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Thread: Weapon Editor - The Quartermaster's Armory

  1. #1
    Captain Quartermaster's Avatar
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    Weapon Editor - The Quartermaster's Armory

    8/28/2012

    XenoArmory is now updated to function with V14 with a couple of other updates. You can load the current data that Xenonauts is using, edit them, and update the working files for Xenonauts. It is still a bit limited, but for those that want to modify the parameters of the existing weapons it works just fine.

    You can download the installable version here: https://www.box.com/s/86qhy7knbmm3a96vccyg

    You can get the code here (In VB.Net 2010): http://www.box.com/s/1bc1cf349d327c993d62

    Before Using: Replace the current strings, weapons, and weapons_gc files with the ones in the zip file that you can download here: Fixed Files

    What it can do: This program can load the current data from Xenonauts, display it, allow editing, and can replace the existing files that Xenonauts uses to run.

    What it can't do (yet): You cannot add weapons, delete weapons, nor change the name of weapons. Adding weapons will not likely come anytime soon, because you have to generate spectres and that will take some time to implement.

    Steps to getting the Xenonauts data up:
    1. After starting the program click on "Forms... -> Weapons". An empty form will pop up.
    2. Once the form is open click on "Load -> Current Values" which is the top left of the form that just opened. You will now see all of the weapons listed on the left and the values displayed of the first weapon in the list.
    3. To edit a specific type of ammunition (certain weapons have multiple types) click on Select Ammo and then whichever ammo you want to work with.
    4. To flip between weapons click on the name of the weapon on the left side.

    "Save -> Save As..." will allow you to save a data file with a root name of your choosing. For example if I select a file location and typed in "QM" the resulting files would be "QM.xml" and "QM_gc.xml" that correspond with the weapons and weapons_gc files.

    "Update -> Replace" replaces the files that Xenonauts is currently using with new ones based on the data for the weapons that you are currently manipulating.

    In case of error...... The files that are replaced by the program are sent to your computer's recycling bin.
    Last edited by Quartermaster; 08-28-2012 at 15:43. Reason: Updated to display current information 8/28/12

  2. #2
    Alien Hospitality Liaison iamkyon's Avatar
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    Oh, wow. The industriousness of people such as yourself never ceases to amaze me: talk about going above and beyond!

    And the utility looks convenient and easy-to-use, too!

  3. #3
    Elected Chryssalid Hugger anotherdevil's Avatar
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    sweet! good on ya mate, looking forward to testing this out!
    "What are you gonna do, talk the alien to death?"
    - James Cameron, on Sigourney Weaver's concern about the use of guns in Aliens

  4. #4
    Beloved Leader Chris's Avatar
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    I'm impressed - that's awesome. It's better than anything we've got at this end!

    One quick suggestion for what might be a useful function - maybe allowing an export file for your data that people can just plug into your editor? That way it'll be easy to exchange weapon balance mods on the forum - Sathra's, Belmakor's, your own custom one etc. Possibly you could have several sitting on your hard drive, and you can update all the related game files with just a couple of clicks in your editor (rather than manually copying across all of the related files each tile). Up to you if you think it'd be worth it though.
    Chris England - Xenonauts Project Lead
    chris@xenonauts.com
    @GoldhawkInt

  5. #5
    Beloved Leader Chris's Avatar
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    The only other change I'd make is having the Single Fire Mode shot accuracy levels (of which there is up to four) as seperate lines with checkboxes for each one (although a checkbox can only be ticked if the preceeding one is checked). Then I'd have the AP cost and Accuracy value for each line beside the checkboxes, with them greyed out of the checkbox is not selected.

    Right now the scrollbar-box looks a bit difficult to use. Also, bear in mind some weapons like the machinegun cannot single-fire and there doesn't appear to be a way to manually disable single-fire right now
    Chris England - Xenonauts Project Lead
    chris@xenonauts.com
    @GoldhawkInt

  6. #6
    Commander Jean-Luc's Avatar
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    Oooh, just noticed this. Much praise to you sir.
    "This is a primitive culture. I am here to facilitate its incorporation"

  7. #7
    Commander Sathra's Avatar
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    This is amazing. Awesome work sir!
    Common wisdom proposes that at minimum 60% of the field of engagement should be rubble and/or on fire. As such the munitions budget has been increased 50%. Operations debriefs have shown that 15% is insufficient for current combat requirements.
    Ein jeder Engel ist schrecklich.

  8. #8
    This is very impressive - feel like I could have a go tweaking these now without digging through .xml files.

  9. #9
    Moderator Gauddlike's Avatar
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    Looks like a nice piece of work there.
    Can you import and export to different files with it?
    As Chris says it would be useful to be able to open up the normal weapon files but save to your own separate file.

    Also is it possible to add a whole new weapon to the files using this?
    A "New Weapon" button to add a weapon.newpistol entry, for example, for you to then alter into whatever you wanted.
    Devil's Advocate and forum moderator

  10. #10
    Captain Quartermaster's Avatar
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    The first step that I am using in this process is to get it to the point where one can edit existing weapons easily. I will release that and then I will begin working on the ability to add new weapons.

    Thank you everyone for the feedback. I wasn't thinking about the quick load/save method of files yet, but it sounds like an excellent idea which I will include. I'll redo the single shot approach to as I think that will be easier to get values from and ensure that the values are good.

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