While the TEC, Advent and Vasari are embroiled in their own struggles for survival a new threat has emerged, intent on spreading it's infectious plague throughout the universe. The sickening ruthlessness in which entire populations are infected or destroyed is alarming to the TEC, Advent and Vasari alike. If the Plague wasn't enough they were immediately followed yet another race calling themselves the Nephilim. The initial encounter with the "Nephilim" held promise they would unite in defeating the Plague. However, Initial attempts at diplomacy have failed as the Nephilim seem single purposed in their pursuit of the Plague.
Welcome to the Sins of a Solar Empire Eclipse Plugin. This is a modding tool only and does not need to be dowloaded to play Sins of the Fallen. Version 0.8.3 is for the latest Diplomacy Beta 1.2 release. The latest 0.7.7 release can continued to be used for Diplomacy 1.011.
I've been working on a set of eclipse and ant based tools for modding with Sins that others may find useful when validating or building their projects.
I originally started this project as a way to validate entity files in my Sins of the Fallen mod using Ant. After starting I quickly noted the parser and validation framework could be easily incorporated into the Eclipse IDE and set about to make that happen.
The source is open and freely available at Code.google.com. If you don't want to use Eclipse or this plugin you might still check out the Syntax link below. The Syntax wiki content was created by converting the sins definition rules in Xml to a wiki format.
Downloads (Version 0.7.7 for Diplomacy 1.011, Version 0.8.0 for Diplomacy Beta 1.2)
Syntax Examples: Ability, Buff
Version History (Updated with version v0.7.4)
Eclipse Editor builder/nature extension that provides visual feedback to the following validations.
Entity Definition View - Displays the syntax rules for the currently opened entity file.
This tool started as a way to validate entity files but was modified to support many of the other file types such as Gameplay.constants, soundData, etc.
Summary of validations currently supported:
Boolean: Validates boolean entries contain TRUE or FALSE only
Brush: Validates a referenced brush entry exists for the value entered
Conditional Validation: Allows conditional structures to follow based on a field value
Key word: Validates all entity file key words are spelled correctly
Quotes: Validates any values requiring qoutes have beginning and ending quotation marks
Integer: Validates integer entries contain digits
Decimal: Validates decimal entries contain ####.#####
Entity References: Validates a referenced entity file exists for the value entered
String Reference: Validates a referenced String entry exists for the value entered
Sound Reference: Validates a referenced Sound entry exists for the value entered
Enumeration Validation: Validates an entry confirms to an allowed set of values (i.e. buffInstantActionType)
Iteration Validation: Validates repeating elements are correct
Structure Validation: Validates entries appear in the correct order in the entity file (configurable to allow unordered structures)
Explosion Validation: Validates a referenced explosion entry exists for the value entered
Texture Validation: Validates a referenced texture exists for the value entered
Particle Validation: Validates a referenced effect exists for the value entered
Sounddata Validation: Validates sounddata files for correctness including referenced sound files
GalaxyScenarioDef Validation: Validates galaxyScenarioDef files for correctness
StringInfo Validation: Validates English.str for correctness
Brushes Validation: Validates brushes files for correctness
Gameplay.constants: Validates the Gameplay.constant file for correctness
Content Assistance: [ctrl]+[space bar] on keywords or constants and get suggested completions
Syntax Coloring: change syntax coloring of entity files to suit your preferences (defaults to all black currently)
Hover Help: hover over a keyword and get additional details about the value or structure
Quick link to wiki syntax
I do all my modding externally from the Sins mod directory or testing share directory. Ant provides the mechanism for deploying the project's mod to the appropriate deployment locations.
Collects entities from multiple source directories and builds the Entity Manifest File for Deployment.
Takes a csv delimited template and generates a properly formatted brush file.