I already checked out a number of the parts involved in dev. work. I looked at the onboard editor for OC, and Clonkonaught gave some feedback on that as well.
c4group.exe too me a couple of seconds to realize was all command line based... but, no matter... I still figured it out, and I understand command line applications enough to work with it. (Wouldn't hurt to have a GUI version of the c4group program though...)
>c4group.exe too me a couple of seconds to realize was all command line based... but, no matter... I still figured it out, and I understand command line applications enough to work with it. (Wouldn't hurt to have a GUI version of the c4group program though...)
It's also possible to avoid c4group by downloading the unpacked groups from the repository either with git (advanced) or by clicking the green "Clone or download" button to get a zip file. The game files are in the "planet" folder.
I agree that a GUI for c4group might be nice. Fulgen work(ed?) on one for LegacyClonk which might also work for OpenClonk with a couple of modifications.
Does the game engine really need the files packaged for it to read them? I am a bit fuzzy on what c4group packaging even does apart from slapping a neat icon on. Is it compressing the files?
I actually just found the LagacyClonk project recently, and love that someone is refining (and extending) CR! That would be cool, if Fulgen would be up to the task!
> Does the game engine really need the files packaged for it to read them?
Yes and no.
Codewise, C4Group handles both C4Group files and unpacked folders (which are treated as unpacked C4Groups), using the same interface. This wouldn't even be a real problem if it wasn't coded that inefficiently...
> Fulgen work(ed?) on one for LegacyClonk which might also work for OpenClonk with a couple of modifications.
While coding LCEdit, I actually wanted it to be compatible with both LegacyClonk and OpenClonk, so it shouldn't need any modifications. cc4group however uses LC's C4Group format, which just means it sets some metadata OC doesn't care about anymore.
I haven't abandoned it, btw, I've just shifted my development time onto LC as there was clearly more interest there. The cc4group plugin for example doesn't have any context menu, which is just ugly, and its save routine is rather hacky as well - it worked for me, but clean UI design is something else.
So yeah, if someone's interested, I'll definitely continue working on it.
(Also, it's less a GUI for C4Group than a replacement for Editor.exe, which is just a nightmare both source code and handling wise.)
>cc4group however uses LC's C4Group format, which just means it sets some metadata OC doesn't care about anymore.
It will probably also not sort the entries correctly, but these things should be easy to adjust. Are there any plans for integrating a faster c4group implementation into LC? The weird interface in the engine is a bit of a hurdle, I guess.
>c4group.exe too me a couple of seconds to realize was all command line based... but, no matter... I still figured it out, and I understand command line applications enough to work with it. (Wouldn't hurt to have a GUI version of the c4group program though...)
Are there any elaborated commands you run with the c4group? I would like to implement more usefull commands in the vs code extension for OpenClonk.
>Are there any elaborated commands you run with the c4group? I would like to implement more usefull commands in the vs code extension for OpenClonk.
I'm not sure, I understand the question, but if you open a terminal (command prompt) and navigate to your OpenClonk folder using cd "path to folder", then typing c4group should give you a list of the c4group commands...
I was interested if there are any other very important usages of the c4group I could be missing.
If I am right, then the unpack command could be a useful edition, because it only unpacks one layer at a time. I might use your extensions for VSC, if you post a download link somewhere.
>it probably ran into some error if it didn't do that
I was wondering that myself, but as it was reoccurring at the time, I wondered if pack even worked on exploded packages.
>it's not actually creating full sub-groups, so the “unpack” option is more of a “explode, then repack” operation
Yes, I realize that unpack in more of an explode function, but it was more incremental unpacking than the explode function, and I was able to repack after using it. In contrast, with explode, I was having those issues (that I mentioned) with repacking.
Try it with "OpenClonk" or "OpenClonk Extension".
This is what I have so far:
{
"oclang.pathToC4gExecutable": "C:\Program Files\OpenClonk\c4group.exe",
"oclang.pathToGameExecutable": "C:\Program Files\OpenClonk\openclonk.exe"
}
To Make it work for now you can open the settings in vscode with ctrl+, or under file->preferences->settings. Search for the Extension there and it should Display the entries. I will furthur investigate your issue alter, it might actually be that oc-lang has to be oc-ext.
{
"oclang.pathToC4gExecutable": "C:\\Program Files\\OpenClonk\\c4group.exe",
"oclang.pathToGameExecutable": "C:\\Program Files\\OpenClonk\\openclonk.exe"
}
If you go to Help->Show Developer Tools, what does it say in the console? You might have to rerun the command to log something there.
Screenshot attached -->
In the meantine try to escape your paths with \" like so
oclang.path...: "\"C:\\path\\with spaces\\c4group.exe\""
>How polished are windmill and nanowindmill
Development for either of those is inactive. Windmill was lacking Desktop usabiliy and never left beta phase.
I dropped nanoMill since I would spend most of the time rewriting stuff that already exists, so extending Atom or VSCode is a more time efficient choice.
Recently I started a small extension for VSCode. It currently adds syntax highlighting for OpenClonk flavoured .c files and (un-)pack commands.
I'll have to check it out more...
If I start working on something, I think, that it will be building the basic parts for the castle (towers left and right (like the elevator...), but with only one gate unlike CR where the towers has gates on both ends) and middle castle piece (with option for hatch). And a few maps to go with that.
Anyways, look forward to getting involved, if I can sort out meshes!
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