Where's the link??? I'll add it along with the appropriate version of visual studio if someone sends me the goods.
The github repo from UndeadStar / BoomerangAide (this is being updated regulary):
https://github.com/BoomerangAide/GPTP-For-VS2008/tree/Update-4/GPTPWorks for VS2008
(BTW, if people want to work with this, is a good idea to fork the repo and create their own modifications as I do in my fork
https://github.com/KYSXD/GPTP-For-VS2008/tree/0.1 )
A little wiki for an old version of GPTP (from pastelmind, for VS2010) wich mostly works with the VS2008 version:
https://github.com/SCMapsAndMods/general-plugin-template-project/wikiSome tutorials for plugins I wrote before:
https://github.com/KYSXD/GPTP-For-VS2008/wiki(if anyone wants any specific tutorial about an already created plugin I could try write one)
Thanks! I've added the github link to the OP.
Some of the other important modding programs can be found
here.TBLPad, RetroGRP/GRP Converter, IceCC, LoEdit, TileEdit, SCAIEdit, BinEdit, MPQDraft, WinMPQ.
None.
THEY'RE ALL OLD USE PYMS INSTEAD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
But Python sucks. A lot. In every way.
None.
NOT NEARLY AS BAD AS PROGRAMS CRASHING ON YOU AND/OR CORRUPTING LITERALLY EVERY SINGLE THING YOU DID FOR THE LAST 6 HOURS!!!!!!!!!!!!!!!!!!!!!!!!!!!
PyMS and ProTRG developer
But Python sucks. A lot. In every way.
Why do you think the language the program was written in matters at all? Your comment is baseless, and frankly, just untrue. It just sounds like you don't know what you are talking about. If you had said you don't like PyMS because it doesn't work properly, then I could understand your aversion to it. But then I would have asked for feedback and bug reports to improve the programs and fix those issues, which other tools have that option?
Python programs run more slowly than compiled programs, due to Python being an interpreted language. In addition, you need to install the Python interpreter, which may be unwanted for a number of reasons.
I am sure you did a fine job on PyMS (though I'm not sure why you selected Python to create it...), and my reply was
half in jest. I personally prefer to use a different set of tools, and there is no reason to refuse to provide links to alternate, working programs.
In regards to Pr0nogo's post, being old really doesn't mean anything when the game we are modding (particularly as, to my knowledge, the new patches would break FireGraft, among other tools) is itself over a decade old. It's one thing to advocate for a particular tool set, but it's an entirely different thing to refuse to list the other modding programs because you personally do not want to use them.
None.
They either don't work nearly as well, or they actually corrupt what you work on. PyMS is more complete, more accessible, actively maintained, and will be the focus of tutorials in the future, meaning there is next to no reason to host older, deprecated, dysfunctional tools.
Python programs run more slowly than compiled programs, due to Python being an interpreted language. In addition, you need to install the Python interpreter, which may be unwanted for a number of reasons.
For just simple data editing, like editing data files for modding, this doesn't really matter. It's not doing any complex processing or calculations that require any sort of speed, not that this would matter in most cases anyway with modern hardware. Plus, most the tools you mentioned are written in Visual Basic, which is also interpreted and also requires runtimes (many of which are increasingly more difficult to come by and use as VB becomes more and more obsolete).
Post has been edited 1 time(s), last time on Jul 16 2017, 7:12 am by FaRTy1billion.
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
PyMS and ProTRG developer
Python programs run more slowly than compiled programs, due to Python being an interpreted language. In addition, you need to install the Python interpreter, which may be unwanted for a number of reasons.
For just simple data editing, like editing data files for modding, this doesn't really matter. It's not doing any complex processing or calculations that require any sort of speed, not that this would matter in most cases anyway with modern hardware. Plus, most the tools you mentioned are written in Visual Basic, which is also interpreted and also requires runtimes (many of which are increasingly more difficult to come by and use as VB becomes more and more obsolete).
Exactly. Also:
1) Python is cross platform, other tools are not (I develop it exclusively on a Mac nowadays)
2) Users can edit the source code themselves, which allows:
2a) I can ask users to tweak the code to try and debug or fix their issues very easily
2b) Users can make changes/fixes on their own, and then can provide me with those
2c) Users can write scripts to utilize PyMS in their own ways. I don't think anyone really thinks about this and how powerful it can be, but I have made scripts for other peoples purposes. I made a script for someone to generate 3 units.dat files with scaling health/attack damages for every unit of a certain race so they could have difficulty levels in their mod (with one click, and can be regenerated anytime if they change their basic units.dat file). I have made scripts to process hundreds of BMP frames, generate *.lo? files based on them, and combined into GRP's automatically. You could do anything you wanted with all (most) modding files.
3) If I ever stop working on it, its much easier for other people to continue updating it
4) I started coding PyMS
10 years ago (holy shit), starting with
PyGRP. I was on a Mac and there were no modding programs, so I decided to make a cross platform program, and I was already comfortable with Python.
Post has been edited 1 time(s), last time on Jul 16 2017, 3:14 pm by poiuy_qwert.
I'm sorry to make confuse you guys...
actually the "Firegraft 0.94" it's not 'real' updated version and the all of new feature not made by me...
the new feature was made by bajadulce, pastelmind and i just added to that program
as i was did, changed the front picture, ver numbering. and stolen new feature from they made.
it's my bad, i'm so sorry
p.s the front picture, it was kind of joke. that's why i added. picture made by other guy
I have removed DatEdit from the OP and added clarification on the authors of FireGraft 0.94.
Updated links to include separated 32-bit and 64-bit downloads for Python 2.7.12 and the Python Imaging Library.
Updated the installation readme for PyMS, since pq changed the directory of it a few weeks back.
Also updated the GPTP section, replacing VS2008 with VS2010. I've been playing around with C++/GPTP and it looks like everything's in order so far, so these steps should allow you guys to code your own plugins from scratch if you so desire. I'll try my hand at updating the tutorials when I'm more familiar with them as well, which will probably go into the
Necromodicon by Voyager. In the meantime, you can look at
Corbo's primer if you're interested in getting started right away.
Added a link to Neiv's `Samase` for those of us who are actively/interested in modding SC:R.
men are stupid, girls are better at modding.