So … while arbitrarily testing my in/out routines, I opened a savedgame’s playerlist.IFO file and it threw an exception. I came across it while searching around my Nwn2 files to make a list of what filetypes are GFFs. To be clear, the output shown above is output by NwN2 when saving a game. VIVALDI - Four Seasons - Alexandra Conunova - Orchestre International de Genève Still have a ways to go before the data in the output is accurate/readable tho The idea behind GFF is great, but if i were on the team that wrote the spec I would have refactored the cr*p out of it. Some things are ids, others are offsets, some things are ids unless they’re offsets and vice versa. The design-spec of GFF doesn’t make it easy. I finally got some input and output to match: One feature I’d like to see is that you editor keeps the gff file structure as generated by the toolset (i.e. That is, my goal is to edit creatures with a 3rd party editor that displays at least the basic level of information that can be seen in the toolset when editing a creature blueprint, which could then mean invoking a UTI editor etc This is inevitably going to bloat code-complexity to the point that, atm, I feel a need to stay away from trying to create a generic editor and focus on the mission. My impulse at present is to just get a creature-editor working the way I want, then either expand it or start from scratch and re-implement its functionality : the endgoal of CSE (critter stats editor) isn’t simply to edit UTCs – it’s to display accurate lists of what the values mean while editing UTCs … (similar to Yata Paths for crafting/spells.2da files, but for UTC files). The GFF stucture was totally new to me a week ago and just getting it to parse out was a bit … frustrating … so, will keep this in mind but, practically, if and when i get a file to write out correctly I’ll just want to relax and cook a hotdog.Īlso I think you should provide at least minimal support for editing other types of blueprints (basic field editing should be enough for most cases), so people don’t have to switch between different tools. That might be a bit much for me at present. Though I don’t think many people use diff tools (this one is git diff) on their projects, so probably you’d better ignore this if it takes too much work. gff field order, string order, …) so that I can quickly see what fields have been changed between two versions of the UTC file, like this: yeah i’ve done enough c#/.net programming to have a grip on basically keeping things compatible w/ Linux and Mono Looks promising, and it seems to works well on Linux too * read: if a GFF-editor truncates nwn2-style (32-char) resrefs to nwn1-style (16-char), it’s because the programmer of the editor designed it so said truncation is not a characteristic of the GFF spec itself. Ie, will try to keep the code adaptable to the general GFF spec. In fact, the GFF-spec itself doesn’t limit the length of CResRef fields* … so i’ll probably end up issuing a warning instead of an error if the length of the string exceeds 16/32 chars. It will support Nwn2’s 32-char CResRef field. i intend it to provide hints etc during editing, so we/you/me doesn’t have to go hunting through 2da files for what the assorted values translate to … It won’t will be a generic GFF editor, although it’s primary purpose is to edit UTC blueprints. So am presently sinking my time into GeneralGFF (github c#). I also wanted to get a grip on the GFF specification. I got a bit too fedup with the vagaries of creature-stats (blueprint) editing in the Electron toolset.
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