jjz- jjz-

Sins Editor v1.0.2

Sins Editor v1.0.2

Easy editing of entity files!

http://sinseditor.blacklotushq.com/Releases/SinsEditor102.rar

 

Download link: http://sinseditor.blacklotushq.com/Releases/SinsEditor102.rar

 

Thank you for using Sins Editor. This program is intended to assist with the editing of entity files.

 

As of v1.0.2, Sins Editor provides the following features:

 

  • Opening of one or more entity.
  • Create a new empty entity.
  • Drag and drop one or more entity files directly into the SinsEditor.exe or Sins Editor GUI and they will be automatically converted (if in binary format) and opened.
  • Save a file as either text or binary.
  • Save a file with a new name as either text or binary.
  • Save all files as their default format.

 

Basic editing operations catering to the entity and constants file structure. These operations include:

  • Cut, Copy, Paste, Delete one or more lines in the editor.
  • Insert a new blank line.
  • Edit a line.
  • Undo/Redo an unlimited number of actions.

 

Advantages over basic text editors:

 

  • Automatic conversion between text/binary.
  • Automatic completion of entries and their associated values.
  • Line numbers.
  • Tree structure, providing a more intuitive way to edit an entity file. You can hide structures you do not need to edit, thus reducing search time.
  • Manage multiple files at once. The entire entity file content of Sins of a Solar Empire can be loaded in 6-10 seconds depending on the processor speed and memory speed of the computer. Although, I do not suggest trying to mess with nearly 900 files at once.
  • Extreme usability. Whether you use keyboard shortcuts, drag/drop, or menus, nearly any action can be achieved through the use of 2 out of the 3. You can also preview a line by putting the mouse cursor over it and holding down space.
  • Speed: Using the most up to date functions provided by the newest version of the .NET framework and sporting only datastructures that are instant access, editing files of any size and in any number is instant.
  • Safety: Accidently tabbing one too many times or forgetting to insert a space will not happen with Sins Editor.
  • Small footprint: Due to its specific target, many unneeded editing features can be cut out and thus a the editor has only a ~1.5 MB install footprint.
  • Extras programs: Tools not provided by standard text editors such as ConvertData GUI and ConvertXSI GUI by Zanyth0x42 can be automatically launched from Sins Editor. Also, my own definition file editor.

 

Future release v1.1.0 promises the following features:

 

  • The editor will automatically discover abilities and buffs and add them to an auto complete list for easier editing.
  • The editor will allow you to refresh the current file or all files from the hard disk.
  • The editor will allow you to find and replace entries, values, or both.
  • The editor will allow you to use basic file templates. You can use the provided ones as well as add your own.
  • *The editor will provide a major feature upgrade, which will be disclosed when release is closer.


 

291,553 views 102 replies
Reply #51 Top

jjz - I can't check since I'm on Windows 7 Beta and it won't install, but I've released a Mod Tool GUI that combines the ConvertData/ConvertXSI GUI's into one and is nicer than them, if you'd like to put that into the pack instead of the seperate ones

Reply #52 Top

Yeah, I know Zanth :). I will do so in v1.1.0.

 

Anyway, fellas, I took the time to compile a values.def file. For anyone who wants to help add values, please take a look at this file

http://sinseditor.blacklotushq.com/Pre%20Release%20Files/values.def

 

As you can see, headers that go in the "Entry" slot of my editor are preceded by ~ for the header (~EntityBoolModifier, for example) and their values do not have quotations.

For headers that go in the "Value" slot of my editor are nothing special, and their values use quotation marks.

Basically, just follow the exact format used by the .entity file. For values that have quotation marks, use quotation marks. For values that don't, don't.

I will add this feature tonight when I am done with work, because it is so easy for me to add :P. Although I will not release it until v1.1.0.

 

Oh, and I would love feedback on the currently released v1.0.1. Do not hesitate with feedback, good or bad.

 

-Ian

Reply #53 Top

Also, for those of you who are interested in helping, here is a list of templates KitKun created for Sins Editor. 

If anyone feels like adding to that list (In the exact same format used by KitKun, where "TemplateEntrenchment" is added to the file name if it is a template for an entrenchment version of the file, and "TemplateVanilla" is added to the file name if it is a template for a vanilla version of the file.

http://sinseditor.blacklotushq.com/Pre%20Release%20Files/Main%20Entity%20Templates.zip

Reply #54 Top

I have updated the values.def to reflect what I added from ProgressBar's files.

Also, I will have a special v1.0.2 Developer Edition version out before the v1.1.0. The only changes this version will make is adding in the basic template file parser and adding a built in values.def editor that will make managing the system I have set up much easier. You will be able to very easily add or remove definitions as you see fit. Please also use this version to submit full values.def files to me so that I can integrate more complete ones into the program.

Expect this "Developer Edition" to be up within the week.

values.def: http://sinseditor.blacklotushq.com/Pre%20Release%20Files/values.def

Thanks,

 

-Ian

Reply #55 Top

http://img185.imageshack.us/img185/5660/sinseditordefeditorii9.jpg

 

The first part of the editor is complete.

 

Just to inform you folks, because the values.def editor is more of a developer tool than a regular uesr tool, it won't have all the nifty drag / drop, right click menu, file menu stuff. It works by double clicking on an entry or value and directly editing it.

To insert/add a sibling you press "INS". To delete, you press "DEL".

To add a child you press shift+INS.

To have the changes persist, you press OK. This will save them to the harddrive as well as refresh sins editor with the new values.

Reply #56 Top

Excellent from what little I've seen. Haven't had a chance to mess with values.def yet, but are/can the keys be rebindable?

I'll get back to working on templates after work.

 

:fox:

Reply #57 Top

Sorry, the keys won't be rebindable. I don't want to spend time adding usability features to the editor when I never intended to actually make one in the first place. The only reason I am making one is so people can add/remove definitions easily. I rapid-developed the editor, something I wanted to complete in one day. It is already finished. Today, I am going to now integrate the values into the input dialog for editing entries and values.

Right now, I am working on something at the moment that might really help with finding all possible values of everything in entity files. I will see if my algorithm works correctly shortly.

Reply #58 Top

So, I am interested in seeing some feedback.

Has anyone used the editor, and if so, how is it working for you? Any outstanding usability issues? Bugs? Speed issues?

Reply #59 Top

Teaser shots of the value lister working with values.def from my other thread:

Sins Editor Comp 2

 

Sins Editor Comp_1

Reply #60 Top

I have caught a bug in the current v1.0.1 release.

If you open a file and edit a line, but do nothing else, it won't prompt you to save it if you close it.

I forgot to clone an object :(.

It is fixed in the v1.0.2 dev release.

-Ian

Reply #61 Top

i made it i made it i broke the editor

i guess i just had to don,t open the player.entity wit ...

Reply #62 Top

What... I have no idea what you just said.

Reply #63 Top

If you were trying to say you broke the editor using playertech.entity or something similar... how? I just tried editing playertech.entity, which is one of the largest entity files. It is working absolutely fine for me under v1.0.1

Reply #64 Top

hat what i was saying i opened playerphase.entity and it crash

 

it work fine wit tech and psi

but crash wit phase and pirate

Reply #65 Top

I just tried opening playerphase.entity and playerpirate.entity. The editor was able to open them just fine.

Did you modify something in there? Like mess with a tab spacing or delete the "TXT" line or something...?

Try with the files from Forge Tools 1.1 gamereference folder. I have a feeling you modified the file in some weird way so that the editor is not able to parse it correctly.

 

 

Reply #66 Top

jjz,

i'm going to give this a go with the trek mod i'm working on, i'm sure to have some feedback for you soon.

Reply #67 Top

Thanks. You might want to wait until tomorrow, since I will release v1.0.2.

Reply #68 Top

woot its out

Reply #69 Top

well i clearly messed around wit the phase for my mod

but i tryed what you said to open a clean version of it  but it does the same thing

Reply #70 Top

What error do you get?

Is this clean version you used in binary format or text format?

If you are using entrenchment, did you point to the convertdata.exe inside your sins install folder, not the forge tools one?

Trying to open a binary file that is for entrenchment with a convertdata.exe that is not for entrenchment can cause an error.

Can you go to help->About for sins editor and tell me the version number?

Also, can you send me the clean file you have? I will see if it produces an error for me.

 

*NOTE: I tested both the binary and text version of the playerpirate.entity file and I am having no problems opening it. If someone else besides G gets this error, please inform me.

Reply #71 Top

Forgive my ignorance, but you have two items you are building jjz? The sins editor and the value lister?  Or am i confusing part of the editor with the editor?

Sorry to sound stupid, the tool sounds wonderful, but i didn't know which to get, i mod fairly regularly, but have done everything manually up til now. Your tool would be a great help and much much quicker.   :)

Thank you,

-Teal

 

Reply #72 Top

Opened some 1050 or so at once (A full set of Entrenchment files, some converted and some not), no crashes.  Just got a little thing that says one of the files already existed, but I'm pretty sure I had that one open already.

I'll try the unconverted Entrenchment files, the ForgeTools files, and some mods I have.

Also, upon convertdata popping up, if it can't convert the file, I get the generic error saying that convertdata has stopped working, and the editor displays a blank box where the lines normally are. Clicking in there gives me an unhandled exception, although that doesn't cause it to crash and close.

 

Sorry it's taking so long on those templates.

 

:fox:

Reply #73 Top

Teal, the value editor is built into v1.0.2 dev. edition. It is not a separate program. Basically, it is designed to allow a power user of Sins Editor to add or remove values and entries that are used by the Sins Editor autocomplete system that is present in v1.0.2 and will be present from that version onward. It also lets you associate files to open with a certain value. For example, something in an entity file that references a research subject, you can associate with that research subject file.

Of course, using DefGen.exe (which will be included as a tool in v1.0.2), you can generate a complete list of entries/values for whatever mod you want (the files have to be in text format). The generator will automatically associate a value with a filename, if such a file exists. 

I will include an entrenchment values.def which should contain 99% of what anyone would need.

The DefGen.exe program was just for my own easy generation of values.def files used by Sins Editor. I released it because I thought people would find it useful even if they do not use Sins Editor.

Kitkun, yeah, I tested it on an entire folder as well. It opens files just fine, although with that many files, it can take 10 seconds or so to open everything. This is a limitation with the .net tabcontrol. I can make it a lot faster by limiting the number of tabs visible at a time and dynamically adding and removing tabs as the user scrolls through tabs; however, I am hesitant to even bother, since I cannot see a time when someone will be editing more than 10-20 files at once.

Reply #74 Top

unhandled exception has occured in your application

then a couple of useless line later it say

index was out of range. must be non negative and less than he size of he collection

parameter name :index

 

nop the files are not in binary i was to lazy to convert anything beor you'r editor came

and no i don't have entrenchement

my vers of the editor is 1.0.1

 

ill extract an other clean one straight from my forge tool 1.1 zipped version to be sure

 

EDIT: i still get the same issue even on a fresh one straigt from my forge tool

Reply #75 Top

Well, no one else has had any issues opening files. Kitkun opened over 1000 (as have I), with no issue.

I know what that error is, and where it is happening; however, it should not occur with any entity file.

It is a result of the custom control I use having issues with files that have more than 500 lines.

I might switch controls, if more people get this error; however, one person getting this error is not going to make me spend the hours it would take to find a new custom control with the functionality I want, and then integrate that control into my program.

Try doing a repair install from Add/Remove Programs in Control Panel.

If that does not work, send me the "jjz Productions" folder under Program Files in a .zip or .rar file. I will test it.

If it works on my system, then you are SOL.