SHED 1.3.2 (Unofficial) +Effect Editor!

That would be cool! at least I put the thought out :slight_smile: And who knows maybe one of you all could make it work. Either way you all are doing a good job in my eye’s and ty for your efforts :slight_smile:

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I’m super excited to announce the release of 2015.02.08 with the Cubemitter Editor!

See the original post for details and download instructions. I will re-include this .gif though. The Cubemitter Editor supports LIVE EDITING!

Important: I’m still making tweaks to the simulation. I’m pretty happy with it but I’m not quite there yet.

I’m not sure what this does for other people, but the .gif isn’t autoplaying for me. Click to view!

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Yupp, I’m using .NET, you’re using JavaScript, @honestabelink is using Java (or maybe .NET nowadays too), so that’s more or less impossible. I am, however, working on a somewhat generic command line tool to make dealing with entities and mods a lot easier that could be accessed by third party programs too of course.

But hey, if your thing really is just a web interface (it kind of is, isn’t it?), then technically I suppose I could let it run in Chromium myself - so that would be possible.

Yes and no. SHED will only run on top of a Node-Webkit instance because that’s how Chromium is allowed access to the file system. That would have to be abstracted out and replaced with some other .NET hooks or most things would break.

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Not a big deal; there’s CefSharp which provides basic bindings for C#. I’ve successfully whooped a tech demo together that allows reading and writing of files and executing of external resources.

I think the bindings are even complete enough so I could provide you with my .NET objects - for example, ZipArchive or more specialised ones (i.e. Stonehearth specific ones). I’ll write a little test case as soon as my project is anywhere close.

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Feedback number 2!:

Unfortunately I get

Uncaught node.js Error 

Error: watch ENOENT
at exports._errnoException (util.js:742:11)
at FSWatcher.start (fs.js:1060:11)
at Object.fs.watch (fs.js:1086:11)
at shed.view.cubemitter_editor.load_cubemitter_ (file:///C:/Users/*myname*/AppData/Local/Temp/nw14624_22521/js/view/cubemitter_editor.js:229:22)
at new shed.view.cubemitter_editor (file:///C:/Users/*myname*/AppData/Local/Temp/nw14624_22521/js/view/cubemitter_editor.js:35:8)
at HTMLButtonElement.<anonymous> (file:///C:/Users/*myname*/AppData/Local/Temp/nw14624_22521/js/view/main.js:36:18)
at HTMLButtonElement.bound_handler_ (file:///C:/Users/*myname*/AppData/Local/Temp/nw14624_22521/js/rocket.15.01.min.js:35:297)

Excited to try the cubeemitter Editor.

P.s gifs are so like, last week ^^

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I was in a bit of a hurry to get this out over the weekend and was a little bit…lazy…on my error handling. :smile:

I believe you just need to unzip your stonehearth.smod. You can do it manually or with SHED from the Mod Manager (takes 15-30 seconds usually and there isn’t any feedback yet except when the green check appears when it’s done).

For now, the Cubemitter Editor is hardcoded to only look in the stonehearth mod. I’ll be adding a mod selector soon, just need to figure out the best way to do that since I think I want it to be more of a global thing.

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Just pushed release 2015.02.09 to fix a big memory leak in the Cubemitter Editor.

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Awesome cubemitter!!
I always wanted such a thing since I started modding in 2014. Was too painful to load the game everytime I remember. Great job. :+1:
As a feature request: I would love to be able to open the json file directly from the program. Or have a filepath to it. To make it more convenient. And custum filepaths to jsons located out of ā€œStonehearth.smodā€ of course. :blush:

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Great suggestions! I’ll add a way to launch the .json files from the list. I’ll also be adding some sort of mod selector so you can pick cubemitters from other mods.

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how did u make the particles go downwards?

http://www.mediafire.com/download/3ln49vmjrupntmv/death_fumes.cubemitter.json

I have edited this to look like rain(at least on shed) but its upside down DX (rain is coming from the ground)

edit: nvm I figured out how to make it go opposite direction, now just need to figure out how to move it higher?

data.zip - Google Drive honestabelink made the rain and snow fall properly in stonehearth , here are the cubemitters
,still haven’t renamed death fumes to rain, and snow is blue (falls like snow, need to change color still)

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The cubemitter JSON itself doesn’t describe anything about location. When you place the cubemitter in the game you should be able to select where it appears.

Hi @jonzoid,

As I was doing some testing with @Heimerdinger… came across a bug

TypeError: Cannot read property ā€˜0’ of undefined
at shed.view.cubemitter_editor.evaluate_curve_ (file:///C:/Users/daniel/AppData/Local/Temp/nw10460_19189/js/view/cubemitter_editor.js:568:56)
at file:///C:/Users/daniel/AppData/Local/Temp/nw10460_19189/js/view/cubemitter_editor.js:384:40
at Array.forEach (native)
at shed.view.cubemitter_editor.update_ (file:///C:/Users/daniel/AppData/Local/Temp/nw10460_19189/js/view/cubemitter_editor.js:380:21)
at file:///C:/Users/daniel/AppData/Local/Temp/nw10460_19189/js/view/cubemitter_editor.js:124:14
at callback_ (file:///C:/Users/daniel/AppData/Local/Temp/nw10460_19189/js/view/cubemitter_editor.js:142:34)

Other than that the project looks pretty good. I know you are still flushing it out and such, but a suggestion I have is to actually load effect files not just the cube emitters. That way we can test our emitters with sound effects, apply offsets, ect.

Great Work So Far :slight_smile:

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Thanks, @honestabelink! I’ll look at that bug - I need to redo the evaluate_curve_() function anyways.

I like the idea of using effects, too. I’ll have to see what that would take and decide where on my growing list I want to put it. :slight_smile:

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@Heimerdinger, that’s done in the effect file (if you haven’t figured it out yet):

Try to choose the angle and shape/size of the emitter first of all, and make the animation starting there, because if you change this after having set the speed and other properties you might have to change again all the values of the properties, as the animation will be rotated.

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I think after I finish cleaning up the UI somewhat and adding a few minor features and better error handling, I may change the cubemitter editor to be an effect editor…or at least a ā€œcubemitter effectā€ editor. The emitter angle is especially important, not to mention it looks like you can add more than one cubemitter effect track.

Edit: This is going to be so awesome when it’s done. I only wish I could work faster to get it out to everyone.

Edit 2:

@Miturion, here’s a preview of some of the upcoming changes, including your suggestion to launch the files directly.

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Well, it makes sense, since we need the angle and position of the emitter. But in the Stonehearth effect files we can also add light and sound effects, or those little icons over the hearthling’s head when they’re hungry or they sleep.

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Before you know it I’m just going to have redeveloped the entire Stonehearth engine in SHED… :anguished:

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Hey, it’s not mandatory :smile:
It was just FYI, to take it into account when reading effect files.

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Haha, if I was single with no kids, I would probably take a vacation from work just to work on SHED. That’s how fascinating I find it; mimicking the SH engine is fun and I have a great place to play with some technologies (WebGL, Node) I’ve been wanting to try out for a while.

This entire project was conceived when Tom started playing with the cubemitter JSON on a livestream. I knew I could come up with a faster way to preview. A whisper in the wind is all it takes at this point to make me want to add new features! :smiley:

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