Editor for .bytes files in content packs and saved games

DigitalPigeon ( Member )

rank: Innocent Bystander

score: 10

edited August 2013

This tool will let you

  • - directly edit compiled content packs, like the core DMS campaign, or other UGC in "compiled" mode.
  • - edit and alter your save games.
  • - export compiled content packs (like the core DMS campaign or Seattle pack) into .txt files for your own UGC


Here I mumbled for a few minutes about how to use the tool, and then a few more minutes about some of the other features.

Here I mumble some more about editing saved game files

Here you can download the tool. As per the video and the readme, you need to copy a couple files into the same folder as the tool for it to work. Please read the readme. (current version 0.3.1, August 8th) https://www.dropbox.com/s/lejrpvvi9a94wh1/srr_binary_editor.zip

Really hoping for all kinds of feedback if this is useful, or if there are ways to make it useful.

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  • Zoolimar ( Member )

    rank: Innocent Bystander

    score: 10

    Thank you. All works except for adding strings.

    I can change range on weapons but can't add new prereqs or abilities to an entry.

    P.S. Need also to find out why I can't make shotgun to do 4 attacks in one shot but that's not an editor problem cause all other changes work as intended.

  • BallPtPenTheif

    BallPtPenTheif ( Member )

    rank: Innocent Bystander

    score: 10

    amazing work. not something i would dig into but i imagine that somebody could recreate the sourcebook content with this tool

  • Zoolimar ( Member )

    rank: Innocent Bystander

    score: 10

    About shotguns: it seems that number of attacks is tied to 'fx' of the attack instead of 'repetition'. That's odd.

  • McDougle

    McDougle ( EAB Face )

    rank: Master

    score: 5770

    edited August 2013

    Nice. :D

    Is this the version you originally posted on the freenet #SRR-modding IRC?

    For the future it´d also be grand to 1. see the Icon a particular Item/Power etc. uses (should be in UIrep) and to be able to export and import/change that.

  • Murphy01

    Murphy01 ( Member )

    rank: Innocent Bystander

    score: 10

    @Zoolimar its tied to the animations

  • Zoolimar ( Member )

    rank: Innocent Bystander

    score: 10

    edited August 2013

    And that's a damn shame.

    I tried to make shotguns that shoot buckshots as they are portrayed with their animations - 7 damage 4 times. That would be great if combined with damage reduction on armour because shotguns will become really good against unarmored targets but will struggle even against DR 5.

    Maximum is 2 attacks for shotgun.

  • DigitalPigeon ( Member )

    rank: Innocent Bystander

    score: 10

    edited August 2013

    Thanks for the feedback all. Version 0.2.0 ready to go

    Release Notes [0.2.0]

    • -Added ability to open and edit SRR .sav files
    • -String collections are now editable (using a dedicated string.collection editor for them)
    • -Help config and backup location display options now open explorer to the specified locations
    • -Added about box to view version number

    https://www.dropbox.com/s/lejrpvvi9a94wh1/srr_binary_editor.zip

    Did a quick video showing how to mess with save files

    Feedback welcome please!

  • DarknessMuta

    DarknessMuta ( Member )

    rank: Innocent Bystander

    score: 10

    edited August 2013

    Thanks for getting this update out so quick. The only thing I didn't see in the save editor video or cannot seem to find is if it's possible to change any of the choices you made for the actual look of the character during character creation like skin color, hair, etc or if we can model swap at all and make our character look like Cherry Bomb or one of the random npcs.

    I did notice one of the stats being off for my end game character with a body stat of 9, the stat in the editor only says 5 so some of those stats must be calculated a little differently. Still it's nice to be able to tweak stuff.

  • DkJehovah ( Member )

    rank: Innocent Bystander

    score: 10

    Do you have any cybernetics or item that buff your Body Darknessmuta? If so, that might be it.. maybe the editor only show base stat more then current stat.

  • Sardaukar

    Sardaukar ( Member )

    rank: Innocent Bystander

    score: 10

    Very nice work.

  • DarknessMuta

    DarknessMuta ( Member )

    rank: Innocent Bystander

    score: 10

    edited August 2013

    Quote from DkJehovah:

    Do you have any cybernetics or item that buff your Body Darknessmuta? If so, that might be it.. maybe the editor only show base stat more then current stat.

    I was a female Elf Street Samurai with no cyber parts at the end of the game, I had the best outfit, but that one is just the 10 armor.

  • Zoolimar ( Member )

    rank: Innocent Bystander

    score: 10

    edited August 2013

    I did notice one of the stats being off for my end game character with a body stat of 9, the stat in the editor only says 5 so some of those stats must be >calculated a little differently. Still it's nice to be able to tweak stuff.

    Check templates you will see that Attribute 1 is written as -3 and Attribute 4 is written as 0 in TXT files.

  • DigitalPigeon ( Member )

    rank: Innocent Bystander

    score: 10

    edited August 2013

    Version 0.3.0 is out

    Release Notes [0.3.0]

    • - Added export to proto text format
    • - Fixed default mapping for mlib.bytes

    https://www.dropbox.com/s/lejrpvvi9a94wh1/srr_binary_editor.zip

    Note that I had to write the protobuf to text serializer myself, so while I tested it on a bunch of different types and it seems to work, you'll want to double check a few of them for yourself. Also, if the serializer runs into big problems and throws an exception, you should get a stack trace in your text editor that you can send back to me so I can look into what caused the problem.

    Under options, you can set the deserializer to either simple mode (Default) or verbose. In simple mode, any values that are empty or null will not be included in the export. Switch to verbose mode to include all that empty data.

    As always, really appreciate any feedback.

  • Sardaukar

    Sardaukar ( Member )

    rank: Innocent Bystander

    score: 10

    Only feedback I guess I have is that it would be handy if the sub-file you have open like, say, Obvious Cyberarm, shows in the window so you can see what you are working on as you do it and don't get confused between Obvious Cyberarm and 2, for example.

    Be good if it temp-saved everything as you went and asked you if you want to save your changes before you quit the program. Kind of blanked and forgot to do that as I quit out to eagerly test my new toys.

    Oh, yeah, and remembering where my folder locations are so I don't have to chase them down whenever I start again. That'd be nice.

  • DigitalPigeon ( Member )

    rank: Innocent Bystander

    score: 10

    Thanks Sardaukar... I'll add some option "remind me to save" setting. As well as a clear indicator of what you are editing. As far as remembering folders, it should do that already is as much as it should remember the last folder you were working in, even between executions of the program.

  • Nuts ( Member )

    rank: Innocent Bystander

    score: 10

    Do you have any information on how the prereqStrings are put together? Or better said would a 'scene.[Something].[Something]' or 'story.[Something].[Something]' also possible?

    To the feedback, it would be nice if we had some integrated information on what some fields do (the ones we know quite well about). And overall nice editor so far :)

  • tracker

    tracker ( Member )

    rank: Innocent Bystander

    score: 10

    For prereqStrings you can put in these:

    Flags: http://pastie.org/private/g9n0arkvghdhydesqvj3tg

    Abilities: http://pastie.org/private/tcxjgwbn7nk5463echlecw

    Skills: http://pastie.org/8210918

    The prereqStrings that actually get used in the SRR DMS item/ability/mode files:

    prereqStrings: "Player.FLAG.HAS_DATAJACK == 1" //(usually for smartlink)

    prereqStrings: "Player.SKILL.Skill_RangedCombat >= 1" //(can't equip item or use ability unless true)

    prereqStrings: "Item.FLAG.WEAPON_CUR_AMMO > 1" //(in ability files to make sure the player has ammo)

    prereqStrings: "Item.CORE_SPECIALIZATION > 5" //(The item's associated specialization)

    You cannot, as far as I know, use scene or story variables in these files.

  • crusher_bob ( Member )

    rank: Innocent Bystander

    score: 10

    It's also worth looking at how killing hands is implemented.

    Using the killing hands spell (killing hands.item) gives you the condition "Condition_KillingHands". The unarmed combat mode checks that you don't have the "Condition_KillingHands" and the killing hands combat mode checks if you do have "Condition_KillingHands". That's why your regular unarmed attacks go away when you have killing hands active.

    But if it's possible to add arbitrary conditions in this way, then you should be able to implement some interesting things. For example, you could make a 'berserk' condition and then modify all the shooting modes files so that you can't shoot while under this condition.

  • tracker

    tracker ( Member )

    rank: Innocent Bystander

    score: 10

    edited August 2013

    I don't think it is possible to add custom conditions, I have a list of those, too: http://pastie.org/8210916

    Edit: Just a note that the above list is missing a few conditions that repeat, like the other covers and docwagons

  • gevrik

    gevrik ( Member )

    rank: Innocent Bystander

    score: 10

    A kingdom for an OSX version. :D

  • Nuts ( Member )

    rank: Innocent Bystander

    score: 10

    Thanks Tracker. Before reading your list i went through the abilities myself and also found conditions: Condition_MatrixCharge1 and 2 But real thanks for that list :)

    As a sidenote, i just played around with the conditions, it seems as if some conditions are allways loaded onto the player. E.G. i tested per trigger if the player had condition_autododge, and it allways turned true. Also seems to hold for Condition_MatrixCharge1 & 2

    @Crusher_Bob Something like that was also basically my idea when i stumpled upon the condition of MatrixCharge... Saddly didn't work out so far.

  • Marduc ( Member )

    rank: Innocent Bystander

    score: 10

    Here are lists of possible icon strings, scatcking categories, Sorting groups, outfit_textures, gear_prefabs, gear_bundles, fxScripts and FxName used in the item files. : https://www.dropbox.com/sh/x507etpa0bul8nj/yzNdUN2vVk

  • tracker

    tracker ( Member )

    rank: Innocent Bystander

    score: 10

    edited August 2013

    @DigitalPigeon I used your editor a bunch, to export bytes files to txt.

    Some notes:

    scene_hiring_prerequisites: {

    This section in scene files requires an empty description entry like this: prereq_description: ""

    Bools needs to be all lower-case, True -> true, False -> false

    Multi-line strings pop up a bunch of errors. This happens a lot in the text: and responseText: fields in conversations or scene descriptions.

    Quotes (and maybe apostraphes) in strings pop up errors (missing escape character?)

    Epilogues aren't recognized. They are just text files, I think.

    Edit: Nice lists, Marduc.

  • apriest8781 ( Member )

    rank: Innocent Bystander

    score: 10

    @DigitalPigeon

    I tried using the editor to edit outfits. Exported to .txt and I'm getting errors in the editor when I try to use them. Basically saying certain things are invalid? I'm going to try a simple export and see if that fixes it. After reading one of your above posts.

  • apriest8781 ( Member )

    rank: Innocent Bystander

    score: 10

    Hmm Still no love on the outfits... change some of the "Falses" to 0's stopped the errors on loading. But the items still won't show up in a merchant inventory.

  • tracker

    tracker ( Member )

    rank: Innocent Bystander

    score: 10

    Post the files on pastebin and I'll look at them

  • DigitalPigeon ( Member )

    rank: Innocent Bystander

    score: 10

    edited August 2013

    Sorry guys, I didn't think anyone was still using this... saw all sorts of these editors popping up.

    https://www.dropbox.com/s/lejrpvvi9a94wh1/srr_binary_editor.zip

    [0.3.1]
    Features
    - Added right click -> export all to "type" branches of trees. This is pretty wiz. :)
    - Added "recent files" to File Menu (so you don't need to remeber where all of your files are stored anymore)
    - Added remeber last loaded and exported locations
    - Added title of active editor item in editor above property grid

    Bug Fixes
    - Removed verbose text export option - all non null objects are now always exported in text format
    - Added escaping to special characters in text data (\n, quotes and ) in text export
    - Fixed bools in text export

    Now that I have the mass exporter, I was able to test pretty much all of the text formatted proto files I knew how to load into the editor, so I'm much more confident with it now. Hope it works for you guys.

  • tracker

    tracker ( Member )

    rank: Innocent Bystander

    score: 10

    @DigitalPigeon, I use it pretty often, not for editing files, but for exporting. The export all will be a huge help. Thanks!

  • Zoolimar ( Member )

    rank: Innocent Bystander

    score: 10

    Sorry guys, I didn't think anyone was still using this... saw all sorts of these editors popping up.

    I think your editor is the best.

  • Sardaukar

    Sardaukar ( Member )

    rank: Innocent Bystander

    score: 10

    Yep! I use it often!

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