I encountered some people who disliked not having the old editor to develop. Although I myself use only the windows explorer and a .bat script, I understand the want for such a tool.
It's scripted in AutoIt, so yeah, Windows only. I'd like to see if it runs smoothly on XP, Vista and Win7 32bit.
Click here for latest version
For developers, eclipse is a lot more powerful. And for pure players something like the Clonk3 scenario attribute editor would probably be sufficient, too. Especially if it was integrated directly into the engine!
> For developers, eclipse is a lot more powerful
Yes, I proposed that to everyone but it was too complicated. I will have a look at eclipse and see if some kind of merging is possible.
> And for pure players something like the Clonk3 scenario attribute editor would probably be sufficient, too.
That's planned ;)
What I'm talking about would be a Scenario just is the setup, but you can activate compatible objects and they'll be integrated into the scenario (by giving plans to the players, or making them researchable). Every object(pack) could have "Tags" for beeing compatible with scenarios. :I
>are there any plans for a MODULAR scenario system?
Plans beyond "Hey, that would be cool and I know how it should work if anyone would build it"? Nope :)
Take the old knights pack for example. You want to enable the castle-sawmill you downloaded from CCAN in $Scenario, but you can't without changing it. That's what I'm talking about.
It's not as cool as having it automatically (e.g.: You activate the berry bush definition, and all bushes now have berries). But that's not because the engine functionality weren't there. It's because very few objects take care of integrating themselves into existing scenarios. I don't see why that would change for OC.
This feature is used in scenarios like IDQuest.
>I encountered some people who disliked not having the old editor to develop.
the new objectcreator (DefCore/ActMap Editor) should be like CRTools.
This helps a lot creating new stuff.
The only thing worth the effort is a vertex tool I guess. That may be difficult with meshes, I don't know yet.
ActMap editor is more of a hassle since this moved to the script and again things like live preview of animations could be very difficult. Well, this is future stuff, I will at first see to get the file handling to work properly.
Stresstest for anyone who wants to use it. Feedback if starting the program worked fine is appreciated.
>Feedback if starting the program worked fine is appreciated.
Worked just fine for me.
I'm looking forward to a fully working version :)
You can use it for your editor if you want. :)
I hereby license the file Editor.ico under the CC-BY license
The main problem are third party scripts. These are taken from the autoit forums and there is no common agreement on what license they use. The only agreement is that "you are allowed to take the code" that was given away freely on the forum. Stripping third party stuff from the editor would render it unusable.
Now beta! I would say you can start working with his if you want to. I received no feedbacks on any bugs, so either it's bug free (which I doubt!) or not thoroughly tested (more likely). So beware, backup your work.
Still the same: You need writing rights in your OpenClonk directory.
Put the files anywhere you want. Be sure to have writing rights in the directory of the Editor. First setup is done on startup, specify your OC directory and the executable.
- Creation on / Dragging to top level is now possible.
- Resorting after movement/creation/renaming operation.
- Fixed a bug that deletion of non-empty directories was not possible.
- Fixed copying files (were moved instead).
- Rearranged button area, smaller buttons, less space consuming.
- Included %AppData%\OpenClonk\ in an extra tree view item (always on top). Editing files in there is totally possible!
- Quick Edit for any text files.
- Scenario editor.
File explorer handling is finished now. Big two new features: Quick Edit and Scenario Editor.
Quick Edit means that you can edit text files inside the editor without the need of a third program. Quick Edit is very basic, so no syntax highlighting or similar eyecandy features.
The Scenario Editor is a simple GUI for basic design of a scenario. It's due to big changes because of everything I mentioned here: http://forum.openclonk.org/topic_show.pl?tid=2455. I won't recommend using it on existing scenarios though because it overrides any values it does not know. I will probably see to change that in the future.
CTRL+N - New file
CTRL+X - Cut
CTRL+C - Copy
CTRL+V - Paste
Delete - Delete file
F2 - Rename
F5 - Refresh file tree
CTRL+Space - Run
CTRL+Z - Quick Edit undo
CTRL+Y - Quick Edit redo
CTRL+S - Quick Edit save
- Objects.ocd isn't protected. If you edit it, it's edited. You won't be able to join network games with edited Objects.ocd!
- It's not possible to drag'n'drop objects into the view window of the engine with OC v2.2.0. Isilkor fixed this in eb568b1771ac, so it works with the latest dev snapshot.
- The Quick Edit button does not show the icon. It's hard to spot because of this. It's here:
Limitations in comparison to CR's editor:
- Externally edited files are not refreshed in the file preview until reselected. It's not planned to change this in the future because I think the cost-benefit ratio is poor.
- You cannot select custom object packs to be loaded. Although the editor is capable of doing so, the feature is disabled because of no engine support. You need to specify [Definitions]. No intention to reenable the feature for lack of engine support.
- The editor cannot open packed files. You need to unpack everything in order to see / edit the files. It's not planned to change this in the future.
- Protect original files (Objects.ocd, ...)
- Work in AppData if OC dir is readonly
- Maybe more fancy editors (landscape, material)
- Include the mesh viewer
Editor.zip - The compiled program
Source.zip - All source files needed to compile the editor, starting point: main.au3
Powered by mwForum 2.29.7 © 1999-2015 Markus Wichitill