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old Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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Sorry DC for resurrecting this dead thing, but I noticed I never set up a full host, so here it is...

DOWNLOAD THE LATEST BUILD (as of 17th May 2016 12:30) HERE:
https://sourceforge.net/projects/stranded-ii-mod-viewer/
Build Version: 4.0.0.2


Please keep in mind that this application has been wrote in C# and you need to have the .Net 4.0 framework from Microsoft installed. If you don't have it, you can get it here:

.Net 4.0 Web Install
http://msdn.microsoft.com/en-us/netframework/aa569263.aspx


4.0.0.2
-Rehosted at SourceForge
-I have no idea what I did in between...

4.0.0.1
-Added build version on help page so you can see what build you have. All versions have the schematic of:
<.NetVersion>.<FinalRelease>.<BuildRelease>
So this version (being the fist with this schematic) is 4.0.0.1
-Put in full error checking for all id duplicates. This is what I describe as a critical error, resulting in the duplicated object being removed from processing, which might cause a few more errors to show, like combinations having required item id's that don't exist.

By the way, feel free to fork the source... if you can read it.
edited 58×, last 17.05.16 11:33:38 pm

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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That Idea is already in the pipeline. What I'm working on at the moment is the complete dissemination of the script files to get all the information possible so that when I do implement the editor, there will be zero chance of it messing up your files. I'm really anal about file protection and use. I really don't like overwriting someone's files without giving them a way to get it back so I'm thinking of implementing an auto-backup feature by embedding 7z and taking an entire mod backup on entering the editor.

The only bugger is, I don't know how to read B3D at all. I really don't get it. I can read, ASM, C, C++, C#, Java and damn near anything else, just not Basic... (*hangs head in shame*)

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

masonswanson
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So What Is This Written In? C++? I Could Help!!! I Was Actually Just Trying To Make A Sort Of Mod Profiling Program In Python, C++ Is What Python Is Written In, Then You Could Use Blender And Python Together, With A b3d File Exporter, And Only Allow One Camera (Not Exported To b3d) For The Icon... Or Just Use The previewimagecapturer.bb to Make The Icons, And You Could Even Have BGE (Blender Game Engine)Code, Translate To Stranded Definition Files, NPC AI, etc...

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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masonswanson has written
So What Is This Written In? C++? I Could Help!!! I Was Actually Just Trying To Make A Sort Of Mod Profiling Program In Python, C++ Is What Python Is Written In, Then You Could Use Blender And Python Together, With A b3d File Exporter, And Only Allow One Camera (Not Exported To b3d) For The Icon... Or Just Use The previewimagecapturer.bb to Make The Icons, And You Could Even Have BGE (Blender Game Engine)Code, Translate To Stranded Definition Files, NPC AI, etc...


Psytechnic has written
This has ben coded entirely in C# using .Net framework v3.5 and is released under a closed-source proprietary Freeware license which has been embedded into this application.


I will probably switch the license (as the method for implementation is so easy) from Freeware to Open Source when it is in a much more functional state. As for now, I'm looking for ideas and I have already started looking into a B3D class for viewing the object itself through directX. If there isn't one, I have the B3D file specs so I could work on my own wrapper. As for the editor, that's going to be like a sub program so that when you enter editor, your mod is backed up. Safety first people.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

masonswanson
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I Like C++ And Python Better, But If You Know Nothing About BASIC I Suggest You Try Something Free, Ya Know What I Mean? Oh By The Way Yes We DO Want A Stableish Version Of Your Program


P.S. There Is A Way To Use Blitz3dsdk From C++, And Python, If Only I Had A Hundred Dollars

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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masonswanson has written
I Like C++ And Python Better, But If You Know Nothing About BASIC I Suggest You Try Something Free, Ya Know What I Mean?


Not in the slightest. Please elaborate. As far as I know, you can use either Visual C# express or the open source #(Sharp) develop for creating c#, you can use bloodshed dev-C++ for writing C++ with mingw and python is free, so what's this "Something Free"?

masonswanson has written
Oh By The Way Yes We DO Want A Stableish Version Of Your Program


Note, stable will still be incomplete. I'm using the community mods to find mistakes so I can add more error checking. You wouldn't believe how many mods have items missing tags or combinations for items that don't exist etc, but your mistakes are helping me make this better. I will release a stable version when I've completed my current round of error checking.

masonswanson has written
P.S. There Is A Way To Use Blitz3dsdk From C++, And Python, If Only I Had A Hundred Dollars


There's also a way to use the B3Dsdk in c# through direct X, a much more preferable method in my opinion, but as I believe information should be free, I ain't going to fork out a wad load for an SDK.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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Psytechnic has written
I will probably switch the license (as the method for implementation is so easy) from Freeware to Open Source when it is in a much more functional state.


I.E, it ain't even at the stage where it reads the unit, object and building files yet because I've had to put in so much error correction for items and combinations.

I will release a test version as soon as I work out some error handling for reading the behaviour tag.

I've only started to post today and already I've had to quote something to reply to an answer more than once...

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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Well, in a sense, that's what this is. It's a mod viewer/debugger that reads just the script files for information. So yeah, no need to run S2. It will tell you if you made a fault in your script, but if you made a legitimate fault (E.g. put the wrong combi req item in a combi but the item exists) then the mod viewer will still read it as a legitimate mod.

old closed Re: Stranded II Mod Viewer (Hosted on SourceForge)

masonswanson
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Psytechnic has written
Not in the slightest. Please elaborate. As far as I know, you can use either Visual C# express or the open source #(Sharp) develop for creating c#, you can use bloodshed dev-C++ for writing C++ with mingw and python is free, so what's this "Something Free"?

I Was Reffering To A Free Version Of BASIC To Familiarize You With It Try http://justbasic.conforums.com It Is Free And Has A Large Developer Base

^SPAM!

P.S. Sorry Bout The Spam! lol

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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And here we have it... The first teaser build of the mod viewer:

Link to current build moved to first post

At the moment, the only fault I have in reading script files is that items with an icon= path containing non-latin letters (such as 'ä' or 'ß') add an entry to the error report saying that the icon file doesn't exist and can't be loaded with the item. This does not affect functionality as it's icon is replaced with a generic 'no image' icon.

I should also note, the 'building' tab page is blank.
edited 3×, last 09.01.10 05:48:00 am

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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YES! Now THAT'S the kind of reaction I was looking for, oh, and one more thing, I managed to sort out how to load the icons and files with non-standard characters. If anyone desperately wants that version while I work on the rest, let me know.

Somewhere from this forum (I can't find it again) I downloaded something called "Stranded II Collection Mod" or something or other with about 8 to 10 different mods in there. With my tool, I found loads of missing start and end tags as well as someone who'd put an extra "scrp=end" tag in a script! This tool is getting there... slowly but surely.

Update: Because of the way I've modified the file reading method, all displays now display non-standard chars (as I discovered that the default encoding used to read files was UTF-8 and not ANSI) and being that I've specified that the reader use the default ansi encoding off the PC it's run on, it will always read your characters. Also, an item's "param=" tags are now read and displayed in the "Details" list view.

Update: Changed annoying behaviour where if you selected an item from the tree view, then loaded an item via a different method, you couldn't click on the same selected node to re-load the item.

Update: Don't know why, but the button handling for the combination buttons on the build above disappeared. What should (and now does) happen is that the buttons on the combination tab pages should be clickable, loading the respective item. This has now been fixed.

Update: Thanks to Builderand his quick reactions, variables "var=" with spaces do not crash the program. Thanks Builder, you're a star.

Rebuilt and uploaded. I will keep the link to the latest version at the bottom of my first post from now on.
edited 5×, last 09.01.10 06:31:09 am

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Builder2-0
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EDIT: (Psytechnic has already fixed this) I broke it. >.>
http://img46.imageshack.us/img46/6696/modviewererror.png
The error seems to happen whenever I click on one of the 'soft' crafting items. I've noticed that it displays the 'variables' category but doesn't actually show them.


Some other misc notes:
-It isn't displaying all the items correctly. I'm not sure if this is because I've created a few new .inf files\groups or not. For example, it only displays the steel shovel. I cannot find the iron shovel. When I try to use a backwards route and click the iron shovel head combination it simply leads me to the steel shovel.

-'Combinations Made From' is a bit confusing. Perhaps 'Can Be Combined From:'?

-Same for the other one. Perhaps 'Required For Combinations:'

-It would be nice if under the 'Combinations Required For' tab it would show the resultant item icon. IE; On the bendable branch, when it says 'Combinations Required For' bow x1, it would have the icon for the bendable branch, then the thread, then maybe an = sign (or outlined in green?) the icon for the bow. Clicking that icon would lead you to the bow's entry.

-You can currently search by groups\materials\behaviors. It would be nice to have a file search. IE: items_crafting.inf, items_weapons.inf, ect. You do seem to have this, in a way, but only through the small 'ID' and 'name' tags. A drop down like the 'behaviours\groups\materials' would be much nicer. There is plenty of space to have individual tabs for each inf file in that little side window.

-The 'item compendium' feature is really useful, but also really clunky. You have to click it individually each time. Also, I think it would be better organized as:

DESCRIPTORS
BEHAVIOR
VARIABLES
SCRIPT
MADE FROM
REQUIRED FOR
DRAWING

If it opened some sort of tab off to the side that updated automatically with each item, that would be better I think. Also some way to better utilize the item compendium? Perhaps like the Stranded S2 editor, how it has that gridded display of all items via their icons? That + a way to generate a txt document with say, all item_weapons.inf items.

EDIT THE 2ND:
Now that I'm thinking about it, it would be nice if you could make the combination portions be a drop down list. IE: http://img40.imageshack.us/img40/1530/suggestion.png (also shows my example for having the resultant item icon)

That way you could easily see all possible combinations\requirements. It would make it a lot easier to see an error like having 2 'dynamite' combinations, both of which are the exact same except for one requiring 6 less black powder. >.>
edited 3×, last 09.01.10 07:04:00 am

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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Builder2-0 has written
EDIT: (Psytechnic has already fixed this) I broke it. >.>
http://img46.imageshack.us/img46/6696/modviewererror.png
The error seems to happen whenever I click on one of the 'soft' crafting items. I've noticed that it displays the 'variables' category but doesn't actually show them.


Sorted

Builder2-0 has written
Some other misc notes:
-It isn't displaying all the items correctly. I'm not sure if this is because I've created a few new .inf files\groups or not. For example, it only displays the steel shovel. I cannot find the iron shovel. When I try to use a backwards route and click the iron shovel head combination it simply leads me to the steel shovel.


Sorted, by the way, as far as I know, S2 allows for identical items with different IDs (I.e. name and image etc the same) so my app does as well. Thanks to you I had to completely rewrite the tree functions But as I've said before, all of this input makes this app better.

Builder2-0 has written
-'Combinations Made From' is a bit confusing. Perhaps 'Can Be Combined From:'?

-Same for the other one. Perhaps 'Required For Combinations:'


'Combinations Made From:' is now "Can be made from"
'Required For Combinations:' is now "Is used to make"

Builder2-0 has written
-It would be nice if under the 'Combinations Required For' tab it would show the resultant item icon. IE; On the bendable branch, when it says 'Combinations Required For' bow x1, it would have the icon for the bendable branch, then the thread, then maybe an = sign (or outlined in green?) the icon for the bow. Clicking that icon would lead you to the bow's entry.


The tab pages themselves under the 'Combinations Required For' can be double clicked to view the item they make. This is a little confusing, but until I can think of a space friendly (So my app window doesn't grow exponentially on items with loads of combinations) and easily used method, then this will have to do.

Builder2-0 has written
-You can currently search by groups\materials\behaviors. It would be nice to have a file search. IE: items_crafting.inf, items_weapons.inf, ect. You do seem to have this, in a way, but only through the small 'ID' and 'name' tags. A drop down like the 'behaviours\groups\materials' would be much nicer. There is plenty of space to have individual tabs for each inf file in that little side window.


Implemented. Setting saves on exit. Oh, and done the error handling on finding item so you can find an item in file tree view.

Builder2-0 has written
-The 'item compendium' feature is really useful, but also really clunky. You have to click it individually each time. Also, I think it would be better organized as:

DESCRIPTORS
BEHAVIOR
VARIABLES
SCRIPT
MADE FROM
REQUIRED FOR
DRAWING

If it opened some sort of tab off to the side that updated automatically with each item, that would be better I think. Also some way to better utilize the item compendium? Perhaps like the Stranded S2 editor, how it has that gridded display of all items via their icons? That + a way to generate a txt document with say, all item_weapons.inf items.


I'm trying to keep the front GUI as small and user friendly as possible, if I have a massive display, people with smaller resolutions (app already has minimum size of 600x500) will not be able to use it.

As for the order in which the compendium is compiled. That's open to discussion. I just organised it by how I pull the info from the file.
This has now been made modular and rearrangeable in the preferences window.

If you read up a little, you'll see I ain't even gonna bother with an editor until I get the script file dissemination perfected and when I do implement it, it's going to be a sub program so I can take a backup of your mod before you start editing it. I don't want people whining to me about how my app broke their mod.

Also, please keep in mind, although yes, this is very helpful for modders, this tool has to remain my intention of being useful for anyone. If you're only using it for looking through mod files for game tips, you don't want to have to find the info you're looking for on a page washed with info.

Builder2-0 has written
EDIT THE 2ND:
Now that I'm thinking about it, it would be nice if you could make the combination portions be a drop down list. IE: http://img40.imageshack.us/img40/1530/suggestion.png (also shows my example for having the resultant item icon)

That way you could easily see all possible combinations\requirements. It would make it a lot easier to see an error like having 2 'dynamite' combinations, both of which are the exact same except for one requiring 6 less black powder. >.>


The item combination displays are not there for mod diagnostics. They are simple guides for people who wanna know what an item does, hence it's under the "Items" tab. This, again, leads to the point of keeping the GUI small. I am in the process of building a "Combinations" tab that will be much more geared towards mod examination.

And as per your request, now the tooltips for items in the combination displays are titled "<ID>: <Item Name>".

Released SIIMV 10-01-09 8-15.

Note, the software is not complete and I'm only releasing it for feedback and error correction in the reading of item and combination files.

Update: If an item is an ammo, "Ammo For" section is added to the detail view and the weapon it loads is added with a resultant calculation of weapon damage * ammo damage. If an item has other items as ammo, they are added under the "Weapon" section as "with <item name> (ID) | weapon damage * (thanks DC) ammo damage (ammo damage)"

=== Screenshots ===
http://img268.imageshack.us/img268/5493/siimvweapondetails.jpg
http://img189.imageshack.us/img189/9456/siimvammodetails.jpg

Something nice in the aesthetics, on loading a mod, the mod folder (the one containing the sys folder) name is placed in the application title (so you know what you're working on). Also, if you look between the two screenshots, you can see both the Sections Tree display and Files Tree display.

Update: Done error checking on behaviour parsing, cleared a few small bugs.

Released SIIMV 10-01-09 12-55.

(if anyone has been keeping track, yes, I've been awake for 42 hours programming and debugging this)

After extensive rewrites (and still not complete) I'm beginning work on the "combinations" page of the application. I've found a memory leak with controls not disposing until the form has closed, but I'm working on it.

Released SIIMV 10-01-10 19-30.

This is the current build with the memory problem. Purely for testing.

I'm about to lose my internet access. Until I regain it, this project is postponed. Before, I go, I've rebuilt a new version that has some of the memory build up managed.

Now, there will only be memory build up when you load a new mod. This is being worked out, but as for now, you can freely use the combination page without memory buildup. Also, the page loading time has been dramatically reduced.

Released SIIMV 10-01-11 22-30.

Cleared the memory build up. It seems as though, in .Net a tooltip doesn't belong to a control, it just creates a strong link, causing the garbage collector (memory returner) to think the object was still being used. I corrected this and now the damned tooltips don't work. But I suppose that's better than a memory access violation. And as I'm expecting to be cut off from the net soon, I thought I'd throw out a copy that won't break on you.

Released SIIMV 10-01-12 12-30.

As soon as the ToolTip problem is fixed and if I still have net by then, I'll send you all another build.

Quick screenie of combinations page:
http://img51.imageshack.us/img51/8803/combinationstabpage.jpg

Please, someone post something. This post is far too long.

Update: Ok, so now tooltips display correct messages and memory usage is kept to a minimum (Given that builder wants the combinations page flashy and clicky, meaning I have to dynamically create in some cases over 2000+ user objects). So in this release, everything that is currently programmed works as expected.

Thank god for that...

Released SIIMV 10-01-12 22-25.
edited 15×, last 12.01.10 11:27:02 pm
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