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Topic Started: Feb 15 2014, 07:38 AM (241,687 Views)
HENDRIX
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-retired-

Not in the initial version at least, maybe later...

Also, implemented an "open file" dialogue which will later serve to tie in models & skins:

Posted Image
Edited by HENDRIX, May 7 2014, 05:02 PM.
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Rappy
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My goodness, this project just keeps getting better and better!

I know people tend to gravitate toward the obvious downloads such as animals and objects, but the fact that you are putting this much effort into a backstage coding tool is well-appreciated.
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samuel
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can it add behaviors hunting for herbivorous animals? or eliminate behaviors hunting of carnivores animals?

and once again thanks for all your effort to the community, thanks hendrix :worship:
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Hudson
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Wow! Such a innovation in designing you're making Hendrix, you're really a master :D Really great this :D
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Hamikins
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You will respect my authoratah.

Fantastic, marvelous, breathtaking, beautiful, spiffing. One of the most awesome things you've made. :3
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HENDRIX
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-retired-

I've managed to construct a dynamic UI which creates a frame for each option in a list, once it is selected. Here's a rough version of the file selector, which will tie in models & skins for an animal's life stage, if it exists.

Posted Image

Select an animal, click the select button and the options appear under the list.
The buttons on the far left start a file selector each which can only select the right file type. This file path is then seen in the entry field and can be modified. There is a button to clear all references for the current age typ and one that saves them for the compiling.
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HENDRIX
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-retired-

The file selector has advanced a bit; working nicely simple and dynamic:
First select the base animal
Posted Image

Then go to the files tab, shows the different life stages your base animal has
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Select one and a frame appears where you can specify data for this life stage (there will be more options too, like size,icon and such ;) ):
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For example, load a Nif file for Adult M so it gets a different model, after which you click apply to use the file later in the compilation.
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And if you rename one life stage and click apply, you create a new one based on the old one!
Posted Image
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philly
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Very useful and practical. :)
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Lgcfm
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The Download Lady

This is truly impressive, once it's finished it will change animal designing drastically, I'm sure we'll see much more releases, many animals aren't released because the designer doesn't feel like coding it, or they encounter a glitch they can't solve, with this method that won't be as likely to happen.
And for newcomers it will be much easier to start desgining like this, many are intimidated by coding when they want to start their first project.

I know this is more 'advanced' coding, but will it be possible to implement a similar system to the life stages, for variants as well? like model variants and baby variants? so that for example a black leopard cub grows into a black adult leopard, or the same thing for model variants. If there could be a way to set the probability of the baby's skin/model based on the parent's skins/models that would be seriously amazing, since there are very few animals available with that much coding detail, and despite there being a tutorial for it, very few people seem interested to do it or they can't make it work and need to ask for help.
Something like a specific skin/model variant having slightly different properties (like females prefering 'dominant' males for example) would be amazing too, but these are all only suggestions and I'm unware of how hard it is to do it, you've done an amazing work already :o
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HENDRIX
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-retired-

I'm not such a big fan of those growing up variants for the reason they all have to be loaded ingame and thus drastically increase lag compared to normal variants, so I probably won't include it as abuilt in option. ;)
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Iben
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There'll be no foot-walking! Just air-flying!

HENDRIX
May 8 2014, 01:26 PM
I'm not such a big fan of those growing up variants for the reason they all have to be loaded ingame and thus drastically increase lag compared to normal variants, so I probably won't include it as abuilt in option. ;)
This is honestly the very first time that I hear anything lag-related about the "xml-way" of coding variants ._. I mean sure, they lag a bit when you place them based on your choice on how to make them appear ( morphing, direct placement etc. ), but that's for about a second or two ?

I'm not saying that it has no effect, but I have multiple animals with more 100+ xmls ( Quagga with 210, Jeholosaurus with 205, etc. ) and I haven't noticed a drastic increase of lag at all even with all the other downloads I've hoarded over the years xD

Other than that I must say I'm happy that you're doing this project. This at least means that we won't get buggy downloads any more because most designers don't know how to code, spelling errors (because god I hate those ), mistakes, etc. :P
Edited by Iben, May 8 2014, 01:46 PM.
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HENDRIX
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-retired-

Well, I don't know how much exactly it increases it, but the more xmls you tie in, the more data has to be loaded. It might not be much but I'm totally sure it is more than with the simple variant controllers only ;)
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Iben
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There'll be no foot-walking! Just air-flying!

Well I know from experience that it doesn't create much lag at all really. It's barely noticeable even with 100+ xmls. :P But of course, it's all up to you whether you want to implement it or not. :)
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milchman
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in my opinion its quite logical: if you have 100 totally different animals in your zoo, your game loads 100 xmls, now if you have 100 totally different variants of the same animal, your game loads 100 xmls, which means the lag itself depends on the total ammount of animals in your game, not wether they are variants, animals from the same genus, family or whatever...
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HENDRIX
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-retired-

Anyway, here's a WIP of the task editor; it gets all tasks for an animal and then lets you edit each on its own. currently it reads the first part of each task, I'll add the rest tomorrow

Posted Image

syntax in the fields is that of the python data types used by the xml parser (lists, and the attributes as dictionaries), I might change it to the usual xml syntax if it works... ;)
Edited by HENDRIX, May 8 2014, 04:57 PM.
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