[REL-beta] Transcendence Universal Mod And Utilities Manager

A place to discuss mods in development and concepts for new mods.
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Wolfy
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Fri Jul 24, 2009 2:08 am

On another note:
I've run into a few dificulties with the UNID database update function, but I'm about ready to set it up to search for the XML files and do all the actual mod managing. :)
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Betelgeuse
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Sat Jul 25, 2009 12:08 am

it would be interesting if you could integrate transdata functions into this. That way it would be easier for new mod makers to use transdata. (command line scares some people)
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Wolfy
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Sat Jul 25, 2009 12:10 am

So basically take transdata and turn it into a windowed program rather than a console program? (and thus replace all the command lines with buttons)
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Betelgeuse
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Sat Jul 25, 2009 12:13 am

basically yes

There are optional switches you need to consider and formatting the output (not just into txt files) to be easier to look through but yes.
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Wolfy
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Sat Jul 25, 2009 12:15 am

Betelgeuse wrote:basically yes

There are optional switches you need to consider and formatting the output (not just into txt files) to be easier to look through but yes.
optional switches? check boxes I guess (non need radio buttons as far as I can tell)
[edit]
I'm copying over betel's post so I don't lost it :P
Betelgeuse wrote:

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/encontertable 

[/all] means include level 0 stations
[/criteria:XXX] means must meet that criteria.
[/armorclass] means display the armors name
[/canAttack] means display if the station can attack
[/fireRateAdj] means display what the fire rate adjustment is for this station
[/hp] means display the initial hp of the station
[/totalCount] means display the total amount that would appear in a game
without any extra switches it displays all the stations in three columns.
level, category (friendly, non-friendly, non random, or debris), and name

for example transdata /encontertable /canAttack /hp

Would display all the stations above level one with and there hp and if they can attack.

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/help

[switch] optional switch you want help on.
If no switch to help on shows a few common switches.
If there is displays the switches for that switch and gives a short description of the optional swicth. Does not work on all switches.

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/entities 
all I can get it to do is say Specify File

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/itemsim

[/count:X] The number of times the simulation runs through the game. If count isn't there defaults to 1.
Itemsim runs through the game finding all the items it can then displays them in this format.
three columns
level of the system, name of the system, name of the item, number of items found in that system over all the passes divided by count

(small comment it would be cool if in the next version we can say what adventure to use because I would like to make a topology with every system always appearing, would make it analysis easier)

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 /itemtable            Item table.
      [/criteria:xxx]       only items that match criteria.

      [/averageCount]       average number appearing.
      [/averageDamage]      average damage (in HP).
      [/cost]               cost (in credits).
      [/fireDelay]          time between shots (in ticks).
      [/hp]                 hit points.
      [/mass]               mass (in kg).
      [/maxSpeed]           maximum speed (in % of lightspeed).
      [/power]              power consumed (in MW).
      [/powerPerShot]       power per shot (in MW-minutes).
      [/reference]          reference column. basically the stats of armor and weapons
      [/regen]              regeneration (in HP per tick).
      [/thrust]             thrust (in giganewtons).
      [/totalCount]         total number appearing per game.
Defaults to three columns level, category, frequency, shortName
more will be added depending on the switchs you give

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  /shieldtest           Outputs capabilities of shield against weapons.
       /unid:n              unid or name of shield to test.
      [/verbose]            output weapon stats.
Very helpful test that gives you ideas how powerful a shield really is (some like the superconductor shields don't get tested as well)
The format is
level of the weapon, name of weapon, average number of shots it will take to take down the shield.

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/shiptable
Outputs all the ships in the format
Level Ship, Speed, Thrust, Maneuver, Armor, Weapon, Launcher, Shields, FireRate, FireAccuracy, Score

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/simtables
Makes to files called TransData_EncounterCount.txt and TransData_ItemCount.txt
I am not sure the exact workings of this switch.

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/stationfrequency
Gives all the stations frequency and various modifiers.

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/stats
Gives some basic stats of the xml files.

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/systemlabels
Gives all the types of planets and asteroids, and the chance that a given planet or asteroid will be this kind.

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  /systemtest           Generates sample of all systems.
       /count:n             n iterations.
Generates n systems displaying the result with the average of specific stations and specific planets for a specific system.

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/topology 
Loads the topology.

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/wordlist
Gives a list of all the words in the xml.
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Wolfy
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Sat Jul 25, 2009 12:43 am

notes to self:

"/randomitems" causes crash - possibly outputs
"/randomnumbertest" is new
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Wolfy
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Sun Jul 26, 2009 7:24 pm

as to bimble's suggestion...
I might just make a replacement for transdata... dunno, will have to see later
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Wolfy
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Tue Oct 27, 2009 12:46 am

///update!///

:D
I have successfully gotten TMU to access and download the UNID information from a file I've hosted. 8)

I'll probably host the file in several locations, in case one fails.

now just maintaining the UNID lists... :P
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Wolfy
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Tue Oct 27, 2009 1:34 am

//////EDIT!!!//////
I will rewrite this in a bit because I just realized how awful it is to read :P

//Mod Metadata//
For TX2 to properly register your mod to enable FULL functionality of TMU, you will need an anchor file with the following information in this exact format: (excluding anything with [brackets] or ---these things---)

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[filename: modname.tanc (it really just needs the extension of .tanc, but any modname field will do, it's just better to put it as modname to avoid overwriting someone else's file)]
---any thing here is ignored, so feel free to add comments, credits, readme's, etc---
##TMU::STARTREAD## [for any field specifying a file, if you don't have a file, LEAVE IT BLANK! don't put anything there - not even returns. Later versions will be more lenient, but right now I just want to get this released, so the parser is going to be very strict for the time being]
Author:
Author Name [string value]
UNID:
0xD### [or 0xE###, with the ### being for your assigned UNID]
Image:
[this is the directory the file is in]/thumbnail.bmp [the image can be named whatever you want: I just called it thumbnail.bmp as an example]
KnownConflict:
modname.xml [mods that conflict with this mod]
OverrideConflict:
modnamenotconflicting.xml [mods that list this mod as conflicting, but arn't conflicting any more due to lack of modder updating on the other end]
KnownSubordinate:
modname2.xml [mods that mod this mod]
KnownMaster:
modname3.xml [mods that this mod mods]
ModDescription:
This is a mod.
It does stuff. [feel free to use multiple lines. Try not to do too many, otherwise TMU can't display all the lines of text due to limited window size]
XMLcomponents:
thismod.xml [always put the main file first!!!]
thismods_stuff.xml
thismods_otherstuff.xml [these are all the xml's that are part of this mod]
##TMU::ENDREAD## [the mod version, date, and transcendence version are taken from the main file, which is why I want it listed first]
---any thing here is ignored, so feel free to add comments, credits, readme's, etc---
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Wolfy
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Sun Nov 08, 2009 3:14 pm

:D
Now that RC2 is out, I can begin implementing file/mod management capabilities (is, turning on and off mods)
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digdug
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Sun Nov 08, 2009 4:20 pm

is the TMU metadata to be put in the XML of the mod ?

so we can do <!-- TMU stuff here -->

:?:

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Wolfy
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Sun Nov 08, 2009 4:40 pm

Uh, I guess that would work too! ^^ (But then those tutorial mods and such would need to be updated for that... eh, why not? XD)
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Wolfy
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Mon Jan 18, 2010 9:48 pm

I made some updates to the TMU forum and posted my rather messy and cropped source code (I removed most of the half-implemented stuff)

http://eternalmodding.50.forumer.com/viewforum.php?f=24
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Wolfy
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Tue Jan 19, 2010 3:02 pm

http://eternalmodding.50.forumer.com/viewforum.php?f=24

TMU is likely to be released tonight. beta version 0.9.0.0 :D
Stay tuned!
(I'm GMT-8 btw)
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Wolfy
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Wed Jan 20, 2010 12:16 am

.9 is out! :D (but I'm far from done! XD)

http://eternalmodding.50.forumer.com/vi ... f=24&t=138
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