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DarkMatter

DatGen Source Code Found!

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Hey modders! I just thought I would make a quick post and let everyone know that I have found all of my old DatGen source code. It took me a while to find it, as it was buried in a huge stack of backup CD's and DVD's that I was going through and cleaning up recently.

I don't think I'll have enough time to write a full-blown editor like I did years ago,  even though I would like to. However, now that I have all of my old data, I probably CAN create a base library and API that anyone else can use to write utility programs or their own editor. I think the most difficult part of any tool is interfacing with the .dbpf  archives and the files it contains. I'll see what I can do to create an API that will allow anyone to access DBPF archives and its files, and maybe that will be useful.

Cheers!

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That would be interesting indeed, just to have a look at/through. I'm trying to learn how to program, though aways off doing anything substantial really. Always nice to see the brains behind it all 2.gif & I'm sure there'd be others out there interested too......if I recall, DatGen written in C# ?

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Originally posted by: Tropod

That would be interesting indeed, just to have a look at/through. I'm trying to learn how to program, though aways off doing anything substantial really. Always nice to see the brains behind it all & I'm sure there'd be others out there interested too......if I recall, DatGen written in C# ?

quote>

Yes it was writen in C#, I too am learning how to program it would be interesting to see the code 2.gif 

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    Sorry for the long delays between my posts. I've been really busy lately with work, and I've taken up Photography as a new hobby. I am still working on this, however, and I'll keep you guys posted on my progress. At the moment I am still trying to figure out a good, reusable API design that will be easy to understand and work with.

    I noticed that ST provides user blogs now...I think I might start one and put my progress notes, examples, and the like in there.

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    Well, sorry for the long absence. I forgot how much code I wrote for DatGen back in the day. I have nearly 120 megs of code, 500,000 lines. I've been trying to put together a game-agnostic modding platform, which could be used to write editors for any game. I had forgotten how complex a lot of the code was for handling SimCity 4 data files. 

    I am still working on it, however, little by little. I have finished the core framework that allows archive and game data files to be created, loaded, and saved in a way that is independent of the game (i.e. anyone could write an SC4 editor, or an Unreal Tournament 3 editor, or an editor for any other game they choose...using a common framework.) 

    I have started working on writing a new DBPF archive file implementation. It took me a while to find the compression and CRC code that I used way back in the day. I finally found it today, and I can finally start writing some useful code. For those of you still interested, I'll post what I end up with here as soon as I can.

    It may be a few weeks at least, as I am in the process of buying a house, and that is my primary focus aside from work. But, I am still poking around with a new editor framework. 4.gif

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    Well, sorry for the long absence. I forgot how much code I wrote for DatGen back in the day. I have nearly 120 megs of code, 500,000 lines. I've been trying to put together a game-agnostic modding platform, which could be used to write editors for any game. I had forgotten how complex a lot of the code was for handling SimCity 4 data files. 

    I am still working on it, however, little by little. I have finished the core framework that allows archive and game data files to be created, loaded, and saved in a way that is independent of the game (i.e. anyone could write an SC4 editor, or an Unreal Tournament 3 editor, or an editor for any other game they choose...using a common framework.) 

    I have started working on writing a new DBPF archive file implementation. It took me a while to find the compression and CRC code that I used way back in the day. I finally found it today, and I can finally start writing some useful code. For those of you still interested, I'll post what I end up with here as soon as I can.

    It may be a few weeks at least, as I am in the process of buying a house, and that is my primary focus aside from work. But, I am still poking around with a new editor framework. 4.gif

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    Well, sorry for the long absence. I forgot how much code I wrote for DatGen back in the day. I have nearly 120 megs of code, 500,000 lines. I've been trying to put together a game-agnostic modding platform, which could be used to write editors for any game. I had forgotten how complex a lot of the code was for handling SimCity 4 data files. 

    I am still working on it, however, little by little. I have finished the core framework that allows archive and game data files to be created, loaded, and saved in a way that is independent of the game (i.e. anyone could write an SC4 editor, or an Unreal Tournament 3 editor, or an editor for any other game they choose...using a common framework.) 

    I have started working on writing a new DBPF archive file implementation. It took me a while to find the compression and CRC code that I used way back in the day. I finally found it today, and I can finally start writing some useful code. For those of you still interested, I'll post what I end up with here as soon as I can.

    It may be a few weeks at least, as I am in the process of buying a house, and that is my primary focus aside from work. But, I am still poking around with a new editor framework. 4.gif

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    Awesome! One question...will this allow for actually being able to read the dbbf? Mainly so one could actually decode some of the files that we can't read now(like save game info that is unknown..etc)? Sorry if this is a dumb question.

    Jayson


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    BSC

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    Awesome! One question...will this allow for actually being able to read the dbbf? Mainly so one could actually decode some of the files that we can't read now(like save game info that is unknown..etc)? Sorry if this is a dumb question.

    Jayson


    NAM Associate

    BSC

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    Awesome! One question...will this allow for actually being able to read the dbbf? Mainly so one could actually decode some of the files that we can't read now(like save game info that is unknown..etc)? Sorry if this is a dumb question.

    Jayson


    NAM Associate

    BSC

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    Sure. Once I have a framework in place, anyone, including myself, will be able to write tools to do anything that needs to be done. I plan to start writing a simple DBPF exploration tool, just so that I can test the framework and make sure it works properly. I will probably include a hex editor and export capabilities. From there, I can add whatever people need. 4.gif 

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    Sure. Once I have a framework in place, anyone, including myself, will be able to write tools to do anything that needs to be done. I plan to start writing a simple DBPF exploration tool, just so that I can test the framework and make sure it works properly. I will probably include a hex editor and export capabilities. From there, I can add whatever people need. 4.gif 

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    Sure. Once I have a framework in place, anyone, including myself, will be able to write tools to do anything that needs to be done. I plan to start writing a simple DBPF exploration tool, just so that I can test the framework and make sure it works properly. I will probably include a hex editor and export capabilities. From there, I can add whatever people need. 4.gif 

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    Hi DarkMatter,

    This is very intersting!

    I have made a utility for easy modifications of S3D models (SC4 Model Tweaker on SC4D). I have written my own routines for reading the DBPF files (the format is publicly available), but I have no idea about the S3D file format, so I had to use a library named S3D.DLL (comes with the reader). The problem is that this library uses some MFC structures (and I guess only for the convenience of dynamic arrays). This DLL uses a much older MFC version, which appears to cause problems when used together with my version, under Windows VIsta and 7. It would be great if we could find the source of this libray. Alternatively, I would also be interested in any other library performing operations on S3D library, or finally making my own routines, if I knew the format. Any information/hint please?

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    Hi DarkMatter,

    This is very intersting!

    I have made a utility for easy modifications of S3D models (SC4 Model Tweaker on SC4D). I have written my own routines for reading the DBPF files (the format is publicly available), but I have no idea about the S3D file format, so I had to use a library named S3D.DLL (comes with the reader). The problem is that this library uses some MFC structures (and I guess only for the convenience of dynamic arrays). This DLL uses a much older MFC version, which appears to cause problems when used together with my version, under Windows VIsta and 7. It would be great if we could find the source of this libray. Alternatively, I would also be interested in any other library performing operations on S3D library, or finally making my own routines, if I knew the format. Any information/hint please?

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    Hi DarkMatter,

    This is very intersting!

    I have made a utility for easy modifications of S3D models (SC4 Model Tweaker on SC4D). I have written my own routines for reading the DBPF files (the format is publicly available), but I have no idea about the S3D file format, so I had to use a library named S3D.DLL (comes with the reader). The problem is that this library uses some MFC structures (and I guess only for the convenience of dynamic arrays). This DLL uses a much older MFC version, which appears to cause problems when used together with my version, under Windows VIsta and 7. It would be great if we could find the source of this libray. Alternatively, I would also be interested in any other library performing operations on S3D library, or finally making my own routines, if I knew the format. Any information/hint please?

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    Hes being a little modest...his tool is excellent and , although it does not seem to like Vista and 7 too much , it will work under them.Of course , I would love to see some of the ideas that popped up come to fruition if something could be converged/added with this exciting info!

    Jayson


    NAM Associate

    BSC

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    Hes being a little modest...his tool is excellent and , although it does not seem to like Vista and 7 too much , it will work under them.Of course , I would love to see some of the ideas that popped up come to fruition if something could be converged/added with this exciting info!

    Jayson


    NAM Associate

    BSC

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    Hes being a little modest...his tool is excellent and , although it does not seem to like Vista and 7 too much , it will work under them.Of course , I would love to see some of the ideas that popped up come to fruition if something could be converged/added with this exciting info!

    Jayson


    NAM Associate

    BSC

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    Hi Cogeo. While I can't say that I could help fix the S3D library you are using, it shouldn't be terribly hard to write one that does what you need, and works perfectly on all versions of windows. All I would need is a specification for the format. I may actually have one...Karybdis and I decoded dozens of formats over the years, and I think S3D was one of them.

    As for multi-purpose buildings, I can't say yet. I'm working on a low-level framework at the moment. I/We would still need to create tools to do the things we want to. Last time I got into modding, I did most everything related to DatGen myself. This time around, I want to provide an easy to use framework that anyone in the community with a little programming knowledge can use to create tools that meet any need that may arise. I will probably always be around to help people who choose to write tools, offering them programming help and design tips for their programs. I can't say that I'll ever have the time to dedicate to the modding community like I once did, however. Hopefully, if I can educate enough people, that won't be a problem, and we can build a rich subcommunity of tool builders here on SimTropolis to meet the needs of modders. 

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    Hi Cogeo. While I can't say that I could help fix the S3D library you are using, it shouldn't be terribly hard to write one that does what you need, and works perfectly on all versions of windows. All I would need is a specification for the format. I may actually have one...Karybdis and I decoded dozens of formats over the years, and I think S3D was one of them.

    As for multi-purpose buildings, I can't say yet. I'm working on a low-level framework at the moment. I/We would still need to create tools to do the things we want to. Last time I got into modding, I did most everything related to DatGen myself. This time around, I want to provide an easy to use framework that anyone in the community with a little programming knowledge can use to create tools that meet any need that may arise. I will probably always be around to help people who choose to write tools, offering them programming help and design tips for their programs. I can't say that I'll ever have the time to dedicate to the modding community like I once did, however. Hopefully, if I can educate enough people, that won't be a problem, and we can build a rich subcommunity of tool builders here on SimTropolis to meet the needs of modders. 

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