Andromeda - a galaxy extension

Jesus4Lyf

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So I assume serious people will maybe try some stuff in GUI but than switch back to coding again (especially when they miss classes and dynamic allocation ;) )
I don't really mind writing my own allocators as I have in my systems thus far. Means it can be used in GUI. I always loved GUI secretly... :p
 

gex

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I don't really mind writing my own allocators as I have in my systems thus far. Means it can be used in GUI. I always loved GUI secretly... :p

well if you do, then you are fine with GUI. However, I think there are many people, like me, who (not secretly) hate GUI.

Yesterday, because Andromeda is not fully working on maps yet, I tried to create a simple map with GUI. I got so mad after clicking through 5 or 6 actions that I stopped. I just love hacking code and I cannot click and click and click anymore... :)
 

Cookiemaster

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well if you do, then you are fine with GUI. However, I think there are many people, like me, who (not secretly) hate GUI.

Yesterday, because Andromeda is not fully working on maps yet, I tried to create a simple map with GUI. I got so mad after clicking through 5 or 6 actions that I stopped. I just love hacking code and I cannot click and click and click anymore... :)

GUI really has some retarded problems in it.

You can't return nothing on a function that returns nothing.

The set array size gets another 1 added to it so that that number is available too, 8192 is allowed to be set in GUI (any higher will jump down to it) and putting that in will make the compiler use an array size of 8193 which screws up completely.

When creating big arrays, the script wants to fill in every-single-field with the "default value" specified, even if it is 0.

I tried creating an integer array[6][10][8191], but it threw a "SCRIPT TOO LONG" error because the generated code was a gigantic clusterfuck loop that is trying to assign 50k values at once, despite the value it is being set to is actually the same as the default.

I can't use UnitX and UnitY in GUI. There goes some optimization.


Seriously Blizz, why have you done this.
 

gex

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I reckon someone should write a scripting language which compiles to GUI SC2Lib files (xml inside) instead of Galaxy code. :thup:

Then we could write GUI by writing Galaxy, instead of writing Galaxy by writing GUI. :)

well, this is a good idea indeed. Can't I just generate a SC2lib file by generating an XML for every function and throwing its content as custom code in it? If so, there would be no problem for andromeda to produce "GUIable" code.
 

Jesus4Lyf

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Right. Which would be really cool. You could improve it later to look up which functions have GUI definitions, but the fact is that you could just add a keyword for what should not be <internal/>ed in GUI, like "expose". Then all other functions would be internal.

So you could implement clever stuff which makes it really fast to code GUIable systems. :thup:
 

gex

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well that sounds nice. Can you tell me a bit more about GUI (I have really no idea how to do it. I am very good at galaxy but not at the stuff that is related to GUI or the sc2lib format)? Can you post me an example of a XML GUI function definition with arbitrary custom galaxy code in it?
 

rover2341

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Would love to test this, as soon as there is a step by step guide for people like me. :) (As I dont understand how to test my code with it)

But Great Job So Far. Cant wait.
 

gex

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some stuff is broken at the moment because they removed pointers :( Trying to fix it at the moment.
 

gex

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not yet, because it is big hack at the moment, however I am planning to release the sources once I have cleaned up a bit.
 

Viikuna

No Marlo no game.
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Sounds cool. Your GMSI was kinda awesome and this looks neat too.

It just bugs me that Blizzard is focusing so muchly on GUI that it actually has more features than Galaxy...
 

gex

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v0.0.11 released

This is a huge milestone in the development of Andromeda because v0.0.11 is the first version that can actually be used productively. Not only is it now able to read Andromeda code from map files and write back the compiled galaxy code into them, but it also comes with a small, yet very simple GUI to run Andromeda onto your maps. The GUI however is not finished yet, so expect updates for it soon.

Also classes work again now (without using pointers anymore ;( ) and static initializers and destructors were added, too.

An installation and usage guide can be found here.
The download itself can from now on be found in our resource database.

Since the MPQ handling is still in a beta status, please remember:
Make a save copy of your map before running Andromeda on it, especially when saving to the same map file!


Here is the complete changelog:

-Classes no longer compile to pointers but instead use an array indexing system for dynamic allocation
-Fixed many small errors
-Fixed mixed up line breaks
-Added static initializers (check specification)
-Added destructors (check specification)
-Andromeda is now able to read code from maps and write it to maps / combine it with the script that is present in a map
-Added a simple GUI to execute scripts. This GUI starts up if Andromeda isn't started with parameters
-Added new language class System (a/lang/System.a)
 

rover2341

Is riding a roller coaster...Wee!
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Trying it out now. I Bolded the things I am in the process of doing or have done.

What I have Done So Far
Step 1 - Dl Program, + Get Java Runtime, Then run it.
Step 2 - Get Notepad++ and attachment.

In Process Of
Step 3 - Understand how to use it, and look at sample code

Whats Next
Step 4 - Make First Test Map, with Objects.
Step 5 - Find/Make Libarys I can use for the game I want, such as physics, and chageing yaw pitch and roll over time.
Step 6 - Build my Game.
 

gex

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it was the provider's fault. Around one day downtime, up and working again now :).
 
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