Creatures Editor |
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Creatures Editor |
Dec 3 2009, 04:27 PM
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#21
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Contributor Posts: 118 Joined: 7-February 06 |
Can the mod take the advantage of new possible animation slots? (Infinity Animations -> http://www.shsforums.net/index.php?showforum=594),
mm75 |
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Mar 26 2010, 01:27 AM
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#22
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Contributor Posts: 26 Joined: 29-January 09 From: Bretagne, FRANCE |
Hi "we" french modders of "Légendes" (a french modding community) are really interested in your software aigleborgne . Is it always on developement ? We got a new member "Cocrane" (he is an IT engineer) who want build a kind of editor like you if you would dare share your experience with him it would be great ! Just speak few words with him about what its possible to do would be nice, cause we most of the modder are not IT engineers
Good luck for your hard work and congratulations for the birth of your son ! |
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Mar 30 2010, 09:18 PM
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#23
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Mod Developer Posts: 210 Joined: 3-December 05 |
Hi,
I am still developping this editor but I took some vaccation. Concerning advancement, I haven't done much since last message. But I have corrected a pack of bugs and lacking features. As for your friend, he can contact me. Because I am french too, it will be easy to speak! I have attached source code of current version so he can have a look. Regards Hi "we" french modders of "Légendes" (a french modding community) are really interested in your software aigleborgne . Is it always on developement ? We got a new member "Cocrane" (he is an IT engineer) who want build a kind of editor like you if you would dare share your experience with him it would be great ! Just speak few words with him about what its possible to do would be nice, cause we most of the modder are not IT engineers Good luck for your hard work and congratulations for the birth of your son !
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Apr 19 2010, 08:45 PM
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#24
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Mod Developer Posts: 210 Joined: 3-December 05 |
New migration : Visual Studio 2010, Framework 4.0, and SQL Server 2008 Express.
This will be the final environnement for this application. Why did I move to framework 4.0 ? First, you have to understand that this application is a self-formation as I want to become an expert in .NET. I am very interesting in the new Entity Framework 4.0 and I can already say that it makes devleopement a lot faster and lighter. Globally, it divides my actual code size by 3. And there are a lot more advantages with this new framework. Of course, I need to migrate everything and it takes some time. Database is ready on SQL Server (some changes were needed) It will take about 1 month to finish migration. This is quite long but I need to learn framework during the process. In this end, I guess I will release this editor during winter, probably in December. This is quite far, but I'm alone and I can work on it one hour per day at best. This post has been edited by aigleborgne: Apr 19 2010, 08:46 PM |
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May 11 2010, 09:12 PM
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#25
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Mod Developer Posts: 210 Joined: 3-December 05 |
Nearly one month after my last message, I'm already late on schedule.
Well, I have done about 70% of migration. Not that it takes a lot of time, but quite some time that I can't spend on this. But, I have done some great things : I have improved ingame data import and it is now very efficient, a lot better than my previous version. I have added some features that didn't exist at all in others screens. Soon, I'll have to handle those last 30%. Things are slowly moving. I'm not in a hurry. Life is complicated and I can't devote more time on this project. But I will finish it on time and next year, I will release Enhanced Creatures. Late or too late for many players, one will play it at least : me. Originaly, this was the plan : "Take a few weeks to produce a mod that will correct many errors or missing features" I didn't have a good tool to handle this properly, soon I will. Regards, Arnaud This post has been edited by aigleborgne: May 11 2010, 09:13 PM |
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May 17 2010, 12:02 PM
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#26
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Multiclass F/C/M Forum Member Posts: 256 Joined: 17-October 04 From: Sweden |
I know that Enhanced Creatures will be a blast once it is out!
Keep it up, aigleborgne! |
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Sep 16 2010, 02:14 PM
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#27
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Mod Developer Posts: 210 Joined: 3-December 05 |
Hey,
I haven't posted here for quite some time. I have just finished my spellbook system. So, for a working first version, I have to do : - inventory - proficency - export (big part because it also includes a tp2 program that will use exported files) For a second version: - effects : it will be possible to add several effects to a creature from a set list - group of effects that might be packed in items. Something usefull for monsters. Actually, some of these items exist (ring95 for undead...), but sometimes, they missed some effects. - advanced update for others creatures. I will post a screen for this feature later on, but globally, it will update others creatures from current one. Updated data will be defined on a special tab. For example, you are editing an ogre-mage and you want to update other ogre-mage creatures, but not their spell-book because you want them to have slightly different ones. Then you just check every options but spellbook and click update. My current version of this feature update everything, which is not always convenient. Regarding to migration, it is almost done. Just script editing to complete, so just a couple of hours. All in all, I expect a release in december. I want to go on my mod as soon as possible but I need a working editor first :-) See ya! |
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Sep 25 2010, 06:59 PM
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#28
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Mod Developer Posts: 210 Joined: 3-December 05 |
I have worked a lot last week, so many good news!
First, I forgot in my spellbook to handle max memorized and known spells depending on class-kit. This is now done! I added a button Check Spellbook that check every errors and report them. This way, if you memorized 2 spells over 3, you miss one spell and it will be reported in check (as well as beeing printed in a small tab) Inventory is finished too. On top of that, I corrected a lot of bugs and I did a big part on export system. This means that developpements should be finished in 1 month, maybe a bit more. You can see screens in attachments. Inventory screen needs a final touch, I know. Effect system is partially done. I have also done a button that apply class-kit on creature, giving abilities, effects, and characteristics. For example, a kensai will have 8 base AC, kai abilities, and effects for bonus thac0 / damage / weapon speed. When it's possible, I create effect instead of changing characteristics. To conclude, it is closed to be fully working but keep in mind that it will be a not a well-finished application. I won't have time nor motivation for that. Just for installation, it will requires Sql Server 2008 Express and enough knowledge to install database. It's really not complicated but a lot more than most applications found on internet. It is the price to pay to have a database with game data and personal data, in order to build a set of creatures.
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Oct 15 2010, 07:49 PM
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#29
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Mod Developer Posts: 210 Joined: 3-December 05 |
Hey,
Right now, it is 95% done. And no, I'm not joking - Export is done, as well as TP2 installer - Creature editing is definitly done So only a few things left that will be done in 1 or 2 weeks! Now, a big part is testing, testing, testing. Not included in my schedule because I'll test it while working on my mod in a few weeks. |
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Oct 26 2010, 02:25 PM
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#30
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Contributor Posts: 118 Joined: 7-February 06 |
Nice one ... keep it up!
Just a quick one, when u speal about "your mod", does that mean Enhanced Creatures? I look forward to see its light mm75 |
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Oct 29 2010, 07:01 PM
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#31
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Mod Developer Posts: 210 Joined: 3-December 05 |
Yes I do, I will start working on Enhanced Creatures in a few weeks.
But by now, I'm on vacation for a while (need resting Nice one ... keep it up! Just a quick one, when u speal about "your mod", does that mean Enhanced Creatures? I look forward to see its light mm75 |
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