Would anyone use this? The main feature/goal is that it runs without having SC2 installed, therefore you can edit Maps on a computer without SC2.
It will/can edit Galaxy Scripts, XML Data files and XML UI files. Basically, it loads the map and allows you to edit any file. After I finish getting the backend stuff done, i'll add actual support (Typechecking, etc) for Galaxy Scripts and the XML files so it's easy to edit. Possibly want to add some Terrain Masking tools since that doesn't require SC2 either.
I dunno, anything else you'd want to see an editor do? I'm also going to look into possibly giving a Loading Screen preview. There's currently no way to see the loading screen without playing the map on sc2.
Well, it's usefulness will be limited by the simple fact that you cannot test anything, and even with the best syntax checks and planning you can't create anything without testing.
It would be really useful if you could simulate SC2's VM to run all the galaxy code, then you could atleast test it somewhat. But that'd be a way too big thing.
Same goes for XML editing. I don't know about others, but I already have problems doing stuff right in the GUI Data Editor, and I praise the Omnissiah everytime I use the Dublicate tool..
Creating a ability with several effects/behavior, or even just a new unit with all it's actors etc will be a pain for most people, I guess.
To ease things up a little at the XML frontline you could try to extract the Editor's help tooltips and integrate them into your editor. E.g. you hover your mouse over an entry, press F1 and it'll make a speech bubble with help text (if available) pop up.
By the way, Kevin. We can see your documents path :P *giggle*
At the moment I have several maps with data in all of them. I need all that data to be transfered to the main map without tedious and long effort.
Lets say map A is the main map and map B is the other map.
Now map B has a custom unit and ability that I want to transfer over.
There should be a comparison of Xml data. In a nice little table form. And give me the option to tranfer all custom Data from map B over, or specific Data, Like it can give the option to transfer specific custom stuff, like Either the custom Unit or Ability. If I choose to transfer the custom Unit, It will transfer all data related to it(Model, Actor, Unit, etc) to the destination map.
So basically I can open up two map. Its compares the different custom data, and gives the option to transfer all or specific data between the two maps.
It doesnt need to be a complete compiler, but it would be nice if it has some grammar checking, either for xml or galaxy. The loading screen does not actually need that much attention, just text position/font and such.
btw do you know how map save imported file ? just put them inside the archive is enough for the game to recognize or you have to list them in a file ? Either way, handling imports could be a good feature.
Maybe I skipped, Ctrl CV can still do the work, or you can open the archive and merge the xml, using sixen's editor can make the job easier as you ctrl cv the text. Compare and such is good but too much work, Ctrl F can help.
Yeah we all know his name, i remember read about where does his nickname come from also
You ruined my immature remark..
Anyway, as EW said, Data cannot be merged right now. There isn't even an import/export feature I think (or is there?). That's quite ugly if you're using testmaps to create stuff and then want to integrate it into your main map.
PS: Regarding CRTL+C/V - We're not talking about two or three entries here. When I'm making an ability with 6-7 data entries it's already ugly, but when I'm making an entire hero I might have 20-30 entries or more.
@EW: You could save both maps as an SC2Component and then just diff the XML files and merge the two with a diff program. Basically, my Editor already exports it as an SC2Component file.
@progammer: Not exactly sure just yet, I might have to edit the listfile.
Er also, s3rius, you wouldn't be able to test the map on a computer without SC2 anyway. That's pretty much what made me start this Editor, so I can work on a map on my Laptop in school without SC2 being installed, :P.
Yeah copy the contents of the xml file in those case is faster, pretty simple now that we have six's editor. Also i'm not familiar with diff tool, but that could help.
@EW: You could save both maps as an SC2Component and then just diff the XML files and merge the two with a diff program. Basically, my Editor already exports it as an SC2Component file.
I know. I read about that. But Its not as easy as that though;p, and it gets very ugly.
Like what if map B has a million custom spells but I only want to transfer one or two?. I would basically have to compare the effects.xml, ability.xml, unit.xml etc etc and find the specific id for that spell data in each xml and then transfer.
Its honestly much easier to open the Xml`s in notepad and search/copy/paste than doing that:/
Maybe progammer is right. Probably too difficult to implement. Would be helpful though.
Atleast add a proper full proof localization tool?. I know some exist, not sure if they are 100% accurate and working as intended though.
localization does work now, if the map does not have localized data appropriate to the client, it will auto generate when its load in the editor or game. Tested. Only if you decided to translate your map that you need to touch localized folder
Make it fast, optimized, quick loading, easy/quick editing. At the moment I have a pretty fast pc, but the editor is still laggy and slow as hell. I waste so much time waiting for the Data editor to load through different data on the fly, and yeah, the whole experience with Galaxy is just laggy and slow.
Edit: Actually, ok, I lied. Im not sure why I would use your editor because I dont know how powerful or what features it will have other than what GE already has.
Edit: Because Im not so sure how useful it would be to edit the script file or view the objects in the map, and stuff like that. Well if in anyway it makes xml data editing easier, then yeah I`d use it.
Yea, of course you can't simulate the entire game. I was only talking about running and executing galaxy code. Functions modifying ingame objects could be simply ignored, but you could at least test a part of it.
But as I said, that'd probably be way too much work to justify the result.
Interesting concept thats for sure but i dont think id be interested in that sort of thing =/ (Laptop is my main pc now so i dont really have a need for something like this.) plus the inability to test the map would drive me crazy.
Well, thanks guys. It's still something I could use and something I can learn from... So i'll release it sometime and let everyone use it if they want anyway.
Would anyone use this? The main feature/goal is that it runs without having SC2 installed, therefore you can edit Maps on a computer without SC2.
It will/can edit Galaxy Scripts, XML Data files and XML UI files. Basically, it loads the map and allows you to edit any file. After I finish getting the backend stuff done, i'll add actual support (Typechecking, etc) for Galaxy Scripts and the XML files so it's easy to edit. Possibly want to add some Terrain Masking tools since that doesn't require SC2 either.
Any ideas? Anything?
@Sixen: Go
I would definitely use this. Not sure what idea you need, that's basically what it is.
Guess it does not have a compiler though.
I dunno, anything else you'd want to see an editor do? I'm also going to look into possibly giving a Loading Screen preview. There's currently no way to see the loading screen without playing the map on sc2.
Well, it's usefulness will be limited by the simple fact that you cannot test anything, and even with the best syntax checks and planning you can't create anything without testing.
It would be really useful if you could simulate SC2's VM to run all the galaxy code, then you could atleast test it somewhat. But that'd be a way too big thing.
Same goes for XML editing. I don't know about others, but I already have problems doing stuff right in the GUI Data Editor, and I praise the Omnissiah everytime I use the Dublicate tool..
Creating a ability with several effects/behavior, or even just a new unit with all it's actors etc will be a pain for most people, I guess.
To ease things up a little at the XML frontline you could try to extract the Editor's help tooltips and integrate them into your editor. E.g. you hover your mouse over an entry, press F1 and it'll make a speech bubble with help text (if available) pop up.
By the way, Kevin. We can see your documents path :P *giggle*
@Sixen: Go
I want easy Xml data editing/merging
At the moment I have several maps with data in all of them. I need all that data to be transfered to the main map without tedious and long effort.
Lets say map A is the main map and map B is the other map.
Now map B has a custom unit and ability that I want to transfer over.
There should be a comparison of Xml data. In a nice little table form. And give me the option to tranfer all custom Data from map B over, or specific Data, Like it can give the option to transfer specific custom stuff, like Either the custom Unit or Ability. If I choose to transfer the custom Unit, It will transfer all data related to it(Model, Actor, Unit, etc) to the destination map.
So basically I can open up two map. Its compares the different custom data, and gives the option to transfer all or specific data between the two maps.
It doesnt need to be a complete compiler, but it would be nice if it has some grammar checking, either for xml or galaxy. The loading screen does not actually need that much attention, just text position/font and such.
btw do you know how map save imported file ? just put them inside the archive is enough for the game to recognize or you have to list them in a file ? Either way, handling imports could be a good feature.
@s3rius: Go
Yeah we all know his name, i remember read about where does his nickname come from also
@EternalWraith: Go
It seems like this could help you
http://forums.sc2mapster.com/resources/tutorials/13141-editor-how-to-use-sections/?unread
@progammer: Go
Read it again. Thats only for triggers and terrain. Not data.
@EternalWraith: Go
Maybe I skipped, Ctrl CV can still do the work, or you can open the archive and merge the xml, using sixen's editor can make the job easier as you ctrl cv the text. Compare and such is good but too much work, Ctrl F can help.
You ruined my immature remark..
Anyway, as EW said, Data cannot be merged right now. There isn't even an import/export feature I think (or is there?). That's quite ugly if you're using testmaps to create stuff and then want to integrate it into your main map.
PS: Regarding CRTL+C/V - We're not talking about two or three entries here. When I'm making an ability with 6-7 data entries it's already ugly, but when I'm making an entire hero I might have 20-30 entries or more.
@s3rius: lul. I know, I didn't care, :P.
@EW: You could save both maps as an SC2Component and then just diff the XML files and merge the two with a diff program. Basically, my Editor already exports it as an SC2Component file.
@progammer: Not exactly sure just yet, I might have to edit the listfile.
Er also, s3rius, you wouldn't be able to test the map on a computer without SC2 anyway. That's pretty much what made me start this Editor, so I can work on a map on my Laptop in school without SC2 being installed, :P.
@s3rius: Go
Yeah copy the contents of the xml file in those case is faster, pretty simple now that we have six's editor. Also i'm not familiar with diff tool, but that could help.
I know. I read about that. But Its not as easy as that though;p, and it gets very ugly.
Like what if map B has a million custom spells but I only want to transfer one or two?. I would basically have to compare the effects.xml, ability.xml, unit.xml etc etc and find the specific id for that spell data in each xml and then transfer.
Its honestly much easier to open the Xml`s in notepad and search/copy/paste than doing that:/
Maybe progammer is right. Probably too difficult to implement. Would be helpful though.
Atleast add a proper full proof localization tool?. I know some exist, not sure if they are 100% accurate and working as intended though.
@EternalWraith: Go
localization does work now, if the map does not have localized data appropriate to the client, it will auto generate when its load in the editor or game. Tested. Only if you decided to translate your map that you need to touch localized folder
Edit: omg i have 998 posts already
@Sixen: Go
I would probably use your editor.
Make it fast, optimized, quick loading, easy/quick editing. At the moment I have a pretty fast pc, but the editor is still laggy and slow as hell. I waste so much time waiting for the Data editor to load through different data on the fly, and yeah, the whole experience with Galaxy is just laggy and slow.
Edit: Actually, ok, I lied. Im not sure why I would use your editor because I dont know how powerful or what features it will have other than what GE already has.
Edit: Because Im not so sure how useful it would be to edit the script file or view the objects in the map, and stuff like that. Well if in anyway it makes xml data editing easier, then yeah I`d use it.
@Sixen: Go
Yea, of course you can't simulate the entire game. I was only talking about running and executing galaxy code. Functions modifying ingame objects could be simply ignored, but you could at least test a part of it.
But as I said, that'd probably be way too much work to justify the result.
Interesting concept thats for sure but i dont think id be interested in that sort of thing =/ (Laptop is my main pc now so i dont really have a need for something like this.) plus the inability to test the map would drive me crazy.
Well, thanks guys. It's still something I could use and something I can learn from... So i'll release it sometime and let everyone use it if they want anyway.
like i said in irc or something i forgot where, id help out when needed, i like to learn too haha
Moved this to the public forums if anyone is interested, feel free to leave a comment.