I have a set of eclipse and ant based tools for modding with Sins that others may find useful when validating or building their projects.
Current Downloads (older downloads: Downloads)
FAQ
System Requirements
Syntax Wiki - A syntaxual representation of almost all of the Sins editable files.
How To's:How To Install EclipseHow To Setup Entity Validation Eclipse Plugin (Updated for new preference with v0.6)
Video: How to setup and configure the Soase Eclipse Plugin
References:
Mod Development with Eclipse (Forum link providing a general overview of Eclipse)
Eclipse download site (http://eclipse.org/downloads)
Tools Supported:
Entity Editor (Click me for cool stuff about visual Entity Validations)
Eclipse Editor builder/nature extension that provides visual feedback to the following validations.
Entity Definition View - Displays the syntax rules for the currently opened entity file.
Summary of validations currently supported: Boolean: Validates boolean entries contain TRUE or FALSE onlyBrush: Validates a referenced brush entry exists for the value enteredConditional Validation: Allows conditional structures to follow based on a field valueKey word: Validates all entity file key words are spelled correctlyQuotes: Validates any values requiring qoutes have beginning and ending quotation marksInteger: Validates integer entries contain digitsDecimal: Validates decimal entries contain ####.#####Entity References: Validates a referenced entity file exists for the value enteredString Reference: Validates a referenced String entry exists for the value enteredSound Reference: Validates a referenced Sound entry exists for the value enteredEnumeration Validation: Validates an entry confirms to an allowed set of values (i.e. buffInstantActionType)Iteration Validation: Validates repeating elements are correctStructure Validation: Validates entries appear in the correct order in the entity file (configurable to allow unordered structures)Explosion Validation: Validates a referenced explosion entry exists for the value enteredTexture Validation: Validates a referenced texture exists for the value enteredParticle Validation: Validates a referenced effect exists for the value enteredSounddata Validation: Validates sounddata files for correctness including referenced sound filesGalaxyScenarioDef Validation: Validates galaxyScenarioDef files for correctness with 2 pass validationsStringInfo Validation: Validates English.str for correctnessBrushes Validation: Validates brushes files for correctnessGameplay.constants: Validates the Gameplay.constant file for correctnessExplosiondata Validation: Validates sounddata files for correctness including referenced sound filesGalaxy Validation: Validates galaxy files for correctness and performs additional validations on referenced templates and design names.
Content Assistance: [ctrl]+[space bar] on keywords or constants and get suggested completionsSyntax Coloring: change syntax coloring of entity files to suit your preferences (defaults to all black currently)Hover Help: hover over a keyword and get additional details about the value or structureQuick link to wiki syntax
Version v.2.1.2 uploaded. Modifies the two planet template references to Any and includes a small fix to Gameplay.constants for the diplomacy points 7-12 added.
Got it working with zip; was using rar before which was likely the root of the cause.
Sweet, let me know if you see anything else that "can" be fixed. The xml is pretty flexible for the most part with a fairly simple schema (entity_definitions.xsd). Feel free to poke around.
Not sure if this is a glitch on my end, but when I put links to the Texture folder (rather than copy, as that would take too much space), when checking various brush files the plugin does not "see" the respective texture files (ex. Unit_Infocard2.tga), and reports that the texture file in question is missing. The same thing also occurs with the Sound and Particle folders, when linked. I haven't tried using copy versus linking, due to space.
Not sure if I said it before, but thanks a ton for this plugin. It's freed up some space and likely helped me stamp out some bugs.
Windows shortcuts don't work like actual links unfortunately.
What you can do is setup the project as an external folder to where you mod is actually located. Basically when you create a new project select an external directory for the actual project and use your mod folder. This is what most people do with the tool as they mod directly in the mod's folder.
That's actually a great idea. Well, unless your mod is split up into stackable parts, in which case that doesn't always work perfectly.
Um... my mod is split up into stackable parts.
I can instruct you how to set up the entity validator to support this.
Essentially if you right click on a project, choose Properties.
Then go to Project References.
Select the stack parts this mod should use to validate.
For example my Core references everything for the GSD.
My Races stack only reference Core.
Brilliant right
Version update.
Adds compatibility with Rebellion 1.5 (Includes DLC).
Download
Adds optimization code significantly reducing the amount of overhead rebuilding when files are added or removed or when key files are updated like the English.str.
Note: I've been using this version for a week or so and haven't encountered any obvious issues. That said, let me know if you see anything strange. You can force a reset of the validation tool by selecting Project/Clean if you encounter any weird issues.
I will most certainly use this
Adds compatibility with Rebellion 1.8 (Includes DLC).
Awesome.
Also Zombie, I might look into this if you don't, but the other day I was kind of wishing Eclipse would display a tool tip when you hover over a string reference displaying the contents of the string. That way I don't need to open the string file every time I want to see what the real name of a planet bonus is.
Thanks again for the update.
I have a request also, can the validator look for flairs in the meshes?
I have almost 100 errors showing for particles that are not used.
I also assume that the mesh would have to be in txt format? My XSI script automatically converts to bin.
I don't know if it is feasible for it to check mesh files. I guess it could just check everything before the vertex count, but even then that might increase workspace build times a fair amount. And yes they'd have to be in TXT like everything else I'm sure.
As an interm measure you can delete individual error messages to keep them from clogging up your warnings section.
They are showing as errors? I thought they showed as warnings.
I thought about validating meshes like that but time/money/interest
Would it be better to exclude particles from that check?
Would be a good option in preferences if that wouldn't be too hard to do.
You're right, they are warnings .
I would rather have them in, there is a lot I am pruning now because I can see them, I just have to know what I use.
Found another depreciated aiUseTime. "OnlyWhenAttackTargetIsInFiringSolution" has apparently been completely replaced with "OnlyWhenAttackTargetIsInFiringSolutionAndHasAttackOrder".
can you add the option, for the tool, of comparing 2 different Entity files and highlight the differences?
A. There are literally hundreds of tools that will do that for any text based file format. Google diff programs or file comparison programs.
B. Eclipse already has a diff comparison tool built in, you do not need this plugin for that. Just select two files, right click, compare to, each other.
Does this updated plugin fix issues were Eclipse tells me I have errors for the "dlcId xxxxxx" line in various entities? And the planet upgrade 'social' sections of planets and planetbonus files?
I think it said something about unexpected entry...blah blah lol.
But seriously awesome tool. I used it to crush about 100 errors and about 1000 warning issues in 7DS 3.0 this past weekend . Thank you for providing this!
EDIT: wrong quote, was supposed to quote zombie for the eclipse update post that had the link!
I do not get errors for the DLCid line. You must not have updated since the last DLC.
I just deleted my old plugin (april of 2013) and put this new one in... Now my eclipse doesn't show "Add/Remove Entity Validator" and it doesn't have any of the sins preferences options in the preferences window. I hate when technology messes with me.
I placed the new plugin in the "dropins" folder as per the instructions.
While this is hardly a big problem, just FYI to anyone that is interested that this plugin appears not to work with the latest version of Eclipse, 4.4 (Luna). Keep 4.3 (Kepler) or earlier installed for your Sins modding work.
Is there a new conversion tool that will convert Rebellion 1.82 .ENTITY files to .TXT files. All the ones I have tried fail on the conversion.
And the ones in the links here are all not working. Sure would appreciate some help with this.
Thanks
John
There are many great features available to you once you register, including:
Sign in or Create Account