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PyMS, Mac and Windows compatable Modding Suite

Posted: Sun Jun 15, 2008 5:07 pm
by poiuy_qwert
PyMS is a StarCraft modding suite writting using Python 2.5, meaning it will work for Mac users and Windows users alike (actually it will run on most OS's if it matters). PyMS contains 13 programs to edit various StarCraft files:
  • AI Scripts
  • GRP Files
  • All DAT Files
  • Palette Files
  • TBL Files
  • GOT Files
  • LO? Files
  • TRG Files
  • iscript BIN files
  • FNT Files
  • Tileset Files
  • PCX Files
  • MPQ Files
Currently the programs are all considered Beta, but should be stable. Each program includes a comprehensive command line interface, and a GUI. More editors are planned like a Special Palette editor, but the current programs are a higher priority at the moment. Currently the documentation is lacking, currently only having help on the command line interface, but it has good information on some of the programs. Most programs are straight forward and designed after other modding programs, so they should be easy to figure out and get used to. Also note that all testing is done on Windows XP with Python 2.5, so its possible but unlikely that things wont work outside of those conditions. If you have problems just post here or on the PyMS forums.

Download: PyMS v1.2.1 (Updated June 4, '09)

PyAI
[imgwh 640x485]http://i27.tinypic.com/2lubc5y.png[/imgwh]

PyGRP
[imgwh 412x431]http://i28.tinypic.com/2luwaqr.png[/imgwh]

PyDAT
[imgwh 640x440]http://i28.tinypic.com/2vklw02.png[/imgwh]

PyPAL
[imgwh 314x351]http://i25.tinypic.com/20f9ob8.png[/imgwh]

PyTBL
[imgwh 533x347]http://i26.tinypic.com/2lks9hz.png[/imgwh]

PyGOT
[imgwh 391x428]http://i26.tinypic.com/2ufyqtt.png[/imgwh]

PyLO
[imgwh 640x436]http://i31.tinypic.com/xc53br.png[/imgwh]

PyTRG
[imgwh 578x557]http://i33.tinypic.com/2gx1ibm.png[/imgwh]

PyICE
[imgwh 640x508]http://i36.tinypic.com/bimsci.png[/imgwh]

PyFNT
[imgwh 339x335]http://www.broodwarai.com/pages/images/PyMS/PyFNT.png[/imgwh]

PyTILE
[imgwh 597x345]http://www.broodwarai.com/pages/images/PyMS/PyTILE.png[/imgwh]

PyPCX
[imgwh 640x521]http://www.broodwarai.com/pages/images/PyMS/PyPCX.png[/imgwh]

PyMPQ
[imgwh 704x520]http://www.broodwarai.com/pages/images/PyMS/PyMPQ.png[/imgwh]

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Sun Jun 15, 2008 5:13 pm
by IskatuMesk
/vouch

poiuy was the one helping me with the AO stuff that couldn't actually be added because of the silly iscript.bin limit. He knows what he's doing.

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Mon Jun 16, 2008 10:02 pm
by Lavarinth
I'm highly impressed..

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Tue Jul 08, 2008 9:49 pm
by poiuy_qwert
Updates:

I've started to do a more in depth testing of PyDAT (something I never really did before), and have found some issues. Currently PyDAT will corrupt units.dat and weapons.dat when saving. This is a result of incorrect loading and compiling of the entries: StarEditPlacementBoxWidth, StarEditPlacementBoxHeight, AddonHorizontal, AddonVertical, UnitSizeLeft, UnitSizeUp, UnitSizeRight, and UnitSizeDown for units.dat, and MinimumRange, and MaximumRange for weapons.dat. There also seem to be some issues related to the dropdown boxes. All these issues have been fixed for the next release along with various improvements such as icon, unit size, and healthbox previews, plus disabling of things such as Infestation which are restricted to certain unit id's.

Updates for PyTRG are that the next version will support TrigPlug (actually it will be the only editor that supports TrigPlug). TrigPlug is a new FireGraft plugin being developed by FaRTy1billion which adds custom conditions and actions for custom map makers. These will range from changing the speed of the game IN game, to doing math with death counters. Check out TrigPlugs topic here.

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Tue Jul 08, 2008 10:16 pm
by Lavarinth
Great news, poiuy.

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Fri Jul 11, 2008 9:11 am
by poiuy_qwert
I also forgot to mention. If someone has used PyDAT to edit a units.dat or weapons.dat, you can send it to me and I will check them for corruption and fix them.

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Mon Jul 14, 2008 6:01 pm
by poiuy_qwert
Just a little update. Not only am I adding support for TrigPlug to PyTRG, I have also finished the GUI for PyTRG. This shot shows the GUI and an example of TrigPlug actions:

[imgwh 551x532]http://i36.tinypic.com/2ewnos0.png[/imgwh]

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Tue Jul 15, 2008 1:35 am
by Maglok
That's some neat stuff. 8)

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Tue Jul 15, 2008 9:08 am
by poiuy_qwert
I also would like to mention that, like PyAI, it has full tab-completion on Regular/TrigPlug Condition/Action names, Keywords (like At Least), Unit names, AI Script ID's, AI script names, and variables. It also has hover info, so when you hover over a Regular/TrigPlug Condition/Action a tooltip shows the command, parameters, a description of what it does, then a list of what each type of parameter is. I'm also looking into adding code collapsing, but it will most likely take a large re-write of my code displaying textbox, so it might not happen till a later version.

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Tue Jul 22, 2008 11:31 pm
by poiuy_qwert
I've been working on an IScript editor. I have loading, decompiling, interpreting, and compiling done (just needs more testing), and i'm working on the GUI now. I decided to go with the name PyICE, and here is a screenshot:
[imgwh 640x506]http://i36.tinypic.com/3312bgz.jpg[/imgwh]

Edit: Build in script editor:
[imgwh 640x506]http://i37.tinypic.com/f4eoie.png[/imgwh]

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Mon Jul 28, 2008 9:48 pm
by poiuy_qwert
Ok new version of PyMS is out containing many bug fixes and new features, the GUI for PyTRG, and the whole new PyICE. Check first post for updated download link or check out the PyMS forums.

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Mon Jul 28, 2008 10:07 pm
by Lavarinth
Poiuy, does your editor leave any trace of a mod having used this editor? Such as if someone compiles it into a loader, will it show somewhere "Created with PyMS?" I'm asking just to see about the next contest I'm trying to put together.

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Thu Jul 31, 2008 1:09 pm
by poiuy_qwert
The only programs that would leave some identifying mark would be PyAI since it can be used to append author or other info to the end. You could probably also tell if an iscript.bin was created by PyICE because of the way the file is compiled. PyDAT will never be able to do that because of file size restrictions on the dat files, but PyGRP might have an option to append author/other info in the next version. Other programs could have the possibility to put identifying marks, but there are no current plans to do it to any other then PyGRP. If its useful I might add it to other programs, but I havn't really seen a need yet.

Also, if its not a "secret", what use were you going to put it to?

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Thu Jul 31, 2008 1:30 pm
by Lavarinth
poiuy_qwert wrote: The only programs that would leave some identifying mark would be PyAI since it can be used to append author or other info to the end. You could probably also tell if an iscript.bin was created by PyICE because of the way the file is compiled. PyDAT will never be able to do that because of file size restrictions on the dat files, but PyGRP might have an option to append author/other info in the next version. Other programs could have the possibility to put identifying marks, but there are no current plans to do it to any other then PyGRP. If its useful I might add it to other programs, but I havn't really seen a need yet.

Also, if its not a "secret", what use were you going to put it to?
I'll PM it to you, not so secret but enough to make people get a jump start.

Re: PyMS, Mac and Windows compatable Modding Suite

Posted: Fri Aug 15, 2008 11:49 am
by poiuy_qwert
Next release will have a FNT editor (unencrypted fonts only). Currently opening and saving are done, and here is an example font8.fnt export:
[imgwh 640x3]http://i38.tinypic.com/2yyduti.jpg[/imgwh]