primem0ver
Emperor
I am not quite sure where to put this because I want it to be open source so that anyone can work on it but I have never used an open source website before... so I am going to announce it here and get feedback on what to do/where to go. It is in essence a utility but it could also be considered a project.
I have started "Yet Another Mod XML Editor"... (there are a number of them out there... I am currently planning on calling it ModXMLEditor) The goal of this project, however seems a bit different from the ones I have seen. However, if one exists out there with the same goals, I would like to know about it.
I will update this as things flesh out but as of now these are the basic goals (more details to come):
WHAT the ModXMLEditor WILL DO:
1. The editor will be completely expansion independent. In other words it will be usable with Vanilla, Warlords, and BtS mods. As long as the game and it's expansion's have been installed onto the computer using the CD the program will not need any user input to find the location of the game files (It will read those locations from the registry). In the case that a user has altered the location, user input will be required (probably only once) to find the location of the original game. From there, the program should find the expansions (unless they have been moved from the Civ4 directory... in which case you will have to locate each one once).
2. The editor will be XML transparent. You will not need to have a sophisticated understanding of XML to use it (however, you will need to be familiar with any elements you want to modifiy). You will even be able to modify the Civ4 Schemas on the fly without really needing to know how (although the real reason for this is to save time, not to make it ultra user friendly).
3. The editor will not rely on or make use of any hard-coded properties. Instead, it will (heavily) rely on the schemas that are provided by Firaxis and mod developers. (Actually... most of its capabilities will be based on a behavior of tracking and comparing those schemas)
4. The editor will not be limited to which XML files it can alter properties of. ALL XML FILES* will be accessible and alterable by the editor and will be listed within it's menu's. In fact, theoretically it will be possible to add completely new custom made XML files and edit them. (One possible exception may be the text defines... at least for now).
5. XML properties will be color coded by expansion (where appropriate) and a specific color will single out any custom tags that have been added for the mod being worked on, making non-Firaxis tags easy to find.
6. Hard core mods that require adding tags/properties will be able to do so on the fly to all existing items of a particular info type at once (adding a property to units for example). I also hope to be able to allow one to set a default setting that is automatically used for units that already exist. Removal or changing of such tags should also be possible.
7. The program will allow copying items of any particular info type so that easy variations can be made (like with units for example).
8. New items can be made on the fly as well as unwanted items deleted.
9. I hope to also allow commenting of XML files where possible (may not be available at first).
10. Of course original files will be completely left alone.
11. Theoretically, it will require little, if any updating in terms of what is necessary to change for any patches that may still come out. Once again, the schemas themselves will provide the data necessary to make changes to your own files (unless some strange default is necessary).
WHAT IT WON'T DO:
1. It will not provide a graphical interface for any particular info file (such as a tech map). It will simply be a list of all modifiable properties and tags on one side and all infos within the file being edited on the other. (I may eventually however allow it to load dds textures for buttons/icons.)
2. It will not modify anything but XML and XML schemas.
3. It may not be the quickest loading utility. All schemas will be loaded on the fly, just like they are in the game. However, it will only be necessary to load actual data for the current file being worked on.
The project is based on C# and .NET 2.0 so a download may be necessary before it can be used.
When a working version is released, I will post a new thread in the requisite place...
Meanwhile, you can keep track of progress in the second post.
*As of 7/11/2011, all Vanilla files will open except for ones that use the following 2 schemas: Civ4LSystemSchema.xml AND Civ4DetailManagerSchema.xml for the following reasons:
I have started "Yet Another Mod XML Editor"... (there are a number of them out there... I am currently planning on calling it ModXMLEditor) The goal of this project, however seems a bit different from the ones I have seen. However, if one exists out there with the same goals, I would like to know about it.
I will update this as things flesh out but as of now these are the basic goals (more details to come):
WHAT the ModXMLEditor WILL DO:
1. The editor will be completely expansion independent. In other words it will be usable with Vanilla, Warlords, and BtS mods. As long as the game and it's expansion's have been installed onto the computer using the CD the program will not need any user input to find the location of the game files (It will read those locations from the registry). In the case that a user has altered the location, user input will be required (probably only once) to find the location of the original game. From there, the program should find the expansions (unless they have been moved from the Civ4 directory... in which case you will have to locate each one once).
2. The editor will be XML transparent. You will not need to have a sophisticated understanding of XML to use it (however, you will need to be familiar with any elements you want to modifiy). You will even be able to modify the Civ4 Schemas on the fly without really needing to know how (although the real reason for this is to save time, not to make it ultra user friendly).
3. The editor will not rely on or make use of any hard-coded properties. Instead, it will (heavily) rely on the schemas that are provided by Firaxis and mod developers. (Actually... most of its capabilities will be based on a behavior of tracking and comparing those schemas)
4. The editor will not be limited to which XML files it can alter properties of. ALL XML FILES* will be accessible and alterable by the editor and will be listed within it's menu's. In fact, theoretically it will be possible to add completely new custom made XML files and edit them. (One possible exception may be the text defines... at least for now).
5. XML properties will be color coded by expansion (where appropriate) and a specific color will single out any custom tags that have been added for the mod being worked on, making non-Firaxis tags easy to find.
6. Hard core mods that require adding tags/properties will be able to do so on the fly to all existing items of a particular info type at once (adding a property to units for example). I also hope to be able to allow one to set a default setting that is automatically used for units that already exist. Removal or changing of such tags should also be possible.
7. The program will allow copying items of any particular info type so that easy variations can be made (like with units for example).
8. New items can be made on the fly as well as unwanted items deleted.
9. I hope to also allow commenting of XML files where possible (may not be available at first).
10. Of course original files will be completely left alone.
11. Theoretically, it will require little, if any updating in terms of what is necessary to change for any patches that may still come out. Once again, the schemas themselves will provide the data necessary to make changes to your own files (unless some strange default is necessary).
WHAT IT WON'T DO:
1. It will not provide a graphical interface for any particular info file (such as a tech map). It will simply be a list of all modifiable properties and tags on one side and all infos within the file being edited on the other. (I may eventually however allow it to load dds textures for buttons/icons.)
2. It will not modify anything but XML and XML schemas.
3. It may not be the quickest loading utility. All schemas will be loaded on the fly, just like they are in the game. However, it will only be necessary to load actual data for the current file being worked on.
The project is based on C# and .NET 2.0 so a download may be necessary before it can be used.
When a working version is released, I will post a new thread in the requisite place...
Meanwhile, you can keep track of progress in the second post.
*As of 7/11/2011, all Vanilla files will open except for ones that use the following 2 schemas: Civ4LSystemSchema.xml AND Civ4DetailManagerSchema.xml for the following reasons:
- LSystem files do not follow the typical schema format and developing reading rules for these particular files will be difficult, particularly for tracking changes.
- The Civ4DetailsManagerSchema.xml file can be read, but the files using it do not follow the schema even though for some reason that fact slips by the game's own schema manager.