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Sage INI Reader for .NET


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#1 Bart

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Posted 17 October 2006 - 07:41 PM

I'm writing a Sage INI Reader in C# for use in modding tools written with .NET. What it does is read the ini files and divide the entire thing into blocks and their properties and children, kinda like XML. Since it's as good as finished I'm going to give a tiny preview here. It's upgrade.ini read and turned into XML by the Sage INI Reader.

anyway, this will speed up the development of bfme 2 (and future sage games?) modding tools...big time :)

Update: now you can see gondorfighter.ini converted to XML ^_^
Update 2: also available, the bfme 2 profile

Update 3: now you can download the dll. there is no documentation yet, but if you have code completion you should be able to find your way around it

Update 4: I've uploaded the source code. can't believe i didn't do that earlier :lol:

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Edited by 2playgames, 02 January 2007 - 09:20 PM.

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#2 N19HtmAr3

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Posted 17 October 2006 - 08:13 PM

Pretty cool thing... :lol:

#3 Phil

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Posted 17 October 2006 - 08:23 PM

Cool stuff. What is pleasing me most is the fact that making modding programs is kinda the newest trend around here... too bad I can't do such things...

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#4 Bart

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Posted 17 October 2006 - 10:04 PM

download sharpdevelop and then a book on C# (use bittorrent). it's not as hard as it seems :lol:
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#5 Phil

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Posted 17 October 2006 - 10:20 PM

I once started with C++, but I didn't get very far. Besides I just don't have the time to start learning any of these languages, I'm still stuck with CSS, Javascript and PHP :lol:

But if I ever start programming, I'll focus on modding tools.

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#6 Bart

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Posted 17 October 2006 - 10:41 PM

C# is muuuuch easier than C++
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#7 Phil

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Posted 17 October 2006 - 10:49 PM

Really? I wouldn't have thought so... Hmm, now that you say it, I think I still have that C# book in my wardrobe somewhere. Just never really had a look at it :lol:

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#8 Bart

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Posted 18 October 2006 - 02:07 PM

you can now see a converted gondorfighter.ini, which is of course more detailed

Edited by 2playgames, 18 October 2006 - 02:08 PM.

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#9 Phil

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Posted 18 October 2006 - 02:52 PM

Aren't there some things wrong? Why is the commandset a block and why are the voice parameters in it? And why isn't the locomotor one, but is located in the weaponset block?

Looks pretty good though, all in all. Nice work :lol:

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#10 Bart

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Posted 18 October 2006 - 03:27 PM

woops a bug. it's because it reads the 'weapon' inside weaponset as the beginning of a block instead of a property. i though i had fixed this but apparently not
edit: that's not the bug, the bug is that it doesn't see the first weaponset as the beginning of a block (:lol:), and thus doesn't see that the weapon inside it is in the weaponset and therefore not a block...get it? :p

Edited by 2playgames, 18 October 2006 - 04:19 PM.

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#11 Clement

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Posted 18 October 2006 - 03:28 PM

I think that it's a good project! Keep it up!
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#12 Joe

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Posted 18 October 2006 - 03:39 PM

--pinned--
nice work, what ever happened to gil? anyway i hope this gets released
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#13 Bart

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Posted 18 October 2006 - 05:40 PM

i've fixed the bugs mentioned above, and i've attached the bfme 2 xml profile used for converting the files (you can make other profiles for e.g. bfme 1, rotwk or maybe even cnc 3 support)

thanks joe. i don't know what happened to gil, haven't seen him on msn lately either.
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#14 Joe

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Posted 18 October 2006 - 07:48 PM

weird, hes on now, perhaps you 2 can pair up and get some uber amazing program out

weird, hes on now, perhaps you 2 can pair up and get some uber amazing program out
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#15 Bart

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Posted 18 October 2006 - 07:52 PM

yeah well, like i said, making uber amazing programs will get a whole lot easier now :p

anyway, i've been think about a Sage IDE (integrated developement environment), which will be 1 piece of software to edit your files, check them for errors, test them, and compile them into installers :p
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#16 Pixel

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Posted 18 October 2006 - 09:54 PM

Nice project you got here 2play. I started learning C++ and other languages a while back didnt get to far really. Hopefully i will carry on learning withit another day.

A project i would like to see is a cooler and better W3D Viewer that allows a floor to be loaded and sky... or atleast some landscape to test view the animations and units on... I think it would be pretty cool to see how it would look exactly ingame in a viewer.

#17 Bart

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Posted 18 October 2006 - 10:05 PM

hmm..well, i know i'm not going to make that. it's a whooooole lot of work :p
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#18 Solinx

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Posted 19 October 2006 - 12:03 AM

That's kinda like testing stuff ingame :p

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#19 Pixel

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Posted 19 October 2006 - 03:02 PM

But it would be cool to load it all into a viewer without having to code or anything and seeing how it looks. Choosing an animation etc etc.

Edited by FlameGuard, 19 October 2006 - 03:02 PM.


#20 Solinx

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Posted 19 October 2006 - 03:14 PM

Yeah ok, I forgot about that. It would be a nice tool indeed then :lol:

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