Jump to content

GTA DYOM Editor tool [Download v0.95]


MiranDMC

Recommended Posts

Application for editing mission project files (*.dat) used by DYOM (Design Your Own Mission) modification for GTA San Andreas.

By Miran.

 

p5lpnHf.jpeg

More screenshots:

Spoiler

jJx7xcb.jpeg Xiwj10o.jpeg

 

B6tST6A.jpeg zVhFRLV.jpeg

 

woC5VsW.jpeg 6bRLmKe.jpeg

 

jrYbjci.jpeg 40uJTZ2.jpeg

 

iOsEzyn.jpeg fJHNJKX.jpeg

 

nnLBUcO.jpeg Ksa9519.jpg

 

Version 0.95

Download link:

https://www.mediafire.com/file/nus2ol8n11e0wqm/GTA_DYOM_Editor_0.95.zip/file


Readme contents:

Quote

GTA DYOM Editor
by Miran

Application for editing mission projects (*.dat)
used by DYOM (Design Your Own Mission) modification for GTA San Andreas.


The application mostly finished, but still in testing phase. Please make files backup before editing your important missions.
No documentation yet, so explore on your own.
I added tooltips in many places (hold the cursor still over elements), and context menus (right click).
Read changes log for more info.


Hotkeys:
Ctrl+S: quick save current mission project
Ctrl+R: reload current mission project from file. All unsaved changes will be lost.
These two are useful when working with windowed game and editor at the same time.


For suggestions or bug reports please use forum topic:
https://gtaforums.com/topic/987607-gta-dyom-editor-tool-download/


Following dependencies are required to run this software:
.NET Framework 4.7.2 or newer
https://dotnet.microsoft.com/en-us/download/dotnet-framework/thank-you/net472-offline-installer

VS 2015 C++ Redistributable
https://www.microsoft.com/en-us/download/details.aspx?id=48145

This application uses and includes Imazen WebP library by Nathanel Jones.


Changes log:

 

Version 0.6
First release

 

Version 0.7
Introduced 64 and 32 bit application versions
Fixed direction saving in Init panel
Added Day Time control to Init panel
Fixed objective text saving for Car Objective
Fixed few misspellings
Changed checkpoint shape name Torus to Ring
Fixed Despawn property saving for objects and pickups
Fixed length limits for mission title and author  name
New sound directory editing control
Performance update for text preview control
Multiple performance tweaks
Lowered priority of map tiles loading thread
Improved contents of tooltips
"Show on map" button now automatically changes map level
Fixed context menu of timeline events list

 

Version 0.8
Unified version for 32 and 64 operating system
Updated behaviour of numeric input boxes. Added support for keyboard keys (enter/esc, up/down, page up/down, home/end, shift and ctrl modifiers)
Added missing map of Planning Department interior.
Fixed error during deleting multiple objectives at same time.
Added checks if required .NET framework and VS redistributable packs are installed.
Added model name to actor/player skin selection lists
Fixed updating map markers while adding new entities via context menu.
Updated user interface theme.

 

Version 0.9
Added support for input file argument. Now the application can be setup in Windows OS to open files with *.dat extension.
Performance improvements for map and markers
Changed (de)spawn indexes display to represent objective at which the action happens (previously (de)spawn AFTER).
Implemented automatic updating (de)spawn values during modification of objectives list.
Added keyboard shortcuts for manipulating objectives. See objectives list context menu.
Implemented dragging entities on map, cloning (shift+drag), context menus (shift+right click). Double click opens entity editor
Added arrows for markers on map. Direction can be changed by mouse dragging
Expanded map bounds so entities can be placed outside land area
Map "Zoom to contents" button now autamatically changes interior view if possible
Selecting objective filter value in map view changes interior view automatically
Added search dialog for locations, actor skin, vehicles, objects
Added special effects to objects list
Fixed PedsBehaviour objective
Fixed context menu for Grove Street
Fixed segment length info in route tooltips
Improved columns automatic resizing in list views
Fixed saving of animation id in Player Animation Objective
Fixed size of text preview font in Pickup Objective dialog
Fixed refreshing images of interior maps
Blocked exporting more entities than supported by file format
Fixed fine adjust of displacements trigger radius
Fixed form disabling during edition of route point's data
Added missing objective text edit control to Countdown objective
Fixed duration handling in Countdown objective
Fixed inaccurate checkpoint diameter and direction

 

Version 0.95
Added explosion effects to objects list.
Fixed application crash when search dialog is opened second time.
Fixed application crash when using "Disarm" or "Timer Start" objective.
Changed range limit for weather id input, so custom, out of bounds weather settings can be used.
Modified spawn position for "Johnson's House", so player no longer automatically exits the building.

 

 

Please report found bugs in this topic.

Edited by MiranDMC
Link to comment
Share on other sites

I guess first version should appear up to month. I done most of things, only left is routes tab and some leftover details scattered around.

  • Like 3
Link to comment
Share on other sites

  • 1 month later...
On 12/24/2022 at 1:02 PM, MiranDMC said:

I guess first version should appear up to month. I done most of things, only left is routes tab and some leftover details scattered around.

When will the release be? I really want to try it)

Link to comment
Share on other sites

I posted link to first beta version. Please share feedback and report bugs.

  • Like 2
Link to comment
Share on other sites

Dust Rathard

For some reason editing objective text is incredibly laggy, when you type or delete a letter it lags for like 1-5s, and if you type multiple in a row it lags like up to 15s 

Edited by Rathard
Link to comment
Share on other sites

Dust Rathard

I also don't seem to be able to hide objects, I type the objective number in to the "despawn" window but as soon as i click on anything else it reverts back to 1000

Link to comment
Share on other sites

Dude, do the optimization, otherwise the program freezes on any action or just let the program use more RAM or something like that

Link to comment
Share on other sites

Toriality

I didn't have any issues with typing in the objective text box. It doesn't lag for me.

 

But I found some other issues in v0.6

 

- Publishing checkbox doesn't publish

- The text input for car objectives doesn't work

- All the checkboxes in car objectives freezes the program for two seconds when ticked/unticked

- Object despawn input resets to 1000 after save

- A bit laggy when browsing through menus, 500ms to 1 second depending on which menu is loading

- You can break the mission (and the entire game) by entering a mission title that contains more than 99 letters and hitting save (Cntrl + S). The title will be cropped corretly but for some reason the cropped part of the title will be placed into the author's name, which bugs the "Missiondesign by [author]" text and freezes your game the next time you start a new game.

Edited by Toriality
Link to comment
Share on other sites

19 hours ago, Toriality said:

I didn't have any issues with typing in the objective text box. It doesn't lag for me.

 

But I found some other issues in v0.6

 

- Publishing checkbox doesn't publish

- The text input for car objectives doesn't work

- All the checkboxes in car objectives freezes the program for two seconds when ticked/unticked

- Object despawn input resets to 1000 after save

- A bit laggy when browsing through menus, 500ms to 1 second depending on which menu is loading

- You can break the mission (and the entire game) by entering a mission title that contains more than 99 letters and hitting save (Cntrl + S). The title will be cropped corretly but for some reason the cropped part of the title will be placed into the author's name, which bugs the "Missiondesign by [author]" text and freezes your game the next time you start a new game.

About the last one, this can be done in the game itself. And about the text, you probably have a more powerful computer than we do

Link to comment
Share on other sites

Mission title and author name have 49 characters limit. Previously I was allowing up to 99. I'm in progress of fixing bugs.

Link to comment
Share on other sites

Dude, have you thought about doing localizations for other languages. I can help with the Russian, maybe someone else will come up with other languages

Link to comment
Share on other sites

Version 0.7 published!

 

Thank you for your bug reports!

Changes in this version:

Quote

Introduced 64 and 32 bit application versions
Fixed direction saving in Init panel
Added Day Time control to Init panel
Fixed objective text saving for Car Objective
Fixed few misspellings
Changed checkpoint shape name Torus to Ring
Fixed Despawn property saving for objects and pickups
Fixed length limits for mission title and author  name
New sound directory editing control
Performance update for text preview control
Multiple performance tweaks
Lowered priority of map tiles loading thread
Improved contents of tooltips
"Show on map" button now automatically changes map level
Fixed context menu of timeline events list

 

 

On 2/3/2023 at 8:21 PM, Game Bag said:

Dude, have you thought about doing localizations for other languages. I can help with the Russian, maybe someone else will come up with other languages

Nah, I'm not planning to implement translations support.

  • Like 2
Link to comment
Share on other sites

Dust Rathard

Because there's no traffic option in the "initial" tab, if you disabled the traffic and peds in "settings" in dyom then when you save the mission in the editor the traffic and peds get reenabled

  • Like 2
Link to comment
Share on other sites

Dust Rathard

Typing in the "despawn" field for objects also affects the "spawn" field. When you press backspace in the despawn field it also removes a characters in the spawn field. If you have 25 in the spawn field and 50 in the despawn field and you backspace in the despawn field to get 5, then youll get 2 in the spawn field as well.

 

something similar happens when typing despawn for objects that have no despawn set, as you can see in the image below a lot of these burritos had no despawn set, and when i set them to 83 then their spawn value got set to 8 when their spawn should actually be 72,73,74 etc.

 

uploaded image

 

 

and typing in the spawn field also overflows in to the despawn field, these two should not be connected at all

Edited by Rathard
  • Like 2
Link to comment
Share on other sites

12 hours ago, Rathard said:

Because there's no traffic option in the "initial" tab, if you disabled the traffic and peds in "settings" in dyom then when you save the mission in the editor the traffic and peds get reenabled

Hmm I do not see option in Settings menu to modify peds or traffic car spawning. Are we talking about vanilla DYOM 8.1?

 

Great observation about spawn/despawn, I'm fixing it.

Link to comment
Share on other sites

Dust Rathard
2 hours ago, MiranDMC said:

Hmm I do not see option in Settings menu to modify peds or traffic car spawning. Are we talking about vanilla DYOM 8.1?

i guess thats something that REd added and i thought it was vanilla, whoopsie (,,>﹏<,,) 

  • Bonk! 2
Link to comment
Share on other sites

Version 0.8 released.

  • Unified version for 32 and 64 operating system
  • Updated behaviour of numeric input boxes. Added support for keyboard keys (enter/esc, up/down, page up/down, home/end, shift and ctrl modifiers)
  • Added missing map of Planning Department interior.
  • Fixed error during deleting multiple objectives at same time.
  • Added checks if required .NET framework and VS redistributable packs are installed.
  • Added model name to actor/player skin selection lists
  • Fixed updating map markers while adding new entities via context menu.
  • Updated user interface theme.

Thanks to Rathard for testing.

  • Like 1
  • Best Bru 2
Link to comment
Share on other sites

  • 2 weeks later...

Pinned for winning 'Best Topic in DYOM forums' award in DYOM 2022 Awards!

  • Like 3
Link to comment
Share on other sites

  • 2 weeks later...

I think it would be cool, if when you're close to finishing the tool you would make it compatible with DYOM IX

Because right now it only works on DYOM 8.1 and this version is just somewhat outdated

Link to comment
Share on other sites

MiranDMC
Posted (edited)
On 3/1/2023 at 12:56 PM, Kokos_ said:

I think it would be cool, if when you're close to finishing the tool you would make it compatible with DYOM IX

Because right now it only works on DYOM 8.1 and this version is just somewhat outdated

At least for now I don't want to add support for alternative versions as it will complicate implementation and user interface as well.

Version 0.9 released! Added some useful features as editing entities on map, performance improvements, search dialogs, updating spawn/despawn references when changing objectives order and many other.

For more detail see change log:

  • Added support to input file argument. Now the application can be setup in Windows OS to open *.dat files.
  • Performance improvements for map and markers
  • Changed (de)spawn indexes display to represent objective at which the action happens (previously (de)spawn AFTER).
  • Implemented automatic updating (de)spawn values during modification of objectives list.
  • Added keyboard shortcuts for manipulating objectives. See objectives list context menu.
  • Implemented dragging entities on map, cloning (shift+drag), context menus (shift+right click). Double click opens entity editor
  • Added arrows for markers on map. Direction can be changed by mouse dragging
  • Expanded map bounds so entities can be placed outside land area
  • Map "Zoom to contents" button now automatically changes interior view if possible
  • Selecting objective filter value in map view changes interior view automatically
  • Added search dialog for locations, actor skin, vehicles, objects
  • Added special effects to objects list
  • Fixed PedsBehaviour objective
  • Fixed context menu for Grove Street
  • Fixed segment length info in route tooltips
  • Improved columns automatic resizing in list views
  • Fixed saving of animation id in Player Animation Objective
  • Fixed size of text preview font in Pickup Objective dialog
  • Fixed refreshing images of interior maps
  • Blocked exporting more entities than supported by file format
  • Fixed fine adjust of displacements trigger radius
  • Fixed form disabling during edition of route point's data
  • Added missing objective text edit control to Countdown objective
  • Fixed duration handling in Countdown objective
  • Fixed inaccurate checkpoint diameter and direction
Edited by MiranDMC
Link to comment
Share on other sites

  • 2 weeks later...
VanBross

This tool is great, it makes the creation of missions much easier.

 

I've been testing it and I found this error:

 

The assign route option does not appear in the Crouch Walk animation.

 

Reference images:

Spoiler

spacer.png

 

spacer.png

 

It's nothing serious really (I think).

Great job with this tool, regards.

Link to comment
Share on other sites

MiranDMC
10 hours ago, VanBross said:

The assign route option does not appear in the Crouch Walk animation.

Nice finding. Thanks for report.

 

Will be fixed in next release.

I also found and fixed application crash when search dialog is opened second time.

Link to comment
Share on other sites

VanBross

Me again.
I found another error:

For some reason, in the editor, the spawn and hide action is showing on a objective above what it should be.

 

It doesn't affect the mission, because when you save it in game it shows as it originally is (unless you edit it). But if you edit it from the program, in the game the values will be shown one below what was assigned in the editor.

 

illustrative images:

Spoiler

spacer.png

 

spacer.png

 

I also noticed that objective 0 (Player) doesn't show up in the objectives and timeline section.

It also cannot be assigned to an actor (vehicle, pickup, etc.) that appear in objective 0.


I think it would be useful allow this because actors, cars, trucks and objects can also spawn on this objective.

(Maybe that's why the above error occurs)

Edited by VanBross
Link to comment
Share on other sites

MiranDMC
Posted (edited)
2 hours ago, VanBross said:

For some reason, in the editor, the spawn and hide action is showing on a objective above what it should be.

...

I also noticed that objective 0 (Player) doesn't show up in the objectives and timeline section.

It is intended behaviour. Spawn/Despawn values are presented as "spawn AT", not like in game "spawn AFTER".

 

This way seems be much more logical, as for example:

  • objects to be shown in cutscene are spawned "by" cutscene objective
  • objects not needed for cutscene anymore are hidden by next objective
  • gang members meant to be kill in "kill whole gang" option of actor objective are spawn at this objective
  • (de)spawn actions are tied up to the "AT" objective, so moving/deleting this objective affects only those references

There is, in fact, no Objective #0. The initial mission and player state are represented by "Initial" tab in editor.

On editor's map mission start is represented as #0, but double click on the icon will open Initial tab as expected.

Mission play always starts at objective 1.

 

 

Please read Readme file which mentions this fact in change log.

It also might tell you about useful features about you do not know yet.

I'm about to write user manual, but until then readme and changelog is best substitute you can get. Sorry.

Edited by MiranDMC
  • Like 2
Link to comment
Share on other sites

VanBross
14 minutes ago, MiranDMC said:

Es un comportamiento intencionado. Los valores de aparición/desaparición se presentan como "generación AT", no como en el juego "generación DESPUÉS".

 

Esta forma parece ser mucho más lógica, como por ejemplo:

  • los objetos que se mostrarán en la escena son generados "por" el objetivo de la escena
  • los objetos que ya no son necesarios para la escena están ocultos por el siguiente objetivo
  • los pandilleros destinados a ser asesinados en la opción "matar a toda la pandilla" del objetivo del actor se generan en este objetivo
  • Las acciones de (des)generación están vinculadas al objetivo "AT", por lo que mover/eliminar este objetivo afecta solo a esas referencias

De hecho, no existe el Objetivo 0. La misión inicial y el estado del jugador están representados por la pestaña "Inicial" en el editor.

En el mapa del editor, el inicio de la misión se representa como #0, pero al hacer doble clic en el ícono se abrirá la pestaña Inicial como se esperaba.

El juego de misiones siempre comienza en el objetivo 1.

 

 

Lea el archivo Léame que menciona este hecho en el registro de cambios.

También puede informarle sobre funciones útiles que aún no conoce.

Estoy a punto de escribir el manual del usuario, pero hasta entonces el Léame y el registro de cambios son los mejores sustitutos que puede obtener. Lo siento.

 

That makes a lot of sense.

sorry for the wrong report 😅

  • Like 2
Link to comment
Share on other sites

  • 1 month later...
  • 1 month later...
jayshizzo
On 12/23/2022 at 3:09 AM, MiranDMC said:

Application for editing mission project files (*.dat) used by DYOM (Design Your Own Mission) modification for GTA San Andreas.

By Miran.

 

p5lpnHf.jpeg

More screenshots:

  Reveal hidden contents

jJx7xcb.jpeg Xiwj10o.jpeg

 

B6tST6A.jpeg zVhFRLV.jpeg

 

woC5VsW.jpeg 6bRLmKe.jpeg

 

jrYbjci.jpeg 40uJTZ2.jpeg

 

iOsEzyn.jpeg fJHNJKX.jpeg

 

nnLBUcO.jpeg Ksa9519.jpg

 

Version 0.9

Download link:

https://www.mediafire.com/file/eb8laggmro1vno9/GTA_DYOM_Editor_0.9.zip/file


Readme contents:

 

Please report found bugs in this topic.

thanks

Link to comment
Share on other sites

ThatDYOMdude1

finally got to try this editor and its so freaking good, gj man

  • Like 3
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.