The Engine problem was my fault. I forgot that my Engine Folder is not unpacked in my DoW.
As for the locale being used, the message was there, but it could have been more explicit. Don't forget that I am french and have no experience in programer's language, so I am doubly a foreigner here.
The rgd are opened real fast, and the mod is loaded much much faster than with the AE.
I went a bit further and here are a few remarks as I come along. I don't know if they are of any use :
- The UCS file is opened when I use the tab for tools, but not if I use the command : Mod > Ucs editor
- Reading the teamcolour files to allow to change their in game name would be interesting
- DoW Mod Studio loads the luas and rgd for the vanilla races, but not for my custom mod. Is that intentional ? If I modify a lua, does it burn automatically the correponding rgd when I click "save" ? If so, what is the use to load both lua and rgd ?
- having the already opened files in a bloomberg style band over the top is not very practical after a while. A "history" tab would be more useful IMO (I am so used to Photoshop...)
- could you make the choices of squad loadout type being in a list rather then have to type everything manualy ? In my experience, the worst headaches come from the tiniest typos, so anything that can be done to prevent typos is great. Same goes for the weapons in the ebps, abilities, etc...
- everytime you open a different file, the column width reverts to default, which is annoying.
- I couldn't figure yet what the attrib snapshot does.
Oki, that's all for today.
Hope this helps...
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compiler
Member Since 14 Jan 2006Offline Last Active May 25 2006 05:31 PM
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In Topic: Beta 0.3.2
17 April 2006 - 08:21 PM
In Topic: Beta 0.3.2
15 April 2006 - 11:06 PM
Very first and limited impressions (it's rather late here...)
- everything opens up smoothly and seems organised logically
- I would have liked the program to also load the Engine section
- I've set the locale to french for the module, then changed it in the tools to english, but the program kept opening the french ucs. Do you need to exit the program for the changes to take place ?
- everything opens up smoothly and seems organised logically
- I would have liked the program to also load the Engine section
- I've set the locale to french for the module, then changed it in the tools to english, but the program kept opening the french ucs. Do you need to exit the program for the changes to take place ?
In Topic: Beta 0.2.0
04 February 2006 - 10:13 PM
I just tested versio 0.2.1.
It installs and opens smoothly.
It loads a WA mod, although it takes quite some time to open.
It is quite surprising that it displays rgd files and not luas, but I guess these are functionalities to be implemented later.
Here are a few suggestions :
The module information window should be accessible at the start of the mod (as it is now) and should be called back by a command (I didn't find the way to call it back)
The large panel on the right should be used to display the data being edited, instead of having multiple windows.
You could use some "tabs" so that you can edit ucs, rgd or module without having new pop up windows all the time.
As for the UCS file : you could have link between different languages. Each time you add a sentence in the default language (say english) then a line would be added in all the language you'll add. This way, it wil be easy to check that you didn't forget a line when translating from one language to another.
Displaying the ucs sentence in the rgd display is a great idea.
It would be even better if just adding a ucs reference "$xxxxx" would open the ucs editor, with this line created and just the text to type in. Validation would return to rgd editing.
For the rgd edition : it could be interesting to have a choice of editing at various level : when editing a troop, you might want to edit the troop type instead of just the troop.
So it would be very useful to have the lines which belong to the higher level displayed in a different colour (or with a sign at the beginning of the line) so that you can save them in the parent rather that for each separated troop.
Of course, this would mean that you'd have to build each parent by comparing what lines are in common in each child file, which could in turn greatly increase loading time.
Still, it would be useful (the AE takes a huge time to open, anyway).
I have no idea if my suggestions are feasible or just totally banana.
They are made from a user's point of view.
Feel free to ignore them altogether if they are irrelevant.
Cheers
Compiler
It installs and opens smoothly.
It loads a WA mod, although it takes quite some time to open.
It is quite surprising that it displays rgd files and not luas, but I guess these are functionalities to be implemented later.
Here are a few suggestions :
The module information window should be accessible at the start of the mod (as it is now) and should be called back by a command (I didn't find the way to call it back)
The large panel on the right should be used to display the data being edited, instead of having multiple windows.
You could use some "tabs" so that you can edit ucs, rgd or module without having new pop up windows all the time.
As for the UCS file : you could have link between different languages. Each time you add a sentence in the default language (say english) then a line would be added in all the language you'll add. This way, it wil be easy to check that you didn't forget a line when translating from one language to another.
Displaying the ucs sentence in the rgd display is a great idea.
It would be even better if just adding a ucs reference "$xxxxx" would open the ucs editor, with this line created and just the text to type in. Validation would return to rgd editing.
For the rgd edition : it could be interesting to have a choice of editing at various level : when editing a troop, you might want to edit the troop type instead of just the troop.
So it would be very useful to have the lines which belong to the higher level displayed in a different colour (or with a sign at the beginning of the line) so that you can save them in the parent rather that for each separated troop.
Of course, this would mean that you'd have to build each parent by comparing what lines are in common in each child file, which could in turn greatly increase loading time.
Still, it would be useful (the AE takes a huge time to open, anyway).
I have no idea if my suggestions are feasible or just totally banana.
They are made from a user's point of view.
Feel free to ignore them altogether if they are irrelevant.
Cheers
Compiler
In Topic: Feedback imppressions: 0.1.1
23 January 2006 - 05:59 PM
I agree with FinalDeath about the module window : I don't see the point in having it opened at all times. Accessing it through a tool bar should be more than enough.
The right panel should be reserved for the actual edition.
The current configuration looks much like Relic's Attribute Editor, and I aml quite used to it, so I see no problem with it.
The right panel should be reserved for the actual edition.
The current configuration looks much like Relic's Attribute Editor, and I aml quite used to it, so I see no problem with it.
In Topic: Beta 0.1.0
15 January 2006 - 09:23 PM
Version beta 0.12 works for me.
It opens the mods it failed to open before.
The mod opens, the tree is displayed, the module file can be accessed and displays correct informations, the tree displays the correct files.
The program ws closed with the "quit" buttons and closed with no error.
I have not attempted to edit anything, though...
It opens the mods it failed to open before.
The mod opens, the tree is displayed, the module file can be accessed and displays correct informations, the tree displays the correct files.
The program ws closed with the "quit" buttons and closed with no error.
I have not attempted to edit anything, though...
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