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Post by jeffrey on Oct 22, 2016 16:46:27 GMT
I have forgotten where to find UserDesigns.TXT Any help?
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Post by jeffrey on Oct 22, 2016 16:50:02 GMT
C:\Users\your username\AppData\Roaming\CDE
I was looking in Local... I knew it was around there.
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Post by n2maniac on Nov 4, 2016 8:10:59 GMT
Hmm, I expect the really "fun" part will be looking up all the custom modules attached to the ship you want to import, and importing those too. For example, to import my MIRV drone carrier you'd need (among other things) the drone launchers and their ammo, which will require the drones, which will require the payload launchers and their ammo, which will require the MIRV warhead, which will require the nuke and rad-shield inside the warhead. On the bright side, at least the dependency tree won't loop back on itself. Once import tools are available though, I wouldn't be surprised if people simplified things using packages that share standardized parts, and people started settling on relatively well-optimized packages as a baseline (sort of a "before you start going wild in the module creator, download these to give yourself a head start" thing). It will be quite amusing to watch the chaos while that process shakes out though. There is a hidden UX nightmare in there: load in a custom ship with its dependencies someone made, now your somewhat unsorted modules are hidden among that custom ship's dependencies. Repeat a few times and it becomes impossible to navigate modules. Need module names and maybe module filters to help make this work :/ But hey, would be happy to help someone hack something together. I would be tempted to setup a git repo or something and let people pull from it, as those diffs are usually pretty sane on this type of text-based config files. Would also be interested in qswitched 's ideas on how the config files might (or might not) change in the future. If their format is going to be somewhat stable, this actually sounds like a great 1st addon to help with!
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Post by qswitched on Nov 5, 2016 3:13:56 GMT
Module names will be in the next patch. The format is planned to remained somewhat stable. Older file versions already fail without crashing (though sometimes with changed values).
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Post by shiolle on Nov 24, 2016 12:15:06 GMT
I'm sorry to resurrect this thread, but is there a repository for this tool?
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Dec 2, 2016 14:28:40 GMT
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Post by lawson on Dec 2, 2016 16:48:45 GMT
While I would much more preferred to post something substantial here instead of starting a discussion which may amount to nothing in the end, I decided to still post this question. So, when this thread was posted I tried to make a tool like this myself, but when jeffrey said he was working on his project I decided to stop, especially since he was writing in Python which is (depending on the GUI you use) easy to port to different platforms. Now I see no activity here, and I would still like to have this tool, but the problem is I mostly written code in C# in professional capacity. So, I have the following options: - .NET application with WPF UI. I can do it relatively quickly and it will look well enough, but to port it to Mac you'll have to basically rewrite it.
- Mono application with GTK# UI. Second best option in both speed and ease of development (for me). Should be easy enough to port, but to tell you the truth I never written anything for macOS, nor have I ever used it. Will probably require some platform-specific code.
- Python with one of the cross-platform UI options. I will need to learn Python. I'm not confident it won't require some platform-specific code.
- Java. Again, I will need to learn it. Should be cross-platform without any additional work. Needs to be maintained to ensure compatibility with new JRE versions, as far as I understand.
- EleŃtron. I have used JavaScript (mostly as TypeScript) and CSS multiple times in limited capacity before, but I never used nodeJS. Poor debugging tools. I would prefer to avoid this option.
- As a comic relief, I could use Unity. Really, it's not funny.
I feel it's such a trivial task, yet the need to make this tool cross-platform really bothers me. Do you have any advice? Would having this tool on Mac matter to you? ANY functional tool to share ships is better than no tool. So I'm voting for quick, dirty, and open source. I'd say option 2) is the best, though I'd be perfectly fine with option 1) and a place-holder UI while the last bugs in the low level .NET code are crushed.
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Dec 3, 2016 11:39:59 GMT
Updated my export design tool. V2 available at the same links. Changes: Added ability to import designs directly into a selected UserDesigns.txt. Import only happens if backup succeeds. Added conflict checking and duplicate resolution. It won't create duplicates of modules if you already have them in your UserDesigns. If the modules are different with the same name then it fails and tells you to go fix it. Might implement a renaming option soon. Stopped the utility from adding characters that are invalid for file names to the suggested export file name. It was a direct copy of the module's name, and thus often contained illegal characters. Added ability for the utility to gracefully handle some instances of empty designs. As in, you go into ship designer, hit new, and hit save. I have not heavily tested against this.
Planned addition: Ability to prefix imported ships/module with a short string. This should make it easy to identify items you just imported and their dependencies.
Edit: If anyone wants this as an exe file, just let me know and I will package one.
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Post by bigbombr on Dec 3, 2016 18:05:10 GMT
Updated my export design tool. V2 available at the same links. Changes: Added ability to import designs directly into a selected UserDesigns.txt. Import only happens if backup succeeds. Added conflict checking and duplicate resolution. It won't create duplicates of modules if you already have them in your UserDesigns. If the modules are different with the same name then it fails and tells you to go fix it. Might implement a renaming option soon. Stopped the utility from adding characters that are invalid for file names to the suggested export file name. It was a direct copy of the module's name, and thus often contained illegal characters. Added ability for the utility to gracefully handle some instances of empty designs. As in, you go into ship designer, hit new, and hit save. I have not heavily tested against this. Planned addition: Ability to prefix imported ships/module with a short string. This should make it easy to identify items you just imported and their dependencies. Edit: If anyone wants this as an exe file, just let me know and I will package one. An exe file would be awesome. Did you already think about contacting qswitched so this could become part of the vanilla game?
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Dec 3, 2016 20:52:31 GMT
Exe file: www.dropbox.com/s/atlsvaozg8t191b/CDEExporter.exe?dl=0Still needs a recent JRE installed, 1.8. I have not considered contacting him about this, but I imagine his path would be steam workshop integration. I appreciate any feedback on the usability of this. We all know that stuff always works on our own machine. But when someone else touches things the whole world catches fire.
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