CivSmith - Mod Editor

Tried placing Python25.dll in the CivSmith folder and in the System32 folder. Neither option worked. My IDLE gui works just fine though. Is there any particular path that CivSmith needs to have or special settings that I need to set in python?

That's strange. IIRC, CivSmith looks up if Python is installed through the registry and looks for Python25.dll in the usual location (System32). I don't have any sources on my laptop (they're backed up on disc at home) so I can't check atm.
 
Just dropping by to say "hi". I hope that the programming is going well Senap :goodjob:
 
Just dropping by to say "hi". I hope that the programming is going well Senap :goodjob:

Hi! I've actually been working like a madman trying to complete the new editor and am having lots of fun (even when the programming drives me crazy :mad:).

If you want technical details, I am working on saving/loading routines. The idea is - as mentioned earlier - to create the mod (only techs in this version) entirely in the editor and then exporting it to Civ's mod folder in XML format. I am also working on the import feature, which will allow you to import any existing mod into the editor and edit its techs.

While NikNaks' icons are important, they are not holding me back or anything, but there is no point in posting screenshots yet as all the buttons are icon-less and the tech editor is far from complete (right now, it looks very close to the 0.3 version that is available).

I think I will have something for you to download and test in 1-4 weeks.
 
Hi! I've actually been working like a madman trying to complete the new editor and am having lots of fun (even when the programming drives me crazy :mad:).

I think I will have something for you to download and test in 1-4 weeks.

Cool :D No rush, I am just trying to be supportive! I bow to your 1337 skrillz :bowdown:
 
It's getting late here (It's 4 AM already :eek:) and I have ended my programming session for today. I'm happy to give you a small taste of what the new editor looks like:

civsmith_04_main_window.jpg


civsmith_04_properties1.jpg


civsmith_04_properties2.jpg


Please ignore the temporary icons that I am using in the menus, they will be replaced. Here's a taste of the new features:

  • The Tech Grid has basically the same interface as before, with the blue tech boxes. I added a new mode that allows you to see all the technologies color coded by era (as seen in the first screenshot). Techs can still be moved around and edited when viewed in this mode.
  • You will be able to import your custom tech buttons in BMP, JPEG, TGA and DDS format (maybe even PNG) and the editor will automatically convert the image to DDS. The button will be displayed in the grid as seen in the screenshot.
  • All the era, unit class and advisor values (screenshot 2) are collected from the default Civilization XML files on your PC, so the data will be up-to-date with any future patch.
  • Moving techs around requires you to hold down SHIFT and then dragging the tech to the desired location. If you drop a tech above an existing tech, their positions will swap as before. Assigning prereqs will be handled using the CTRL and ALT keys and dragging. A new mode will automatically "kick in" and display the tech grid with prereq color codes just like in the previous version.
  • The techs' civilopedia and strategy entries will be editable (is that a word?) through the editor.
  • All the mod data (currently mod settings and the tech data) are stored in one project binary file. This means that the editor is lightning fast (well, if you keep the tech count under 1000 ;)). You have the option to export your mod to ANY installed Civilization version (Civ, War, BtS) and the editor will automatically create the appropiate mod folders and XML files. Of course, referring to BtS units in a Civ mod will still cause crashes but at least the XML will be correctly formatted ;).
  • You will be able to import existing mods to the editor. If the imported mod's XML is correct, the tech editor will correctly use the mod's era, unit class and advisor values instead of Civ's. Any (XML) file that the editor can't edit will be stored along the previously mentioned project binary file. If I have the time, I will add XML and Python editors but I don't guarantee anything.
I also have some bad and some good news. The bad news is that the new version of CivSmith will only have the Tech Editor available. That's because I have focused on it 100%. So the good news is that the Tech Editor will be fully functional when released. This means that it will allow you to edit every available tech property and accurately produce a working CIV4TechInfos.xml file (and mod).

Any feedback is welcome.
 
This is amazing when are you planning on releasing it?
 
I also have some bad and some good news. The bad news is that the new version of CivSmith will only have the Tech Editor available. That's because I have focused on it 100%. So the good news is that the Tech Editor will be fully functional when released. This means that it will allow you to edit every available tech property and accurately produce a working CIV4TechInfos.xml file (and mod).

Any feedback is welcome.

Hey, one step at a time, right! I second the motion, this looks simply awesome and in-depth :D
 
It's getting late here (It's 4 AM already :eek:) and I have ended my programming session for today. I'm happy to give you a small taste of what the new editor looks like:

civsmith_04_main_window.jpg


civsmith_04_properties1.jpg


civsmith_04_properties2.jpg


Please ignore the temporary icons that I am using in the menus, they will be replaced. Here's a taste of the new features:

  • The Tech Grid has basically the same interface as before, with the blue tech boxes. I added a new mode that allows you to see all the technologies color coded by era (as seen in the first screenshot). Techs can still be moved around and edited when viewed in this mode.
  • You will be able to import your custom tech buttons in BMP, JPEG, TGA and DDS format (maybe even PNG) and the editor will automatically convert the image to DDS. The button will be displayed in the grid as seen in the screenshot.
  • All the era, unit class and advisor values (screenshot 2) are collected from the default Civilization XML files on your PC, so the data will be up-to-date with any future patch.
  • Moving techs around requires you to hold down SHIFT and then dragging the tech to the desired location. If you drop a tech above an existing tech, their positions will swap as before. Assigning prereqs will be handled using the CTRL and ALT keys and dragging. A new mode will automatically "kick in" and display the tech grid with prereq color codes just like in the previous version.
  • The techs' civilopedia and strategy entries will be editable (is that a word?) through the editor.
  • All the mod data (currently mod settings and the tech data) are stored in one project binary file. This means that the editor is lightning fast (well, if you keep the tech count under 1000 ;)). You have the option to export your mod to ANY installed Civilization version (Civ, War, BtS) and the editor will automatically create the appropiate mod folders and XML files. Of course, referring to BtS units in a Civ mod will still cause crashes but at least the XML will be correctly formatted ;).
  • You will be able to import existing mods to the editor. If the imported mod's XML is correct, the tech editor will correctly use the mod's era, unit class and advisor values instead of Civ's. Any (XML) file that the editor can't edit will be stored along the previously mentioned project binary file. If I have the time, I will add XML and Python editors but I don't guarantee anything.
I also have some bad and some good news. The bad news is that the new version of CivSmith will only have the Tech Editor available. That's because I have focused on it 100%. So the good news is that the Tech Editor will be fully functional when released. This means that it will allow you to edit every available tech property and accurately produce a working CIV4TechInfos.xml file (and mod).

Any feedback is welcome.

Can i use your editor on Mac OS 10.any version ? :goodjob:

I'm switching to mac...
 
This is amazing when are you planning on releasing it?

My deadline is set to September 4. However, I'm trying to finish up to make it available as soon as possible.

Hey, one step at a time, right! I second the motion, this looks simply awesome and in-depth :D

Baby steps, yes :lol:. Thanks.

Can i use your editor on Mac OS 10.any version ? :goodjob:

I'm sorry, the code is Windows only. I would support Mac if I could but I have never owned one myself and it's too expensive for me.
 
I haven't see you online for a while, so I'd just like to mention that I've worked on the icons, and have them complete. If you could give me an email address to send them to if you're not going to be online, that'd be great. For now, the new unit icon (even though it won't be used this version):

unit2.png


(saved as a PNG because I forgot you were using BMPs)

Also, the new editor is looking fantastic. Awesome work :D
 
Hi

I installed this programme and got this responce;
» Reading configuration
• Civ: -- Not found --
• War: -- Not found --
• BtS: -- Not found --
• Col: -- Not found --

Why can't it find the games? I don't have them in an unusual location.
 
Probably because the application doesn't have the appropiate rights to scan the registry. Try running as administrator.

I recommend that you hold on until September 4, when the new version will be out.
 
Hey Senap,

I hope that everything is going well with you and still look forward to seeing and testing the next release of the editor! :D
 
Hi, the1sean, everything is going well but slooooow. My job is forcing me to work more than usual so I have less time to work on the project right now, but I'm getting there.
 
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