I found new way of doing it. Your editor is great, so we don't want to mess it up. Just make it possible to trigger save (compile and append to specified MapScript.galaxy) from outside. I can run any exe or send message via named pipe to your process (all via lua script). Script files still could be stored on harddrive just next to edited map, or maybe even inside the map.
If my project map has a Chinese when I select the project,there will be two error.
1.Unable to open the map to the fetch Regions.
2.Unable to open the map to the fetch Objects.
You don't even have to open MPQs if you will make your editor an addon to Gemini :) I'm creating communication api now. You can leave it as is, only provide additional "compile and add on map save" functionality.
Hehe.. Yeah.. well, MPQ's arn't that big a problem. To fix the above, I could probably just copy the map to some specific name, and then extract the data.
Anyway. I have been meaning to open source it.. I'm just kindda stalling indefinetly cause I don't like it being a bit messy :(
If you have trouble while trying to refactor your code, just post it on github. Virtually you should do it before refactoring just in case of errors, but there will be a possibility to review your code and post some proposals or help you directly.
You can rename any map with "坦克",and have a test. I think the reason for the error is not the library,the same bug is also exist at NewGen for WE. Some software for WE use the library storm.dll can deal with a War3 map which has a Chinese name.
I can't even save my map with some random Japanese characters. GE unicode support seems to be buggy :( When i opened map named "坦克.SC2Map", i have "??.SC2Map" on title bar, while using original editor.
Could you add an option to Galaxy Editor about that when compile ,if there were no errors in the script there would no output format to changeing my script.
I mean that the syntax used in compile is the syntax of the galaxy
Allowing for the editor to simply be a syntax checker for galaxy? I don't think I would do that. It seems a tiny bit redundant, since it is already included in the normal editor (even if the error reports are sometimes rather vague) . I also have some school projects that demand my attention.
Allowing for the editor to simply be a syntax checker for galaxy? I don't think I would do that. It seems a tiny bit redundant, since it is already included in the normal editor (even if the error reports are sometimes rather vague) .
I would support the possibility, though. Many people are still reluctant to settle for a language extention, but they want syntax checking, autocompletion etc, which the galaxy editor lacks. If you don't want to do it, its okay, but I think there are many people, who would like that.
Quote:
I also have some school projects that demand my attention.
I ask for this function just because the syntax checker of normal editor is not easy to use.And some times I just write program to show a system or other things.So I need a simple syntax check
Do you have plans to incorporate it into the galaxy editor? Like make a button in the editor that opens this up, sort of how JNG was to World Editor. I think that would be insanely awesome and save some time.
there is a possibility and even and even we are tried to do that. Check out Gemini project. It is still alive, but i have very limited time now. So don't expect miracles, school is my prior now. You can always help ;) github awaits :P
Does an update to the galaxy api require a new version of the galaxy++ editor? I thought, it would update automatically, but I cannot seem to access the new natives.
It does require a new update, since the native lib is precompiled. If it wasn't precompiled, it would take a couple of seconds to compile it when the app launches - which I found unacceptable.
I found new way of doing it. Your editor is great, so we don't want to mess it up. Just make it possible to trigger save (compile and append to specified MapScript.galaxy) from outside. I can run any exe or send message via named pipe to your process (all via lua script). Script files still could be stored on harddrive just next to edited map, or maybe even inside the map.
If my project map has a Chinese when I select the project,there will be two error. 1.Unable to open the map to the fetch Regions. 2.Unable to open the map to the fetch Objects.
I'm not sure what you mean "if your project map has a Chineese". Could you try and send me a map file that produces this?
sorry,I mean that the project map has a Chinese name.
Hmm. I think it might be a library I'm using to open mpq files. Could you send me a map with a chineese name, so I can test it?
You don't even have to open MPQs if you will make your editor an addon to Gemini :) I'm creating communication api now. You can leave it as is, only provide additional "compile and add on map save" functionality.
Hehe.. Yeah.. well, MPQ's arn't that big a problem. To fix the above, I could probably just copy the map to some specific name, and then extract the data.
Anyway. I have been meaning to open source it.. I'm just kindda stalling indefinetly cause I don't like it being a bit messy :(
If you have trouble while trying to refactor your code, just post it on github. Virtually you should do it before refactoring just in case of errors, but there will be a possibility to review your code and post some proposals or help you directly.
You can rename any map with "坦克",and have a test. I think the reason for the error is not the library,the same bug is also exist at NewGen for WE. Some software for WE use the library storm.dll can deal with a War3 map which has a Chinese name.
I can't even save my map with some random Japanese characters. GE unicode support seems to be buggy :( When i opened map named "坦克.SC2Map", i have "??.SC2Map" on title bar, while using original editor.
Could you add an option to Galaxy Editor about that when compile ,if there were no errors in the script there would no output format to changeing my script. I mean that the syntax used in compile is the syntax of the galaxy
Allowing for the editor to simply be a syntax checker for galaxy? I don't think I would do that. It seems a tiny bit redundant, since it is already included in the normal editor (even if the error reports are sometimes rather vague) . I also have some school projects that demand my attention.
I would support the possibility, though. Many people are still reluctant to settle for a language extention, but they want syntax checking, autocompletion etc, which the galaxy editor lacks. If you don't want to do it, its okay, but I think there are many people, who would like that.
Good luck!
I ask for this function just because the syntax checker of normal editor is not easy to use.And some times I just write program to show a system or other things.So I need a simple syntax check
Do you have plans to incorporate it into the galaxy editor? Like make a button in the editor that opens this up, sort of how JNG was to World Editor. I think that would be insanely awesome and save some time.
@SuPa_Link: Go
there is a possibility and even and even we are tried to do that. Check out Gemini project. It is still alive, but i have very limited time now. So don't expect miracles, school is my prior now. You can always help ;) github awaits :P
Does an update to the galaxy api require a new version of the galaxy
++
editor? I thought, it would update automatically, but I cannot seem to access the new natives.Right - sorry about that. I'll get on it.
It does require a new update, since the native lib is precompiled. If it wasn't precompiled, it would take a couple of seconds to compile it when the app launches - which I found unacceptable.
@SBeier: Go
Can't you compile it once and make the program check for version changes by itself and re-compile it, once SC2 got an update?
Yeah, I might do that in a future update. For now at least, it should be up to date.