allow to build Academy without Barrack).

If i use dataEdit to make .exe all change done in dataEdit work.
if i use firegraf to make .exe all change done in firegraf work.

but i cannot combine both of them.

any quick tutor?

edit: SOLVED

first do stuff in dataEDIT => export (both mpq & exe will work with FireGraft)
second do stuff in FireGraf => save as .exe
will pop up ("Would you like to copy an archive into the saved file?") select YES : select your file made in dataEdit

Post has been edited 1 time(s), last time on Oct 17 2018, 6:02 am by Lagi.



None.

Oct 17 2018, 8:06 am Pr0nogo Post #22



You really shouldn't be using DatEdit and you shouldn't be saving your .dat changes to its own exe. Instead use PyMPQ to create a new mpq archive, add files to that, then add that to your firegraft exe using the third step you wrote.




Jan 9 2019, 12:19 pm IlyaSnopchenko Post #23



One more question: does the PYMS (or, to be precise, PYDAT) not support the Remastered .BIN format? Or am I doing something wrong again? :)



None.

Jan 9 2019, 6:27 pm Pr0nogo Post #24



I'm almost certain that no tools currently work with the SCR bin format, maybe animosity can change the webms they use for animations but actually editing the UI's functions and button placements hasn't been attempted yet as far as I'm aware.




Jan 9 2019, 8:42 pm poiuy_qwert Post #25

PyMS and ProTRG developer

Quote from IlyaSnopchenko
One more question: does the PYMS (or, to be precise, PYDAT) not support the Remastered .BIN format? Or am I doing something wrong again? :)
I assume you meant PyBIN for editing the Dialog/UI BIN format? As Pr0nogo mentioned PyMS does not currently support that, or really any SCR stuff (there is a branch which has some preliminary support for reading CASC's, but thats it).

This seems to be the most requested feature recently, so when I get back into updating PyMS (life is chilling out right now, and just got a new laptop and building a new windows PC, so hopefully I'll have time soon!) it will probably be the highest priority new feature. I think FaRTy already has the specs so I would just need to get that from him, and I don't think its changed very much, so should be pretty easy to support (though probably without webm previewing).




Jan 10 2019, 4:33 am Pr0nogo Post #26



The highest priority features are definitely related to PyAI and PyTILE :)




Jan 10 2019, 4:55 am poiuy_qwert Post #27

PyMS and ProTRG developer

Quote from Pr0nogo
The highest priority features are definitely related to PyAI and PyTILE :)
I don't think there are any high priority new features for PyAI and PyTILE right now? Or did you mean bug fixes? Bug fixes are of course higher priority than new features.

Edit: I just noticed that this thread is linking to Neivv's forked version of PyMS on github. I don't think that is the correct place to link to for a few reasons:
- It does not contain all the fixes and changes I make to PyMS on the main repository
- The version checks in PyMS are checking the main PyMS repository
- If users create github issues, I would like to have them on the main PyMS repository so it can be fixed there
- The main changes that Neivv is doing on his fork is adding custom AI opcodes. This is great, one of the things I've wanted with it being open source is people being able to do custom things they may need, and I wish it happened more. But these custom opcodes are not really available to anyone (at least at the moment), so these additions can only confuse people. If Neivv ends up releasing a plugin with custom opcodes, then I would hope he would create a pull request and his additions would be merged into the main PyMS repository.
- Neivv has submitted fixes to the main PyMS repository, and I hope he continues to do so (another great part of being open source), so you shouldn't be missing out on any fixes he implements.
Please consider changing the link to my PyMS repository: https://github.com/poiuyqwert/PyMS

Post has been edited 1 time(s), last time on Jan 10 2019, 5:44 am by poiuy_qwert.




Jan 10 2019, 5:57 am Pr0nogo Post #28



The AI opcodes are fully available to everyone, I have links in many places and especially in my discord server where troubleshooting and help are provided in real time. I'll add them here.

I've added a link to the main PyMS, but if it's possible to merge neiv's work it'll reduce clutter and confusion. Thanks for the updates.

P.S. please open a dedicated PyMS maintenance/update thread similar to SCMDraft's.

Post has been edited 1 time(s), last time on Jan 10 2019, 6:15 am by Pr0nogo.




Jan 10 2019, 8:25 am IlyaSnopchenko Post #29



Quote from poiuy_qwert
Quote from IlyaSnopchenko
One more question: does the PYMS (or, to be precise, PYDAT) not support the Remastered .BIN format? Or am I doing something wrong again? :)
I assume you meant PyBIN for editing the Dialog/UI BIN format? As Pr0nogo mentioned PyMS does not currently support that, or really any SCR stuff (there is a branch which has some preliminary support for reading CASC's, but thats it).

This seems to be the most requested feature recently, so when I get back into updating PyMS (life is chilling out right now, and just got a new laptop and building a new windows PC, so hopefully I'll have time soon!) it will probably be the highest priority new feature. I think FaRTy already has the specs so I would just need to get that from him, and I don't think its changed very much, so should be pretty easy to support (though probably without webm previewing).
Gah! Sure, I mean PYBIN, got a brain bug after a work day. It's not something that is a deal breaker for me of course, just been curious.

Might I suggest another feature to implement in PYDAT though? Back in the day (15+ years ago) I was editing - say - Portdata.dat, adding links to nonexistent-by-default SMK dir strings (that I created in Portdata.tbl, of course) to make use of some portraits that by default point to something else (say, all these beta portrait entries like Merc Gunship or Peter, which by default point to marine portrait). I used them for custom units when I was making a partial conversion back in 2003ish and it worked. My point is, PYDAT by default reverts these "extra" values to Flag12 (last entry in Portdata.tbl) so is it possible to enable using "non-standard" values for SMK dir? (I presume there's stuff like this that can be added to other similar lists - say, images.dat - but this is the one that came to mind first). Maybe it could be an option. Or can I just edit Portdata.tbl in the PYMS folder (under Libs\MPQ\Arr) and it'll work?

Of course I'm not sure that creating "new" entries (at least as far as file paths are concerned) will work in Remastered. Also, does the engine still use .tbl files internally for the ARR\ stuff? Just want to be sure.

P.S. Another thing regarding PYICE (and presumably the other utilities where you have to write pseudocode): can you add the feature to toggle INSERT/OVERWRITE in text boxes (obviously by pressing INS)?

P.P.S. I think the few unknowns in Units.dat > Advanced had been decoded a long time ago? They were labelled properly in Arsenal III but for some reason not DatEdit. I'm referring to the 0x01 ... 0x80 flags. They're supposed to be the movement properties: 0x01 is non-creep (unchecked for larvae/eggs), 0x04 is flying, 0x40 is ground, 0x80 is hovering (as in vulture / archon / peon...) Or has that been disproved?

All in all, thanks for the great modding kit. I have most of the old stuff on my hard drive (gathering dust there for about 15 years or more) but many programs no longer work due to missing runtime libraries - although I had a few set stashed away too - and just some general weirdness. For example I miss the old MPQ Viewer with built-in WAV player. Nice to have all of this now in a single, uniform suite.

Post has been edited 1 time(s), last time on Jan 10 2019, 8:32 am by IlyaSnopchenko.



None.

Jan 10 2019, 8:15 pm poiuy_qwert Post #30

PyMS and ProTRG developer

Quote from Pr0nogo
The AI opcodes are fully available to everyone, I have links in many places and especially in my discord server where troubleshooting and help are provided in real time. I'll add them here.
There still an issue of people having to know about it. If users try to make AI's and see these commands they won't necessarily understand that they are not built in and require a plugin to use. It has to be handled gracefully, similar to the way that TrigPlug is supported by PyTRG.


Quote from Pr0nogo
I've added a link to the main PyMS, but if it's possible to merge neiv's work it'll reduce clutter and confusion. Thanks for the updates.
I would love to. I had no idea that his work was as complete as it is, and with a public plugin. I don't have the time to follow all the things like this, I rely on people submitting bug reports and feature requests to drive development.


Quote from Pr0nogo
P.S. please open a dedicated PyMS maintenance/update thread similar to SCMDraft's.
There was an official thread but it got pushed off the first page, and then I essentially commandeered the "Problems with Current Modding Tools" thread since there are not really many other tools under active development. A new thread sounds like a good idea. Edit: Created a new thread: http://www.staredit.net/topic/17719/


Quote from IlyaSnopchenko
Might I suggest another feature to implement in PYDAT though? Back in the day (15+ years ago) I was editing - say - Portdata.dat, adding links to nonexistent-by-default SMK dir strings (that I created in Portdata.tbl, of course) to make use of some portraits that by default point to something else (say, all these beta portrait entries like Merc Gunship or Peter, which by default point to marine portrait). I used them for custom units when I was making a partial conversion back in 2003ish and it worked. My point is, PYDAT by default reverts these "extra" values to Flag12 (last entry in Portdata.tbl) so is it possible to enable using "non-standard" values for SMK dir? (I presume there's stuff like this that can be added to other similar lists - say, images.dat - but this is the one that came to mind first). Maybe it could be an option. Or can I just edit Portdata.tbl in the PYMS folder (under Libs\MPQ\Arr) and it'll work?
Most if not all PyMS programs (including PyDAT) attempt to ensure that what you are doing is correct, so you don't run into crashes where you have no idea what is going on. For most programs to do that, they load many additional files internally to check for consistency (for example PyDAT making sure the portraits you reference are actually in the portdata.tbl). As a convenience, the programs come setup to load their default files, so you can get to work right away. But as you work on your mod and things change, you need the programs to load your modded files. All programs have settings where you can choose the MPQ's to load, as well as override which additional files are loaded (either from MPQ's or from a folder). You should never update the files in `Libs\MPQ\Arr`, you should just have the programs load your own files. I can provide more details/steps/screenshots when I get home if you need it.


Quote from IlyaSnopchenko
Of course I'm not sure that creating "new" entries (at least as far as file paths are concerned) will work in Remastered. Also, does the engine still use .tbl files internally for the ARR\ stuff? Just want to be sure.
I'm not really sure how SCR works for this, sorry.


Quote from IlyaSnopchenko
P.S. Another thing regarding PYICE (and presumably the other utilities where you have to write pseudocode): can you add the feature to toggle INSERT/OVERWRITE in text boxes (obviously by pressing INS)?
I'm not sure if the UI framework I am using supports that. I can take a look though.


Quote from IlyaSnopchenko
P.P.S. I think the few unknowns in Units.dat > Advanced had been decoded a long time ago? They were labelled properly in Arsenal III but for some reason not DatEdit. I'm referring to the 0x01 ... 0x80 flags. They're supposed to be the movement properties: 0x01 is non-creep (unchecked for larvae/eggs), 0x04 is flying, 0x40 is ground, 0x80 is hovering (as in vulture / archon / peon...) Or has that been disproved?
I don't really remember exactly, but I thought most of the stuff in DatEdit/PyDAT had been confirmed. Other people probably know better at this point, so if there are any changes I hope its reported.


Quote from IlyaSnopchenko
All in all, thanks for the great modding kit. I have most of the old stuff on my hard drive (gathering dust there for about 15 years or more) but many programs no longer work due to missing runtime libraries - although I had a few set stashed away too - and just some general weirdness. For example I miss the old MPQ Viewer with built-in WAV player. Nice to have all of this now in a single, uniform suite.
I'm glad you like it. It only gets better as more people use it and report bugs and feature requests, so don't be shy!

Post has been edited 1 time(s), last time on Jan 10 2019, 9:09 pm by poiuy_qwert.




Jan 14 2019, 8:28 am IlyaSnopchenko Post #31



Thanks. I'll try the TBL files when it becomes relevant (so far, there's a dearth of SCR portraits anyway). My project has no MPQ per se - just a folder structure I pack into a SAMASE exec when I want to test - so I'll see what I can try.

Any bugs / issues that I may find, I'll report in the new PYMS thread.



None.

Jan 15 2019, 12:32 am poiuy_qwert Post #32

PyMS and ProTRG developer

Quote from IlyaSnopchenko
Thanks. I'll try the TBL files when it becomes relevant (so far, there's a dearth of SCR portraits anyway). My project has no MPQ per se - just a folder structure I pack into a SAMASE exec when I want to test - so I'll see what I can try.
You don't need an MPQ for this, you can load your custom files from folder. Using MPQ's can be more convenient in some cases, but is not required.

Quote from IlyaSnopchenko
Any bugs / issues that I may find, I'll report in the new PYMS thread.
Thanks




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[02:12 am]
Pr0nogo -- think that's it
[02:11 am]
Pr0nogo -- apologies for typos, been streaming for almost 10 hours
[02:08 am]
poiuy_qwert -- It can always be updated. It can also include links to online documentation that could be update independently (if Neiv includes documentation in his repository for example)
[02:06 am]
Pr0nogo -- Only issue with it being html is that presumably it's static, new commands are still being developed and sometimes I misunderstand neiv/iquare and write something incorrect only to fix it later
[01:41 am]
poiuy_qwert -- I could also convert your google doc into an HTML page and include it in the docs, and add a button to launch it from the UI, and for more complex tooltips just have a brief description and tell them to click the button to get more info
[01:38 am]
poiuy_qwert -- Yeah, thats what I thought when I scrolled through your google doc real quick
[01:37 am]
Pr0nogo -- good luck with some of these
[01:37 am]
poiuy_qwert -- I'm not sure since I don't know much about it yet. They should be as brief as possible, while still being useful for someone to learn how to use them :P
[01:30 am]
Pr0nogo -- pq - started writing those short ones, let me know if you want them more/less specific
[01:08 am]
lifebot -- Call of Duty Blackout is free on b.net launcher for a limited time
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