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Re: XML Editor Bug Reports[message #190121]
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Sat, 05 July 2008 00:40
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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I am not able to find these files. I have used wordpad, microsoft windows xml notepad, and open office. I automatically SVN update at the start of each day before I do anything else. this means that three of my current installs are now corrupted. luckily, I only updated three before this problem came to light. I first thought I simply had a bad install but I now feel that the SVN update corrupted three installs. I am watching the forum very closely to see if anyone else has this problem.
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Sergeant 1st Class
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Re: XML Editor Bug Reports[message #190483]
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Fri, 11 July 2008 02:43
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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Bug;
first aid pouch and med pouch.
problem, in players inventory screen, when I try to attach to belt, CTD
where it works, pick up and place onto merc belt ok in tactical screen BUT then go to inventory screen and right click on merc portrait CTD.
Other belt pouches seem to be ok, no problem.
funny thing is, you can place first aid pouch and med pouch in merc's hand from sector inventory screen, no problem. no crash.
It seems to only crash when installed in the proper place.
Details; SV004EXE, Azael's maps, Woodland camo, early miguel, working map editor and working xml editor.
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Sergeant 1st Class
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Re: XML Editor Bug Reports[message #190535]
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Fri, 11 July 2008 17:53
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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Starwalker,
the end of the series looks like this, 1#9##9!#9#
I tried SVn update, delete then SVN update, then copy from another file. nothing seems to change.
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Sergeant 1st Class
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Re: XML Editor Bug Reports[message #190659]
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Sun, 13 July 2008 18:34
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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Starwalker,
the series shown is from the location, 1.13data-interface folder-silhouettes.STI as displayed by open office (my default file viewer)
I would be glad to copy/paste the whole file here, but I don't know do do that.
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Sergeant 1st Class
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Re: XML Editor Bug Reports[message #190665]
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Sun, 13 July 2008 19:58
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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Well ain't this just great. I download sti editor from jag, unpack it, run the program and end up with what looks like a nonfunctional, simplified paint program, only a couple of buttons work, so I push them all and discover how to load the file silhouettes.sti and it displays a little grey square.
now what? I can change the color, i can view a choice of 12 grey squares, nothing else.
please excuse my frustration but notice my handle OLDNOOOB spelled with three o's on purpose. I am simply a player I know nothing beyond pushing buttons. If I push enough buttons i usually cause an effect that i can use, if not erase, delete, reload.
now what?
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Sergeant 1st Class
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Re: XML Editor Bug Reports[message #190691]
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Mon, 14 July 2008 04:46
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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Kohr,
Thank you for your instructions and response. I am trying to troubleshoot a nonfunctional xml editor and Starwalker has been trying to help me, but he has vast knowledge about these things and I have none. His last posting directed me to download this program to be able to view the silhouettes.STI file to see if it is complete/functional/usefull. I cannot seem to accomplish this seemingly simple task. boohoo
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Sergeant 1st Class
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Re: XML Editor Bug Reports[message #190695]
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Mon, 14 July 2008 05:21
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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I called up silhouettes.STI using STI editor and got a grey square. Starwalker, please look at his posting above, indicated that there would be usefull information available if i used this program. And please believe me I am completely on your side when it comes to niv, It's just that I spent days customizing this particular install and need to access the xml's to complete this scenario.
supposed to be a text (code) file or photo? i guess .I don't have a clue. all there is is a grey square.
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Sergeant 1st Class
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Re: XML Editor Bug Reports[message #190702]
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Mon, 14 July 2008 08:33
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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thanks MM again you have helped me with a difficult problem. I have finally been able to find the two mysterious crosses. so that eliminates one variable to my problem. now I can again plea for help to eliminate this unusual CTD (see above posting).
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Sergeant 1st Class
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Re: XML Editor Bug Reports[message #190827]
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Tue, 15 July 2008 06:58
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crassus1 |
Messages:1
Registered:July 2008 Location: Texas |
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Gentlemen,
I have a problem just getting the XML and INI editors to even work. All I get when I press the icon is a Windows messsage stating: "Application failed to initialize properly. Press OK to continue." If one of you has an idea of what may be causing this, please let me know, as I would like to be able to customize just a little bit. As a note, I have uninstalled, reinstalled numerous times with no effect on the error.
All help is appreciated.
[Updated on: Wed, 16 July 2008 01:41] by Moderator Report message to a moderator
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Civilian
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Re: XML Editor Bug Reports[message #191508]
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Tue, 22 July 2008 17:07
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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seriously guys, the editor requires EACH and EVERY bigitem .sti file? WTF?
my suggestion is, to install a placeholder picture along with the editor. that pic, ideally a pic that sais "no image" or "N/A" would be loaded each time a bigitem sti is missing.
the way it is now, with the editor crashing before even loading up just because some shitty never used big item GFX are lacking is totally annoying.
even the game can load these pics from the slf archives, but the editor that's a tool supposed to allow easy edits on the game has such additional requirements that all big pics must be extracted?
that's total crap. no other way to put it. sorry.
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Sergeant Major
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Re: XML Editor Bug Reports[message #191552]
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Wed, 23 July 2008 04:17
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Khor1255 |
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Messages:1817
Registered:August 2003 Location: Pleasantville, NJ |
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There have been similar crashes with my mod for years now. For some reason even multipaged stis must have entries that my mod does not even use. This is really bizzare because for a while my mod did not even use many entries and the entries I did have were all accounted for.
This is one of the principle issues I'd like to address in the smp and what I most mean by a slimmed down version. As it is, I have to use a bunch of stis (and maybe even sound files) my mod does not even use. This makes zipping up my mod rather bulky and is just wasteful.
EDIT
My suggestion is to find and eliminate whatever is causing the game (not just the editor) to require the use of all stis even if there is no corresponding item that uses the image in the game. The game should only require the addition of stis the items xml actually uses and not just those that are present in the full release version. Perhaps a runthrough of the items.xml as a check instead of whatever it is currently doing.
[Updated on: Wed, 23 July 2008 13:46] by Moderator Report message to a moderator
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Sergeant Major
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Re: XML Editor Bug Reports[message #191605]
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Wed, 23 July 2008 18:55
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Khor1255The point is, the editor should only be asking for images the items.xml is using. Anything else is fluff and unneeded extra bulk to game folders.
point 1
point 2 is it shoudl also take in account the gfx in the .slf archive
i mean a certain range of GFX is always present in the slf. They don't get deleted and can't be forgotten, so, there's no reason in this world the xml editor should ask for them as extra external data
if they're not in the folder, use it from slf
i guess the xml editor just hasn't got the power to grab stuff from the data/slf archives, which i think is rather nonsensical if you consider that on those picture slots, modders cannot fcuk anything up anyway, the game will always run, why wouldn't the editor?
IMO, there's a lot of unnecessary design mistakes in that xml editor that stem from a rather weird approach to the graphics. if you want that tool to become useful in the terms of at least starting up for most users, then this should be adressed
similar thing with the apparently not updated data.xsd thing
whenever a change in the xml's outside the editor happens, we need to delete it? after each svn update? There should be some sort of failsave for this
e.g. the editor saves the last time any xml has been modified in the cache. If one of the xml's has a different date than its entry in the cache, the editor should load it for real and not just the cached entry.
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Sergeant Major
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Re: XML Editor Bug Reports[message #191671]
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Fri, 25 July 2008 12:05
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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which is yet another stupid flaw.
while i certainly appreciate the K.I.S.S method of doing things, having huge colorful pics to be selected is quite ugghhhh.... :sick:
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Sergeant Major
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Re: XML Editor Bug Reports[message #192161]
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Mon, 28 July 2008 23:46
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liquid |
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Messages:6
Registered:July 2008 Location: Franeker, the Netherlands |
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Do you mean like this (I wrote this PM to madd mugsy):
"Hey Madd Mugsy,
I really enjoy v1.13, though when i wanted to edit some data in the XML editor
(EDIT: to check what attachments a FN P90 can have, do you know?), I got this "unhandeld error" on startup...
http://img165.imageshack.us/img165/7425/errorjy7.th.png
http://img143.imageshack.us/img143/2349/error2sz7.th.jpg
It's strange, because v0.33 of the editor did work succesfully...
Greetz,
Liquid_Snake"
Haven't got a reply (yet).
EDIT: Deleting JA2data.xsd worked for me.
_________________________
Improve JA2? Get outta town.
[Updated on: Mon, 28 July 2008 23:57] by Moderator Report message to a moderator
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Private
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Re: XML Editor Bug Reports[message #195692]
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Tue, 02 September 2008 11:41
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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Khor1255Why is it now essential for ammo changes? Because of so many different ammo types or something more serious?
As I wrote elsewhere, magazines.xml is in a special order (at minimum caliber and clip-size are important), so you cannot add ammo of a exisitng caliber at the end, you must insert it in the correct place, which will add the need to change the index of each and every ammo item coming after your new entry. But that also means that all the pointers in items.xml (ubClassIndex) of the ammo items coming after your new one are now wrong, they need to be changed as well.
Example for basic 1.13:
You want to implement a .38 Spc (caliber=1) Tracer (ammotype=15) Speedloader (mag capacity=6), then you'll have to put it at index=4 (which is taken by the .38 Spc Ball ammo crate at the moment) in magazines.xml, because that index is in the correct caliber-section and has the same ammo capacity, but the new speedloade has a higher ammotype than index=3 and a lower ammo capacity than the current index=4 ammo item of the .38 Spc caliber.
Which means that you'll need to move that ammo crate to index=5 (and of course, all of the following 396 ammo items need to be moved one index higher as well).
But this is not all, because the item '.38 Spc Ball ammo crate' still points to index=4 in magazines.xml, so you'll need to move 397 pointers in items.xml as well.
Not something you'd like to do manually, do you?
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