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Old 09-24-09, 11:26 AM   #22
Commander Gizmo
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Join Date: Jan 2007
Posts: 339
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Quote:
Originally Posted by JScones View Post
So you intend completely re-writing/re-developing SH3Gen, SH3Cmdr, JSGME, S3DEditor, JTxE, SH4MenuMaker, the Terrain Editor and many other tools that collectively have taken over 10 years to develop in various languages (let alone .NET or Win32) and in some instances by very experienced developers, into one "super application" covering both SH3 and SH4? What's your anticipated implementation date? I mean, have you considered that by the time you're ready to release such a beast, people may not only have moved on from SH3, but they may even have started moving on to SH5?
Just to clarify, I do not envision this thing offering the more in depth capabilities of some of these tools. For instance, the terrain editor (which I haven't even heard of) no doubt has a 3D view of some sort to permit you to see the changes you are making. While a plug-in for my app could be built to handle this, it might make more sense just to use the tool that already exists. However, once the desired changes have been made with the existing tool, my app could find these changes and build a script to make those same changes in any user's game files.

My app serves mainly as a database connection to all the variables used in all the data files rather than a fully featured editor for each data type. So another app could be written as a front end to mine which could use the database to access and change all the data desired. Thus the developer is freed from the trouble of finding and parsing the files in order to get and set the data therein.

Again, with a proper command set available in the plug-in interface a person could write a plug-in for my app that would handle the in depth editing of a program by means of their own forms, UI, etc. As to whether anyone would take the time, that is unknown at this point. I mght even undertake to write them all over time. The fact that my app could find the changes in the files and then write a script means that current tools can still be used to make changes and then my app used to apply them to the end user's game files.

Basically, although it could handle everything if we took the time to write the plug-ins, it isn't necessary for the program to serve it's purpose. Like I said before, I don't really intend to reinvent the wheel, just offer one source for all known game variables.
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