Posted: Sun Oct 22, 2006 9:06 pm
Thanks, TZ!
I created an extensive film "cataloger and renamer" that also did chat extraction (example here) into both text and UTF-8 HTML color-coded niceness. We (the OoH) play so many 3rd party maps that I got very deep into cataloging the map plugins along with the films themselves. This is currently a stand-alone PC app that isn't released to the public - my plan is to include this as an on-line tool someday(tm) and slap the data in a db.
I dug in even deeper a few months back and made a tool (parts originally written in Perl a million years ago with the new stuff written in Python - now converted to PHP (my fave language for years)), that analyzes a multiplayer map plugin for all kinds of extra stuff that is all too easy to miss when building maps (at least for me). Things like: (1) proper # observers for each team; (2) matched # units on every team *for every unit type* - down to the level of detail including: difficulty settings, trading settings, invisible units, etc.; (3) checks for Assassin and Hunting units that are marked as "targets" properly; (4) matching game flag/ball settings for teams; (5) some more stuff and lots of other things I keep adding. This tool allows me to check my multi maps for things that are incredibly tedious without it, which is part of why I wrote it - the other part is to incorporate it into my map cataloging and do things like list all the unit trading combinations for each and every map and stick this info into a huge database. This one is my "uber tool" that I plan to make available on-line for any Myth II mapmaker to use (I may or may not take the time someday to make it usable for Myth III, but I am following a priority list so it doesn't become The Neverending Project - I want stuff that can be used first and then will add additional details later). It's fun to run this tool on maps and find subtle errors like mismatched Assassin targets or a missing unit on one team. Also fun to run this on the Myth II base tag files and find the map errors that were corrected in subsequent patches - and one that remains that doesn't actually affect anything (there are two "observers" for one team (I forget which one now) on Gimble that are on top of each other so it looks like just one when you open it in Loathing - doesn't affect the game, but interesting nonetheless). Right now I've dubbed this tool "Sanity" but am also debating using the name suggested by Vinylrake of "Ferret" - we'll just have to see what it ends up as.
I've also got an "automatic film saver" that avoids the dreaded "all saved films are identical" bug that can still happen from time to time and allows you to let your computer save the films even if the host restarts too fast. In addition, it includes a "plugin synchronizer" to keep our PC players in-sync with our large list of plugins (here's the text list) we play each week. This one is also on my list to make cross-platform, but not as high a priority as the others listed above.
Those are the current "biggies" in my workshop besides wrapping up some long-overdue map/plugin projects.
All my stuff is currently stand-alone PC apps, only one of which is semi-public. One of my Fall/Winter projects this year is to combine the functionality of a couple of them into an on-line tool that any mapmaker can use.GodzFire wrote:Strat, Vinyl, and Baak, which Myth tools did you do in the past? I'm always interested in seeing if anyone that made oldies like Bartok or MONSEdit, etc would still even be around.
I created an extensive film "cataloger and renamer" that also did chat extraction (example here) into both text and UTF-8 HTML color-coded niceness. We (the OoH) play so many 3rd party maps that I got very deep into cataloging the map plugins along with the films themselves. This is currently a stand-alone PC app that isn't released to the public - my plan is to include this as an on-line tool someday(tm) and slap the data in a db.
I dug in even deeper a few months back and made a tool (parts originally written in Perl a million years ago with the new stuff written in Python - now converted to PHP (my fave language for years)), that analyzes a multiplayer map plugin for all kinds of extra stuff that is all too easy to miss when building maps (at least for me). Things like: (1) proper # observers for each team; (2) matched # units on every team *for every unit type* - down to the level of detail including: difficulty settings, trading settings, invisible units, etc.; (3) checks for Assassin and Hunting units that are marked as "targets" properly; (4) matching game flag/ball settings for teams; (5) some more stuff and lots of other things I keep adding. This tool allows me to check my multi maps for things that are incredibly tedious without it, which is part of why I wrote it - the other part is to incorporate it into my map cataloging and do things like list all the unit trading combinations for each and every map and stick this info into a huge database. This one is my "uber tool" that I plan to make available on-line for any Myth II mapmaker to use (I may or may not take the time someday to make it usable for Myth III, but I am following a priority list so it doesn't become The Neverending Project - I want stuff that can be used first and then will add additional details later). It's fun to run this tool on maps and find subtle errors like mismatched Assassin targets or a missing unit on one team. Also fun to run this on the Myth II base tag files and find the map errors that were corrected in subsequent patches - and one that remains that doesn't actually affect anything (there are two "observers" for one team (I forget which one now) on Gimble that are on top of each other so it looks like just one when you open it in Loathing - doesn't affect the game, but interesting nonetheless). Right now I've dubbed this tool "Sanity" but am also debating using the name suggested by Vinylrake of "Ferret" - we'll just have to see what it ends up as.
I've also got an "automatic film saver" that avoids the dreaded "all saved films are identical" bug that can still happen from time to time and allows you to let your computer save the films even if the host restarts too fast. In addition, it includes a "plugin synchronizer" to keep our PC players in-sync with our large list of plugins (here's the text list) we play each week. This one is also on my list to make cross-platform, but not as high a priority as the others listed above.
Those are the current "biggies" in my workshop besides wrapping up some long-overdue map/plugin projects.