Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » XML Editor Update: Let me deal with this! (The XML Editor is awfully old. I would like update it.)
XML Editor Update: Let me deal with this![message #357645] |
Sun, 14 July 2019 23:33  | |
XeMessiah
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Messages:7
Registered:July 2019 |
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Dear forum,
I guess almost everybody, who ever tried to create their own weapons, explosives or anything represented in typical .xml files provided within v1.13 GameDirs, has already been struggling with the complexity that comes with modifying .xml files without a sufficient xml editor. Probably, we don't have to argue that it would be awesome to have an up-to-date version of the existing XML Editor (XE) solution.
Today, I inspected the latest code revision of XE, created call & type/class graphs, dependency overviews and other useful stuff in order to comprehend how XE works.
Furthermore, I tried to compile XE with the latest Data-1.13 directory and it worked (after some adjustments had to be made ;) ).
I definitely feel able to update XE and I'd like to assume this task. I'm not sure, how long this will take since I don't have that much time but anyway, I will take what time it needs for the sake of the JA2 community.
However, to efficiently update XE, I need some insight in how exactly the xml file structure differs.
Of course, it would be possible to compare svn states, but I hope that there might be some information regarding the evolution of the xml structure already.
I'm looking forward to receive any useful responses ;)
[Updated on: Mon, 15 July 2019 02:09]
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Re: XML Editor Update: Let me deal with this![message #357996 is a reply to message #357645] |
Tue, 03 September 2019 13:23   | |
XeMessiah
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Messages:7
Registered:July 2019 |
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Hey everybody,
here's some news and a little request for help/information.
The editor is now able to:
- correctly load most of the xml files that it "knew" about in 2014
- save the data in the required form
There is still some stuff missing, so that I won't upload it already. However, I'm happy with the progress so far.
Here's my question:
To automatically test, whether files saved by the editor differ significantly from the files given by the latest GameDir, I need to change the given files a litte bit.
E.g., lets regard the Items.xml file STANDING_MODIFIERS section.
The editor always includes empty sections in the form of <STANDING_MODIFIERS />, if no according data is given. An equivalent way to mark such sections empty is two write subsequent xml tags in the form of:
<STANDING_MODIFIERS>
</STANDING_MODIFIERS>
Of course, there must be no data between these two xml tags.
Another point is that the GameDir xml files often do not carry xml entries with default values, but the xml editor will always include default values.
Obviously, in order to compare xml files, it would be easier two ensure input and output files to have the same form.
Fortunately, its easy to adjust the original xml files regarding such simple deviations.
Anyway, I have some trouble with the Drugs.xml file. For instance, the "Energy Booster" does not carry the "chance" entry in its DRUG_EFFECT sections.
I assume, it does not have to since its effect will always be applied. Since the xml editor will add the "change" entry, I need to adjust the GameDir Drugs.xml file such that it carries default chance values.
What would default values of all entries in Drugs.xml be? Could I simply include a chance value of 100, where an effect is to be always applied?
Moreover, because there is now "empty" DRUG_EFFECT ID, could I simply add a DRUG_EFFECT section with ID=0 and chance=0 to be a non-applied default section?
I'm looking forward to any help ;)
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Re: XML Editor Update: Let me deal with this![message #361096 is a reply to message #361094] |
Thu, 03 September 2020 03:19   | |
SinMachina
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Messages:48
Registered:August 2020 |
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Kurt, lucky for you, I'm currently working on a project to more easily translate the main XML files [Merc, Items, Weapons, StartingGear] and fully comment each short hand field. However, this is still in its early steps [I'm about half way done with MercProfiles], and as each new XML is completed, and tested to be bug free and accurate, I'll add an option to upload it.
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Re: XML Editor Update: Let me deal with this![message #361107 is a reply to message #361096] |
Thu, 03 September 2020 19:23   | |
Kurt
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Messages:429
Registered:March 2004 |
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SinMachina wrote on Thu, 03 September 2020 02:19a project to more easily translate the main XML files
What do you mean by "translate"? You mean comment?
Well, that definitely would be useful, I tried using proedit to get an idea about what some values in the MercProfiles.xml might mean. Not the most efficient way...
But still, the spreadsheet style view of the XML Editor is way more compact and easier to navigate, and nothing will ever beat the XML Editor for bulk editing of items. Example: Let's say I want the heavy anti-materiel rifles to have the same damage values since they mostly use the same ammunition (12.7x99mm NATO (.50 BMG)). With the XML Editor it's as easy as sorting by caliber, and typing in the new damage value: It takes about as much time as saying it.
Now using a text editor, I need to search for the right caliber line, then find the damage line of that item, and edit it, then find the next one. Not that it can't be done, but it takes a lot more time, especially if you edit many values on dozens of items.
I definitely declare the XML Editor to be a must-have, something essential to all modders out there, a priority project...
Unfortunately I can't code my way out of a paper bag.
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Re: XML Editor Update: Let me deal with this![message #362133 is a reply to message #357645] |
Mon, 28 December 2020 22:38  | |
Blacksun
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Messages:7
Registered:August 2018 |
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still no new version of the editor or other userfriendly solution?
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