Did you ever focus on data editing? It is one of the most crucial features for a SC2 editor to work with, for it constitutes one of the hardest area in the regular editor to work with.
Also, screenies.
Yeah, I did. I implemented Iris; it allows you to code the Xml data instead of clicking to generate it. Currently it just highlights/has code completion/some more stuff, but I was hoping I could make it fetch documentation on the elements from the Sc2mapster wiki.
Moonlite Map Studio is a full-blown StarCraft 2/WarCraft 3 IDE with many advanced features, such as extensible text editor, error checking, compiler support, code completion, code awareness, project manager, and many other helpful things. It is designed for rapid code and data development for StarCraft 2. It is made fully for scripting purposes; no GUI scripting is included.
The last open beta is finally ready to be released. Here is the download link: http:ge.tt/8I5igG6
Requires the .NET Framework 4.0 and Visual C++ 2008 and 2005 Redistributable. If you use a 64-bit system architecture, remember to install the VC++ x64 Redistributable packages too.
How to install:
Click the link above
Pick the one that fits your system architecture (32-bit or 64-bit)
When the download is complete, run the installer
Follow the installer steps
Run Moonlite Map Studio
Notes
I'd like some more issue fixes before I release Moonlite in Release mode instead of Debug mode. When that happens, Moonlite will perform better.
This isn't actually a "compiler". The whole point of a compiler is that it translates one language into a lower level one (i.e. C > Assembly, or Java > Java bytecode). The lower level language is harder for humans to understand, but easier for machines to understand and/or execute.
The Galaxy Editor already validates our galaxy code. Are there situations where the editor's compiler thinks our code is good, but then fails to execute it in-game? I.e. are there situations where the Editor doesn't validate our code correctly? If so, is that what you are trying to fix? Does your program give better error messages than the Editor or something?
The only thing you told us about your program was what's on your to-do list; you never said what it currently does. Please clarify.
Ï realize this is not a compiler, it's just easier to use that word instead of explaining what it is each time.
The reason I made this is A) I needed a way to parse Galaxy code for an AST and B) the Galaxy Editor's Galaxy validator is quite bad; While it may validate good most of the time, the situation is kind of the same as in Wc3 - it doesn't give good error messages sometimes, reports wrong errors, etc. Luna is basically a PJASS for SC2.
Thanks a lot peeeq, this is exactly the kind of error reports I need. I'll look into it. Since Moonlite is done now (finally!), I need to get Luna to a stable state before being able to release Moonlite, since Luna is the main Galaxy validator/optimizer of Moonlite.
Uh... let me ask a stupid question then, exactly what does it compile to... or what is the purpose of compiling it? External error checking?
It's more of a compiler in the sense that it validates your code; however, it compiles multiple Galaxy files into one Galaxy file and generates a MapScript.galaxy that references it.
There's andromeda (heavy OOP), galaxy plusplus (fixing galaxy flaws), and a bunch of others I'm not too read up about. So my question was basically, do you have any special focus with your compiler (like above)... simplicity, flexibility, performance, OOP, etc, etc?
Or am I mistaken about what you are trying to do?
No, those are language extensions. This is a compiler for galaxy. It compiles GALAXY. Not some other user created language.
Interesting, I'm curious if you've thought about direction (purpose)?
There are already a bunch of compilers out there, in various stages and with various intentions (I'm not implying that one more is bad or futile, it isn't).
Direction as in the order of functions? I haven't implemented validation of that yet.
Luna is a Galaxy compiler I've been working on for about a week full. It's in a very early stage, and I still have to implement a few things, however it should be somewhat useful. I think I have all validation done and working, but I will probably be proved wrong.
Here's my current todo list:
Implement file filtering (make include statements actually have an effect)
Implement setting Entities' positions
Implement validation for whether variables are declared in the top of a function
You can check it out by downloading and extracting the archive I have attached.
How to run:
Extract archive to somewhere (doesn't matter)
Open the command prompt
cd to the directory you extracted luna to
specify the directories you want luna to parse the files in the command line parameters (e.g lc d:"C:\my_galaxy_files" d:"C:\my_galaxy_files\sub_folder")
specify an output directory (o:"some/path/here") - currently there is no output files but there will be
luna will now parse all the files with the extension .galaxy in the specified directories. Luna will automagically parse the files in the lib folder
You will need some newer version of .Net framework, probably 4.0
The source will be released along with the first stable release.
Download link: http://api.ge.tt/0/9P6ugG6/0/blob/download
You are very welcome to work on the code generation, however the code generation library has to compile first, which is what I am working on.
As serius said, you only need Visual Studio 2010, however I recommend having IronPython Tools installed as well.
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Yes, the map files Moonlite generates are perfectly valid map files. They just can't be edited in the GE too easily (atleast not triggers, data can).
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Bump. I'll put some screenies up soon. Some tests/bug reports would be nice.
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Yeah, I did. I implemented Iris; it allows you to code the Xml data instead of clicking to generate it. Currently it just highlights/has code completion/some more stuff, but I was hoping I could make it fetch documentation on the elements from the Sc2mapster wiki.
0
Moonlite Map Studio is a full-blown StarCraft 2/WarCraft 3 IDE with many advanced features, such as extensible text editor, error checking, compiler support, code completion, code awareness, project manager, and many other helpful things. It is designed for rapid code and data development for StarCraft 2. It is made fully for scripting purposes; no GUI scripting is included.
The last open beta is finally ready to be released. Here is the download link:
http:ge.tt/8I5igG6
Requires the .NET Framework 4.0 and Visual C
++
2008 and 2005 Redistributable. If you use a 64-bit system architecture, remember to install the VC++
x64 Redistributable packages too.How to install:
Notes
I'd like some more issue fixes before I release Moonlite in Release mode instead of Debug mode. When that happens, Moonlite will perform better.
The source can be downloaded here: http:www.code.google.com/p/moonlite-map-studio
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Hey man, this looks really cool. If I may, I'd like to suggest you to make a plugin for it in Moonlite: http://www.thehelper.net/forums/showthread.php/166237-Moonlite-Map-Studio-last-open-beta-release-date-announcement
It'd be really cool to have something like this, with its own file type, and then have the code generated at compile time.
Even if you decide not to do so, I'm definitely gonna use it. Just a heads up.
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The last open beta of Moonlite Map Studio, which uses Luna, has been released. You can get it here: http://www.thehelper.net/forums/showthread.php/166237-Moonlite-Map-Studio-last-open-beta-release-date-announcement?p=1363868#post1363868 I have also updated Luna to fix the bugs peeeq mentioned, as well as some more.
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What?
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Ï realize this is not a compiler, it's just easier to use that word instead of explaining what it is each time. The reason I made this is A) I needed a way to parse Galaxy code for an AST and B) the Galaxy Editor's Galaxy validator is quite bad; While it may validate good most of the time, the situation is kind of the same as in Wc3 - it doesn't give good error messages sometimes, reports wrong errors, etc. Luna is basically a PJASS for SC2.
Thanks a lot peeeq, this is exactly the kind of error reports I need. I'll look into it. Since Moonlite is done now (finally!), I need to get Luna to a stable state before being able to release Moonlite, since Luna is the main Galaxy validator/optimizer of Moonlite.
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Bump
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How can it be confusing..?
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It's more of a compiler in the sense that it validates your code; however, it compiles multiple Galaxy files into one Galaxy file and generates a MapScript.galaxy that references it.
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No, those are language extensions. This is a compiler for galaxy. It compiles GALAXY. Not some other user created language.
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Direction as in the order of functions? I haven't implemented validation of that yet.
What other compilers are there?
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Hey guys,
Luna is a Galaxy compiler I've been working on for about a week full. It's in a very early stage, and I still have to implement a few things, however it should be somewhat useful. I think I have all validation done and working, but I will probably be proved wrong.
Here's my current todo list:
You can check it out by downloading and extracting the archive I have attached.
How to run:
You will need some newer version of .Net framework, probably 4.0
The source will be released along with the first stable release.
Download link: http://api.ge.tt/0/9P6ugG6/0/blob/download
0
You are very welcome to work on the code generation, however the code generation library has to compile first, which is what I am working on. As serius said, you only need Visual Studio 2010, however I recommend having IronPython Tools installed as well.