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Author Topic: UQM Tools  (Read 17866 times)
chenjesuwizard
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Re: UQM Tools
« Reply #15 on: October 03, 2010, 10:56:09 pm »

If you can't, it's fine
it's good anyway.
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Re: UQM Tools
« Reply #16 on: October 04, 2010, 12:14:56 am »

Awesome.

Any chance on some animation tools too?  Animating for me has been rather trying. It's hard enough trying to find the X,Y coordinates. I also have to edit .ani file, then go into a game, wait for the loading screen, load a save game, and watch the animation. When you've loaded the game the 50th time, it gets a little monotonous.

Then there's ship animation.  After editing any of the 4 .ANI files (big,medium,small,captain), I have to load the game, go to melee, set it to human, select 2 ships, and then test it while asteroids are coming, and gravity is pulling the ship.  These are just screaming for tools. I'd love a tool that I can edit the file, and hit a reload button, and see how the changes look instantly. It would save me a lot of time.

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Re: UQM Tools
« Reply #17 on: October 04, 2010, 08:12:05 am »

Awesome.

Any chance on some animation tools too?  Animating for me has been rather trying. It's hard enough trying to find the X,Y coordinates. I also have to edit .ani file, then go into a game, wait for the loading screen, load a save game, and watch the animation. When you've loaded the game the 50th time, it gets a little monotonous.

Then there's ship animation.  After editing any of the 4 .ANI files (big,medium,small,captain), I have to load the game, go to melee, set it to human, select 2 ships, and then test it while asteroids are coming, and gravity is pulling the ship.  These are just screaming for tools. I'd love a tool that I can edit the file, and hit a reload button, and see how the changes look instantly. It would save me a lot of time.



Animations are partly done in UQM source and partly in ANI file, I think to make a standalone editor for it you'd have to revise how UQM loads and displays these things. That might require a bit more direction, to establish a well thought out animation file spec Wink.
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Re: UQM Tools
« Reply #18 on: October 04, 2010, 09:01:58 pm »

Interesting. Mind if I stick these on PNF at some stage as well, just to collect tools for people?
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Re: UQM Tools
« Reply #19 on: October 05, 2010, 07:14:00 pm »

Not at all; as long as you link to the page containing all tools, rather than copy the .jar files over to PNF, so that I can update the existing tools and introduce new ones properly.
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Re: UQM Tools
« Reply #20 on: October 05, 2010, 07:18:40 pm »

Absolutely. If at some point you get bored with it or have a finished version, let me know and I'll copy that over for posterity. Until then it's link city
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Re: UQM Tools
« Reply #21 on: October 07, 2010, 10:59:16 pm »

Currently working on a conversation editor thingy which generates C code (no release yet as it contains a lot of debug stuff.. Tongue):
Code:
//AUTOGENERATED BY UQMCONVERSATION TOOL

//FUNCTION DECLARATIONS:
static void
Test1 (RESPONSE_REF R);
static void
TestFunc (RESPONSE_REF R);

//FUNCTION DEFINITIONS:
static void
Test1 (RESPONSE_REF R)
{
//START BODY GENERATE
NPCPhrase (HELLO_SAMATRA);
Response (where_am_i, TestFunc);
Response (why_does_my_head_hurt, TestFunc);

//END BODY GENERATE
}
static void
TestFunc (RESPONSE_REF R)
{
//START BODY GENERATE
NPCPhrase (SENSE_EVIL);
DISABLE_PHRASE (where_am_i);
DISABLE_PHRASE (why_does_my_head_hurt);
//END BODY GENERATE
}

It's currently a pretty basic GUI tool that loads a Dialog TXT file (output of UQMDialogTool, or files distributed with UQM) and allows a user to create "functions" (which maps perfectly to a function in C) each of which has a few "statements" which map fairly well to a line of code; statements are one of "Response", "NPC Phrase", "Disable Phrase (response)", "Custom code (user-specified C code)" and "Function call". Saving and loading of this conversation object (which is a combination of Dialogue Entries parsed from Dialog TXT files, plus the entire logic bit) is handled neatly through XStream. All I have to do now to make it work properly-ish is to create some new classes that neatly map my existing functions and statements to something that UQM players should recognize ("ConversationTreeNode" and "Response-NPCPhrase", or something along those lines)....

I'll probably end up releasing a non-production-ready test version of it tomorrow. I've decided to keep development of this new tool seperate from UQMDialogTool (for now), but I will probably end up merging the tools once they've proven to be workable. Tongue

As far as converting existing C code to a format readable by my tool goes: I probably won't do it (too much effort involved)..
« Last Edit: October 07, 2010, 11:06:19 pm by Megagun » Logged
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Re: UQM Tools
« Reply #22 on: October 07, 2010, 11:02:50 pm »

It could certainly help those of us who don't know much C (like me).  I await the release with much eagerness.
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Re: UQM Tools
« Reply #23 on: October 08, 2010, 01:25:35 am »

The Vux preset needs some work. It isn't entirely horrible, but most names generated are inadequate. "GAW" and "MUM" do not suit the Vux at all. "CAR" and "MAN" are plain ridiculous.
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Re: UQM Tools
« Reply #24 on: October 08, 2010, 02:57:38 pm »

I don't know if that third tool you're talking about is really useful : if you do have to create functions and statements, you might as well do it in C directly.
What I'm thinking is that : for 90% of the dialogs, all you really need are the basic structures :
- which player phrase triggers which answer from the alien
- which alien answer opens which phrases options for the player
- when the alien should just answer the question and then give the same options, minus the one just answered (typical of Hayes' statements about races)
- which phrases trigger combat or good-bye

That would allow to code the basic structure of most dialogs ; then, for fancy stuff like trade, one can always fiddle with the code your tool produces.
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chenjesuwizard
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Re: UQM Tools
« Reply #25 on: October 08, 2010, 06:54:45 pm »

This is for people (like me) who cannot work out how to compile it.
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Re: UQM Tools
« Reply #26 on: October 08, 2010, 07:28:29 pm »

I don't know if that third tool you're talking about is really useful : if you do have to create functions and statements, you might as well do it in C directly.
What I'm thinking is that : for 90% of the dialogs, all you really need are the basic structures :
- which player phrase triggers which answer from the alien
- which alien answer opens which phrases options for the player
- when the alien should just answer the question and then give the same options, minus the one just answered (typical of Hayes' statements about races)
- which phrases trigger combat or good-bye

That would allow to code the basic structure of most dialogs ; then, for fancy stuff like trade, one can always fiddle with the code your tool produces.
What I meant with:
Quote
All I have to do now to make it work properly-ish is to create some new classes that neatly map my existing functions and statements to something that UQM players should recognize ("ConversationTreeNode" and "Response-NPCPhrase", or something along those lines)....
Is pretty much what you say here. My current version is very rough like that, but in a future version players can create "TreeNodes" (or whatever) which then have a few "PlayerPhrases", which can optionally specify that they shouldn't be able to be used again, etc. In the background, flagging a phrase to be "Do not show again" actually creates a new Function object which contains a DISABLE_PHRASE statement.

The reason why I'm using functions and statements at the moment is that it allows for future additions, and that I can simulate an entire conversation pretty nicely with this. Furthermore, my current system maps pretty much 1-to-1 with the current code, so if I want to at one point move code to my own representation of conversations, it should be somewhat possible.

The real value in a tool like this is mostly ease-of-use though. Dialogs (Strings only) can very easily be edited by hand (text editor to open the .txt files in comm/*) but it's annoying as hell and it's quite easy to make mistakes. The same goes for this conversation tool: if you're doing conversations by hand you have to have a .txt file open (for the phrase identifiers; unless you know what phrase "WHAT_HAPPEN" maps to) AND your IDE/code editor/whatever. Conversation editor tool simplifies this greatly; all in one window.

Furthermore, my tool spits out an XML file that can be transferred by a clueless no-C-knowing user to someone else that can turn the XML into code and integrate it within UQM.

At the very least, it appears to be a much nicer workflow than what p6014 seems to be doing: creating .docx documents containing color-coded text and having diagrams composed in Visio or the like and having a programmer code that into C.. Tongue
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Megagun
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Re: UQM Tools
« Reply #27 on: October 10, 2010, 05:02:28 pm »

Any chance on some animation tools too?  Animating for me has been rather trying. It's hard enough trying to find the X,Y coordinates. I also have to edit .ani file, then go into a game, wait for the loading screen, load a save game, and watch the animation. When you've loaded the game the 50th time, it gets a little monotonous.

Then there's ship animation.  After editing any of the 4 .ANI files (big,medium,small,captain), I have to load the game, go to melee, set it to human, select 2 ships, and then test it while asteroids are coming, and gravity is pulling the ship.  These are just screaming for tools. I'd love a tool that I can edit the file, and hit a reload button, and see how the changes look instantly. It would save me a lot of time.

UQMAnimationTool v0.1 released:

-Shows .ani file contents... .big/.med/.sml are also supported but not working nicely yet (hotspot issues; probably fixing those later)
-No editing (yet?). Just viewing.
-Read in-tool notes for more notes. Tongue

(Let me know if anything is wrong or you need more features, but read the notes first as I explain some wrongstuffs there).
http://mooses.nl/uqm/tools/


As far as the conversation editor goes: I'm doing some more work on that.
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Megagun
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Re: UQM Tools
« Reply #28 on: October 10, 2010, 08:27:12 pm »

UQMAnimationTool v0.2 released. Changes:
-Proper support for .big/.med/.sml (hotspots now work properly). This means you can finally debug your ship graphics and the like. And there was much rejoicing!
-Added "Load" button. No more exiting and restarting to load a new file, woo!
-Can now drag the rendering around. Click and drag anywhere in the rendering-panel where there's not a rendering image.
-A few bugfixes here and there.
http://mooses.nl/uqm/tools/

A few things I've found whilst using my tool:
http://mooses.nl/temp/aarghspathi.avi (Spathi have a mouth! Supposedly a few people in coredev knew this. Bastards never told any of us! This is significant scientific knowledge!!!)
http://mooses.nl/temp/androsynthwobble.avi (I've always thought I've noticed that odd wobble in the 'East' position of the Androsynth, but I guess this proves it!)
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chenjesuwizard
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Re: UQM Tools
« Reply #29 on: October 10, 2010, 09:22:05 pm »

Thanks, used all three.
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