Senap
Chieftain
- Joined
- Feb 22, 2009
- Messages
- 81
Release 2009-05-04
CivSmith v0.3 has been released! Please check out this thread for more information:
http://forums.civfanatics.com/showthread.php?p=8049627
The offical site can be found here:
http://thirdpilot.net/projects/civsmith
Original post:
Hi!
First, I'd like to introduce myself. I am, as many others, a long-time lurker but have been coming here from time to time to check the status of the different mod (or xml) editors that have been in development. I have tried to get into Civ4 modding several times but found it boring since there are so many files to edit and some of them are really huge.
So I decided to try and make one myself. I'm eager to show you a screenshot of a mod editor that I'm currently working on. It is currently in its early alpha stage but I'm hacking away, focusing on finishing a unit editor. It may not look like much at the moment, but most the time so far has been spent planning and building the "under the hood" functions
As you can see in the screenshot, I have only put a few controls on there to edit some values. This is because most of my time so far has gone into making the application work through plugins, made in Python. Almost all the logic in the editor will be written in Python scripts and will allow users with experience in Python to change, add or remove features. Using Python as a script language has lead to longer development time for me since I could've done this way faster in the programming language/IDE that I'm using, but I wanted to get away from making a fully hard-coded editor, which is harder to maintain and update. This way, users can contribute code and/or make changes to the editor to fit their own needs.
Anyway, I don't want to get too technical here and keep it short. I just wanted to give you guys a heads-up about this project as it may be very useful for newbies and hopefully for advanced users as well
Here's a list of features:
Phew. The current release date is set to April 2nd and it will be a beta version. Most of the unit editor should be done by then. Other editors will be added as time goes on. Thanks for reading this post and I hope you'll provide constructive feedback and/or suggestions
CivSmith v0.3 has been released! Please check out this thread for more information:
http://forums.civfanatics.com/showthread.php?p=8049627
The offical site can be found here:
http://thirdpilot.net/projects/civsmith
Original post:
Hi!
First, I'd like to introduce myself. I am, as many others, a long-time lurker but have been coming here from time to time to check the status of the different mod (or xml) editors that have been in development. I have tried to get into Civ4 modding several times but found it boring since there are so many files to edit and some of them are really huge.
So I decided to try and make one myself. I'm eager to show you a screenshot of a mod editor that I'm currently working on. It is currently in its early alpha stage but I'm hacking away, focusing on finishing a unit editor. It may not look like much at the moment, but most the time so far has been spent planning and building the "under the hood" functions
As you can see in the screenshot, I have only put a few controls on there to edit some values. This is because most of my time so far has gone into making the application work through plugins, made in Python. Almost all the logic in the editor will be written in Python scripts and will allow users with experience in Python to change, add or remove features. Using Python as a script language has lead to longer development time for me since I could've done this way faster in the programming language/IDE that I'm using, but I wanted to get away from making a fully hard-coded editor, which is harder to maintain and update. This way, users can contribute code and/or make changes to the editor to fit their own needs.
Anyway, I don't want to get too technical here and keep it short. I just wanted to give you guys a heads-up about this project as it may be very useful for newbies and hopefully for advanced users as well
Here's a list of features:
- No installation required. (Yes, I'm counting this as a feature )
- It automatically grabs the paths to the base (game) folders from the registry, but allows users to customize the base path if they need to.
- If the program tries to read from a particular XML file, but the mod doesn't have it, it will read (only read) the base's original XML file.
- When the user changes a value in the editor, the target XML file will be automatically copied to the mod folder (if it doesn't exist already) and save the changes on-the-fly (i.e. no save button)
- It is fully built on Python plugins. For instance, the Units tab in the screenshot, and everything in it, were dynamically created in Python. The preview version will include the Unit Editor plugin and examples on how to write custom plugins in Python.
- The editors will be as dynamic as possible. For instance, default values in boxes and so forth will be read from XML - if possible - instead of providing hard-coded default values that won't suit all mods. Still, since everything is written in Python, possible hard-coded values can be modified by the user.
- A help system is in the works which will allow newbies to learn what all the data means. The balloon hint in the screenshot is a part of this help system. It may even be open for user modification (wiki style).
- Easy access buttons are available. One opens the mod's folder in Explorer and the other launches the mod for testing.
Phew. The current release date is set to April 2nd and it will be a beta version. Most of the unit editor should be done by then. Other editors will be added as time goes on. Thanks for reading this post and I hope you'll provide constructive feedback and/or suggestions
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