FMCS will contain an audio and image converter.
got some nice libraries and found some old code of mine regarding audio manipulation.
Search found 55 matches
- Thu Feb 16, 2017 6:26 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
- Thu Feb 16, 2017 6:24 pm
- Forum: Modding help
- Topic: Audio Formats?
- Replies: 3
- Views: 1833
Re: Audio Formats?
ok. just wanted to know if I should include an audio converter in a project.Kajanor wrote:I recommend using OGG as audio format for modding purposes.
OGG has the big advantage that it can have the same quality as a high quality MP3 file while OGG uses a way smaller bitrate.
- Thu Feb 16, 2017 5:14 pm
- Forum: Modding help
- Topic: Audio Formats?
- Replies: 3
- Views: 1833
Audio Formats?
Just wanted to ask which audio formats for sound effects are valid. I looked at the base mod and could only see .OGG files. now I wanted to know if other formats are allowed too and if yes which formats
- Wed Feb 15, 2017 7:09 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
OK. I'm rewriting the code. I will document it while writing it and I will plan things a bit better. It's a fall back but once I reached the state that I had before re-writing FMCS the development will progress faster. I hope nobody is too pissed about this decision. I will post here again once I re...
- Wed Feb 15, 2017 3:22 pm
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 51285
Re: [0.13-0.14] [Library]Factorio Standard Library Project 0.8.0
Is this still up to date and maintained? If yes, do you mind if I use this as built in extra libraries, for the tool I'm making right now? Link in my signature. Yes it is. We encourage all mod developers to use stdlib in their projects wherever it is useful. Feel free to use it for tools and other ...
- Tue Feb 14, 2017 7:22 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
No real progress today because of a hard day at office.
I'm thinking about re-planning the current code structure.
It just gets messy way too fast.
I'm thinking about re-planning the current code structure.
It just gets messy way too fast.
- Mon Feb 13, 2017 6:49 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
I MADE IT!!! I made the first big step towards a functional editor. It is now possible to open things in the project tree with double click!!! ... ... But it's currently only possible for elements inside of custom libraries ... And only if these elements are either .lua or .js files. ... BUT I CAN O...
- Mon Feb 13, 2017 12:11 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
- Sun Feb 12, 2017 8:16 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
Custom Libraries are now also shown in the tree. And with them all their child elements.
- Sun Feb 12, 2017 1:21 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
Current status on the JavaScript to Lua translator: JavaScript // Line Comment // Line Comment var globalVariable = "hi"; function myFunction() { // Line Comment /** Block Comment with more lines */ var hello = "Hello"; hello = null; hello = undefined; if(hello != undefined &...
- Sun Feb 12, 2017 11:05 am
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
Seems I can't use LuaJ. It throws the weirdest error messages at me, has big problems with comments, marks the wrong code(usually comments) as error and so on. that means that I will probably sit at least 3 weeks on writing my own parser. except someone here has a good Lua 5.2 parser which can be em...
- Sat Feb 11, 2017 5:54 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
I re-did the menus and converted the button bar to a bar of sub tool bars. this allows you to move some of the button groups arround or detach them completely from the menu bar.
- Sat Feb 11, 2017 1:42 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
Added spell checking for comments and code folding for Lua block comments(the other stuff doesn't work yet).
PS: ignore tha fact that some of the text is german. some of the UI elements auto-translate to your system language.
PS: ignore tha fact that some of the text is german. some of the UI elements auto-translate to your system language.
- Sat Feb 11, 2017 12:26 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
So. I tuned the Lua Parser a bit. I am now able to to through Lua code step by step (meaning getting exact locations of functions or if blocks in code). That allows me to check if a function was already declared somewhere else and then mark every new declaration as error. It also allows me to revers...
- Sat Feb 11, 2017 9:29 am
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 51285
Re: [0.13-0.14] [Library]Factorio Standard Library Project 0.8.0
Is this still up to date and maintained? If yes, do you mind if I use this as built in extra libraries, for the tool I'm making right now? Link in my signature. Yes it is. We encourage all mod developers to use stdlib in their projects wherever it is useful. Feel free to use it for tools and other ...
- Sat Feb 11, 2017 8:31 am
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
I'm sorry if that came on rude, but on the Steam forums (where I also moderate) we don't like repeated bumps to existing posts, and even on this forums repeat posts (3-4 posts in a row) have been reprimanded in the past. I do like this project and where it is going, and RalleYTN is showing new idea...
- Fri Feb 10, 2017 9:26 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
I implemented a really primitive LuaParser now which allows me to highlight errors in the syntax.
- Fri Feb 10, 2017 7:40 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
For everyone interested: I pushed the first source code to the github repo.
https://github.com/RalleYTN/Factorio-Mod-Creator-Studio
https://github.com/RalleYTN/Factorio-Mod-Creator-Studio
- Fri Feb 10, 2017 4:54 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
I added a language selection to the "New Project"-wizard. Depending on what you choose you will code in only that language. You may notice that the JavaScript says "FMCS Edition". This just means that it isn't the default ECMAScript you would encounter in web or some servers. It ...
- Fri Feb 10, 2017 11:27 am
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35076
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
Another example: Lua: data:extend({ { type = "item", name = "bomber", icon = "__BomberTutorial__/graphics/icon_bomber.png", flags = { "goes-to-quickbar" }, subgroup = "ammo", place_result="bomber", stack_size= 1, } }) JavaScript: data:exten...