|
Post by bloodroke on Mar 20, 2020 12:29:38 GMT 10
I have been playing a lot of coop Mercenaries, and I decided to make my own custom waves so my friend and I wouldn't get bored so quickly, but it was always so tedious to keep going into the XMLs using Notepad++. I would have to look up reference tables for enemy numbers, weapon IDs, behaviors, etc. Sometimes, Notepad++ wouldn't even save my work, despite the fact that it claimed to do so. So, I enlisted the help of a good friend to write the program while I designed the GUI elements. Progress is good so far, and the majority of the program functions as it should, and the files save correctly. Small things like "Replace All", the two checkboxes for hiding certain weapons or buggy enemies, and Model Type have not been implemented yet. I have already been using the program to edit enemy waves, and it is far quicker to use this than to manually edit XMLs with Notepad++. **Edit** The newest progress. The program is nearly finished. Old screenshots.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 21, 2020 16:35:56 GMT 10
Oh wow. This will save a lot of time finishing up my Mercs stages. Can't wait for the release.
|
|
i lost my youtube channel :( hacked
Posts: 2,019
Original Join Date: Feb 20 2011
|
Post by KRIZALID on Mar 23, 2020 0:31:52 GMT 10
man this is sound very good XD
|
|
Posts: 37
|
Post by redfield2012 on Mar 23, 2020 7:34:44 GMT 10
Interesting Might be do some Boss Mania varieties with this WE'll see...
|
|
|
Post by bloodroke on Mar 25, 2020 7:24:10 GMT 10
The editor is slowly being updated to add new features, like the Ndipaya mask type, enemy thrown weapon ammo count, and enemy model type, which varies based on which enemy is currently in the entry. If the enemy type was an enemy with few actual entries, such as a Spider not having a weapon type or plaga type, those lines are automatically added to the .XML upon using the dropdown menus. Replace All now works for each option, and I plan to have support for FluffyQuack's RE5 .ARC toolset so that you can compile the .ARC with all of the .XMLs when you're finished to save more time. Here is an image of how it looks now.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 25, 2020 16:48:26 GMT 10
You're doing God's work. Keep it up.
|
|
|
Post by bloodroke on Mar 28, 2020 10:51:04 GMT 10
Much more progress has been made and the program is nearly complete. The program has support for FluffyQuack's ARC tool and now compiles selected ARC folders. Next and previous XML work as intended and move through the XMLs contained within the parent folder for the opened XML. The program has support now for limiting the enemy types to those generally seen in Mercenaries, or every single one in the game. Total enemy numbers for the XML are now shown, as well as having a failsafe for ensuring the correct number of decimals are in the spawn location text boxes.
|
|
|
Post by bloodroke on Apr 2, 2020 5:54:32 GMT 10
The tool has now been released in the "Other Modifications" board.
|
|