.entity Editor

anyoneone know when?

I was wondering if anyone knows or has at least a general idea of when the forge tool that edits the .entity files will be released for download. Like will it at least come out within the next month. I searched all over the forums and found nothing. Sorry to sound like I'm in such a hurry but I'm probably going to be losing the internet within the next few weeks and I don't know how long it will be before I can afford to get it back. Anyways thanks Stardock and Ironclad for such an awesome game.
13,096 views 16 replies
Reply #1 Top
They say they will be released SOON, so i take that as anytime now.
Reply #2 Top

You already have the .entity editor - notepad. What you need from us is are the original source files and a converter. We hope to have them up in the next day or two.

Reply #3 Top
are we going to get the encoding method and header info as well? (afaik the header is only TXT or BIN, but I've been trying to back out the encoding since release and not having any luck)

will the converter have a batch mode? (or at least a commandline so I can batch encode/decode?) this is an issue because of distributed teams with bad version control (or no version control) I don't want to have a mess of encoded and unencoded files getting passed around and not being able to make sure they are the right version
Reply #4 Top
Awesome. Can't wait to get modding. Thanks for the fast reply.
Reply #5 Top
The engine can load them in text format so in theory you don't even need to convert them. This is just a load optimization and if you only have a few, I wouldn't bother. The converter is command line as we batch in our build process using python scripts. Not sure if the encoding will come out.
Reply #6 Top
since I'm planning on doing a total conversion I think it will be a lot of scripts :-p you have any other useful python scripts, would save some time on this end from writing them (though usually it's easier for me to batch it out through regex in excel, but the entity model is a little unstructured for that.)
Reply #7 Top

You already have the .entity editor - notepad. What you need from us is are the original source files and a converter. We hope to have them up in the next day or two.




So does the converter only go from text to binary and not the other way around?

I like this. I like this a lot.
Reply #8 Top
The BIN format for entity files is rather simple, the tedious part is knowing how to read the structure since names are stripped (I'm also suprised there is no version number in the header, unless the fourth byte is the version).
Reply #9 Top
For what it is worth I prefer the txt only format but I'm a simple guy. I figure if you dont need bin action dont use it. :d
Reply #10 Top
The BIN format probably exists for optimization reasons. Can't see much any other reason why they would do that when they plan on releasing the text versions.

My bin2txt tool is progressing but slowly:

http://www.privatepaste.com/54MI3fL2rg

(some values are probably incorrect, most notably the 'area' ones which have 4 float values, which RGBA is done with - but I doubt area is an rgba type, I'm guessing it might be a x1,y1,x2,y2 thing).
Reply #11 Top
Sweet! From what I can tell (I'm no expert by a long shot) it looks like it should format wise.
Reply #12 Top
so are we only getting a converter or an editor type thing as well? somthin like the dow ae or corsix mod tools (i used to mod dow so thats why i use that analogy alot) id love that but if its not coming the files are set out nicley as is so id probbly get over it
Reply #13 Top
A converter if I understand things correctly.

On a side note, we will likely to have to form a tech team and those people will have find the min/max limits as well as write definitions for each variable.

This is so because I dont think IC is going to given a user manual with detailed specifications on everything.
Reply #14 Top
I hope this comes out soon, want to make a mod so pirates defiantly have the ability to jump solar system to solar system, along with a few other ideas.
Reply #15 Top

On a side note, we will likely to have to form a tech team and those people will have find the min/max limits as well as write definitions for each variable.


TRUE, FALSE, 0 through 2147483647 (assuming unsigned int).

Done! :p
Reply #16 Top


On a side note, we will likely to have to form a tech team and those people will have find the min/max limits as well as write definitions for each variable.


TRUE, FALSE, 0 through 2147483647 (assuming unsigned int).

Done!


A true comedic genius. ;p