Page 1 of 14

Scenario Editor

Posted: Fri Aug 05, 2011 11:37 pm
by Kalliser
Hello,

Here is version 1.6 of a software designed to accelerate works on scenario.

Notice 1 : .net framework 4.0 is required, get it here

Notice 2 : the software will works better with the SDK present in your Game/Work folder

Download link v1.6

and a small sreenshot :
Image

Here is the new scenario.ini editor :
Image

Code: Select all

Introduction

This tool has been done with the aim to make the life of scenario creator easier.
My main goal was to have an easy interface in order to to avoid lot of file manipulation.

Currently the software made his job correctly, more features will be added in futures releases :
Briefing, Debriefing editor
Merging location.csv file with scenario.csv file
Quick launch of the game with your working scenario pre-selected ingame
Management of battlescript
Peer unit highlight on the map
Duplication of existing scenario
New mod/scenario wizard

Features

Load any scenario that is present in mods folder and display the troop placement on an image map
Change position of any element present on the map by drag&drop (initiated with left clicking)
Change orientation of any element present on the map by drag&drop (initiated with right clicking)
Property editor on  of an selected element present on the map
Easy debug mode activator/desactivator
Powerfull zoom from 1x to 4x for troop placement (right click on the map to zoom)
Nice Oob treeview that allow you to find quickly any element on the map
Complete scenario.ini editor
Complete screen.txt editor
Merging data from startlocation.csv file (see SDK for more details)
Oob importer

About debug mode

Any scenario will be unplayable while this mode is activated, it must be only set for scenario conception , see the sdk for more informations
Actvate this mode is not necessary to manipulate scenrio with this software
Activation of this mode will write instantly the sowgb.ini file present in work folder with theses settings : DbgLvl=1, NoAI=1, AlphaOmega=1, other settings remain untouched

Changelog :
v1.6 :
Corrected : a crash who can occur if registry cannot be read
Corrected : a bug who prevent crash if scenario type was empty in scenario.ini
Corrected : a crash when getting an unit formation if the formation was in lower case
Corrected : a crash who occur when you zoom and an element was highlighted on the map

Added : support of multi-selection (CTRL click on element on map, CTRL click on element on OOB tree, Right click on a node on tree to display a sub unit selection context menu)

v1.5 :
Added : Oob importer in scenario, available under the Misc tab
Corrected : Oob parser was unable to load commander whith regiment specific data who where empty (like morale and fatigue)
Corrected : Merge button is no longer available until you have selected a scenario

v1.4 :
Added : you can now merge data from startlocation.csv file (merge button is located under the misc tab)
Corrected : the map list in scenario.ini is now back (it was removed in v1.2)

v1.3 :
Added : screen.txt editor allow you to modify, add and delete messages
Added : support for Pipe Creek maps

v1.2 :
Corrected : scenario.ini, some elements where missing (CarryOverDead, CommandHeight, CommandRadius, CarryOverCasPct, CarryOverFrom, MenPerSprite ratio inf-cav-art) and weather was not of the good type
Corrected : map name was not handled correctly in scenario.ini editor
Corrected : when the selected element has changed (like facing changed or placement changed), the property grid was not updated
Added : a quick launch game button

v1.1 :
Improved : the global stability of software, even when changing scenario
Improved : the rapidity of scenario loading
Improved : Ini file management in order to avoid file modification without click on the save button (Except for debug mode, data are saved instantly)
Corrected : when you selected a node in the oob tree the element was highlighted but not selected
Corrected : a minor bug who prevent the loading to be full when loading was finished
Added : verification is done before scenario selection and program closing to prevent loosing changes
Added : scenario.ini modification

v1.0 :
Initial release

Re: Mod Editor

Posted: Sat Aug 06, 2011 12:37 am
by born2see
kalliser wrote:
Edit :
New download link as I forgot to include a require dll
Pesky dll's. Works now. Looks pretty. Kind of unstable (CTD) and needs some documentation. I can't figure out how to save my changes.

I leave it to you to do some more work.

B

Re: Mod Editor

Posted: Sat Aug 06, 2011 12:39 am
by Kalliser
Have you downloaded the version including the dotnetbar.dll ?
(check if the dll is present in the directoy)

If no redownload it, the link has been updated.

I have noticed that I forgot to activate the save button when a scenario is modified, I reupload a new file immediately.

Sorry.

Re: Mod Editor

Posted: Sat Aug 06, 2011 1:20 am
by born2see
Kalliser wrote:

I have noticed that I forgot to activate the save button when a scenario is modified, I reupload a new file immediately
You're killing me. :angry: OK, I downloaded the new one, edited a scenario, moved a regiment, and launched it. Trashed the scenario.

I assume you have the game. You need to do some extensive testing. People here are used to quality, finished products. They won't beta test for you unless you've done your homework.

Good luck.

B

Re: Mod Editor

Posted: Sat Aug 06, 2011 1:32 am
by born2see
I wrote earlier:
WARNING WARNING WARNING This editor will trash your game installation. Don't mind taking one for the team but don't want to see anyone else have the same problems.
I take back my dire warning. (see below)

B

Re: Mod Editor

Posted: Sat Aug 06, 2011 1:55 am
by Michael Slaunwhite
WARNING WARNING WARNING This editor will trash your game installation. Don't mind taking one for the team but don't want to see anyone else have the same problems.

B

Hi born2see.

Should I? or shouldn't I? So what you are saying then is that this editor actually messes with the stock files? Man that isn't cool. It would be different if it made a mod folder, and make that the work directory.

I would think this gentleman should make it so it doesn't mess with the stock files first.

Thanks born2see...

Re: Mod Editor

Posted: Sat Aug 06, 2011 2:01 am
by born2see
Michael Slaunwhite wrote:
Should I? or shouldn't I? So what you are saying then is that this editor actually messes with the stock files? Man that isn't cool. It would be different if it made a mod folder, and make that the work directory.
Trashed all scenarios, stock and mod. They all opened to Meade with the Debug window running. I had to do a complete delete and reinstall.

If you want try it on a clean install,you're on your own.

B :angry:

Re: Mod Editor

Posted: Sat Aug 06, 2011 2:21 am
by Michael Slaunwhite
Michael Slaunwhite wrote:
Should I? or shouldn't I? So what you are saying then is that this editor actually messes with the stock files? Man that isn't cool. It would be different if it made a mod folder, and make that the work directory.
Trashed all scenarios, stock and mod. They all opened to Meade with the Debug window running. I had to do a complete delete and reinstall.

If you want try it on a clean install,you're on your own.

B :angry:


Thanks.... This is the first time I have ever seen you all steamed. I'll take your word for it, I trust your opinion.

Thanks again born2see, and I am sorry you had to reinstall.

Re: Mod Editor

Posted: Sat Aug 06, 2011 2:28 am
by born2see
Michael Slaunwhite wrote:
Thanks again born2see, and I am sorry you had to reinstall.
Thanks Mike. It's too bad because it looked like a nice tool. I wonder if this guy will have the guts to come back on this board and apologize. I doubt it.

B

Re: Mod Editor

Posted: Sat Aug 06, 2011 2:48 am
by 35th Georgia
This was a great idea for all of the 30 seconds it lasted. I hate for someone else to take the hit,but I'm glad I didn't jump in without looking a little further down.