[Mod Utility] Diplomacy Mod Manager v 0.60 - project closed

Sins of a Solar Empire Diplomacy Mod Manager v 0.60

Project closed due to lag of interest

Limits (v 0.60):

  • Only entity files and minor mesh files is supported.
  • Only works for Diplomacy v 1.2.
  • Can only open multiple entity files at once when opening with the mod manager, see "How to use" point 1.
  • Can only open already working files (the editor doesn't care about capital letters or spelling errors in labels though)
  • Can only open text files.
  • Only uses the english string file

Supported entities (v 0.60):

  • Abilities
  • Buffs
  • Cannon shells
  • Capital ships
  • Entry vehicles
  • Fighters
  • Frigates
  • Pip clouds
  • Planets
  • Planet bonuses
  • Planet modules
  • Quests
  • Research subjects
  • Resource asteroids
  • Space mines
  • Squads
  • Stars
  • Star bases
  • Star base upgrades

Requirements:

  • .Net Framework CP 4.0 (installer included)
  • XNA Framework 4.0 (installer included, only required for viewing meshes)

Download:

How to use:

  1. Run the Sins Mod Manager.exe and select your mod in the top left corner. Double click the entity you want to edit to open or add it to the editor.
  2. Right click on the .entity file and select "open with... -> Select standardprogram". Select browse and find the Sins Mod Manager.exe. Select Sins Mod Manager and ok, if "Always use..." is selected, you will open .enity files in the editor when you double click them, if it is not checked Sins Mod Manager will be added to the "Open with..." menu you right click on an entity file.
  3. Drag the entity file on the Sins Mod Manager.exe.
  • Notice: you can interact with the editor using the up/down arrow keys, space bar, enter and your mouse. Space bar does not work in the context/pop-up menus, only one left mouse click is necessary except for the entity selection, here you will need to double click.

Current features:

  1. Automatically change line when input box is closed, bool value and enum/entity value has changed (and only when it is changed).
  2. Contains all original entity files making it easy to add them to your mod (open them and save).
  3. Dummy guaranteed (any supported entity file made with the editor should not cause any... headaches), does not currently include edtiting the manifests.
  4. Filter entity overiview by entity type (multiple types can be shown at once (ctrl/shift + click)) and/or entity name.
  5. File association, see "How to use" point 2.
  6. Only include files in their respective manifest.
  7. Automatically update manifests.
  8. Being able to add entity files to groups making them more manageable.
  9. Change multiple entities at once by eather multiplying or adding a number to a common line of the files such as damage.
  10. A quick and easy way to add and manage strings.

Special thanks:

  • ZombiesRus5 for his entity wiki.

Let me know the good, the bad, the bugs and the "worthless" :)

49,706 views 11 replies
Reply #1 Top

Your welcome. New tools are always good :D

I'll check it out when I get a chance.

Personally, I'm a Java guy so my stuff works good in Eclipse. I had some similar ideas for mod management so it will be interesting to see where you go with yours.

 

Reply #2 Top

Thx for the comment :)

I have honestly also been wanting to try out yours, but I am a bit more fan of choices rather then guidance.

Reply #3 Top

gruntmaster, I also prefer CHOICE, which is why I wrote each of my utilities as stand alone tools, not an integrated package.

but I also admit that others might prefer the integrated sets

harpo

Reply #4 Top

Well, each person their tool :)

Reply #5 Top

After some brawling with LINQ, Restructuring the code, a guy who went homicidal on our car and exams, the latest version has been added. Now all ship entities are featured in the editor, only brushes and original entities in the mods manifest are shown and the main list box in the overview and the collection of entities are automatically updated when needed.

The brush previewer was not included as I wasn't sure how much more work it would take and I decided to concentrate on supporting more entity types first.

Feel free to comment, especially if there is anything you would see changed or if you have any ideas for new future features.

Reply #6 Top

So, yet another update. The supported entities has been expanded (see main post) and thats about it ;).

Reply #7 Top

Version 0.4 has been released. This version supports more entity files, now only the big ones remain. Research subjects was not included in this version, as they proved to require more work then first expected.

Reply #8 Top

So, its been a while since the last update. The Ability and ResearchSubject entityTypes has been added, plus some context menues (right click) in the main overview.

There is a risk that I missed some errors or typos as both the Ability and ResearchSubject were some rather big structures. If you find any errors then just report them in this thread.

Reply #9 Top

So the next version is out. This version adds the Buff entityType, 2 mini tools, mass editor (edit the numeral lines of multiple files at once by multiplieng by a number, it can be accessed by selecting the entity files and right click) and string editor (displays the IDs which can be filtered by ID and/or Value, double click an ID to eddit its value, the rest can be done by selecting the ID and right click) and automatically update the entity.manifest file (If the mod does not included an entity.manifest file, it will be made when a non-original file (this will always be based on Dip 1.2) is made in the GameInfo folder. If an entity.manifest does exist, the original files not included in it will also not be added after it is updated. If you only want the entity files in the GameInfo added, create a txt file and rename it to entity.manifest).

Reply #10 Top

Darn--you guys are suddenly cranking these out!  Thanks--checking it now.

Reply #11 Top

I wouldn't say that it is sudden, but thanks for checking it. I wouldn't mind feedback, both in user experience and if you find some bugs/weird parts. It is not too well documented, so i hope that you don't find it too confusing.