Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #73577] Tue, 20 September 2005 20:44 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Quote:
Originally posted by Madd Mugsy:
Quote:
Right now, if you are holding a pistol in one hand and a sniper scope in another, it has the same effect as if the scope was attached to the pistol! Ditto for the laser scope.
I goofed up: weapon bonuses are taken only from the waepon and its attachments, so what I wrote above is patently false Razz

However, vision bonuses are taken from everything except inventory pockets. Like I said, it's not problem if vests or helmets provide vision bonuses - it can't happen by accident. However, attachments to vests, etc. should not provide bonuses because that's almost certainly not what the modder means to do.

Quote:
This was part of the plan actually: To have them attachable to your helmet. What they could be attached to can be set in the Attachments.xml.
Right, but when someone makes headslot items attachable to the helmet or other armor, they most likely mean to store them there, as in a pocket, rather than to be able to look through the sun-goggles in their back pocket Wink What I've done is restricted vision bonuses to headslot items, armor, (raised) weapon, and (raised) weapon attachments. I think this makes sense.

Quote:
Quote:

One solution is to make sure that you never have more than one such item active at any given moment. Another is to change the code so that even if you have more than one, only one will provide a benefit at any given moment. Which should it be?
I don't think this would be a good generic way to handle this. A modder might want to assign the same bonus twice to something. For instance, say a mod has some special ammo that is more aerodynamic and therefore gives a range bonus. Should that bonus be lost due to a barrel extender? Maybe, maybe not. It depends on the mod.
I meant specifically aimbonus, not other bonuses like flat to-hit bonus. Well, as long as modders don't make two different sights simultaneously attachable, they won't have a problem - otherwise it won't make sense.

Quote:
In fact, now that I'm thinking about it, we could probably add an ItemUsage.xml file and provide an enumeration of the possible effects.
Sounds complicated, but we'll see...

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Master Sergeant
Re: 1.13 Xml Editing[message #73578] Tue, 20 September 2005 20:52 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Quote:
Originally posted by Kaiden:
This way like Mugsy pointed out, if someone wants to make a module where holding something in your hand gives you a bonus, they can.
Right now, you could make a night vision scope and use it as you would NVGs. But it will only work as long as you are "looking" through the scope - i.e. when the gun is raised. This makes good sense. However, I don't think walking around with one pair of NVGs on your head and another in your left hand and thus deriving double bonus is sensible. Even walking around with binoculars in your hands and deriving the bonus automatically isn't good. There needs to be an action taken in order to get that extra sight range, like "look" or "raise gun".

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Master Sergeant
Re: 1.13 Xml Editing[message #73579] Wed, 21 September 2005 11:32 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I remember way back near the beginning of this project we were talking about making variable loading speeds for weapons. For instance, shotguns load one cartridge at a time but a clip fed pistol loads in one quick motion. This would be a great feature to provide even more weapon diversity and realism.

If you've already done this please direct me to where it is handled. I'll test it rigorously because the mod I'm making has several loading systems.

I was also wondering if there is now a readied weapon ap cost that is less than the cost for drawing, cocking and bringing the weapon to the readied state? On some weapons this would be vastly different than others. These two features would provide a lot of perks and drawbacks for each weapon type.

As much as I love to do it, an LMG should not be even nearly as fast in a cqb fight as a pistol.

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Sergeant Major
Re: 1.13 Xml Editing[message #73580] Wed, 21 September 2005 11:59 Go to previous messageGo to next message
Wil473

 
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weapons.xml, the APsToReload stat looks like its in play. Any suggestions as to general loading cost changes. My only thought is that bullpup layout weapons should have a slightly higher cost than traditional layout rifles. (see the recent stats I've suggested in the items thread)

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Lieutenant

Re: 1.13 Xml Editing[message #73581] Wed, 21 September 2005 12:08 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
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I agree with Khor and Snap above. It would seem that "raise gun" or "look through scope" should have a hotkey, if there are any left. :bluegrin:

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Sergeant
Re: 1.13 Xml Editing[message #73582] Wed, 21 September 2005 13:13 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
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Snap, you could use the "face direction" code somehow. For instance, right now, there is no cost and you can't select the direction you are already looking in.

But... What you could do, is if you choose the direction that you are already facing, up the AP cost and apply any "Scope" or vision bonuses for items that are attached to your gun, or in your hand.

Also, in conjunction with Mugsy's Idea of an extra incompatible items XML file, you could disallow multiple bonuses of the same type at the same time.

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First Sergeant

Re: 1.13 Xml Editing[message #73583] Wed, 21 September 2005 16:30 Go to previous messageGo to next message
Madd_Mugsy

 
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Quote:

I agree with Khor and Snap above. It would seem that "raise gun" or "look through scope" should have a hotkey, if there are any left.
Yeah, I'd like to see this one day too. I looked through the code, and actually started on this a while back, but the gun raising and subsequent firing are very closely coupled in the code, and I ended up giving up on it to work on other stuff.

I got as far as having a hotkey raise your weapon for you, and having it animate ok, but it wouldn't charge APs correctly.

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First Sergeant

Re: 1.13 Xml Editing[message #73584] Thu, 22 September 2005 03:42 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Quote:
Originally posted by Kaiden:
But... What you could do, is if you choose the direction that you are already facing, up the AP cost and apply any "Scope" or vision bonuses for items that are attached to your gun, or in your hand.
Yes, that's what I've been thinking too. There are some hairy issues here though, so it'll probably take some time to sort out.

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Master Sergeant
Re: 1.13 Xml Editing[message #73585] Sat, 24 September 2005 02:47 Go to previous messageGo to next message
szultz is currently offline szultz

 
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Been away from the Ja2 for some time I'm pleasently surprised of what you guys are doing, so I tested it yesterday and today a little. I like playing with good weapons from the start, so I edited IMPItemChoices.xml on my own. And some bugs hit me....
I added when has Auto Weapons skill IMP should get a RPK-74, he gets 1-3 mags of ammo automaticly with that... right? So I got the mags... but not the gun all the times... and more bugs like that... added Dragunov to Heavy weapons skill and my Auto weapons IMP got dragunow, while Heavy weapons IMP got ammo for it .....
and those steyr-aug's - my mercs randomly start whit them(used to also before editing) but I cant find any aug in that .xml

I think I understand ubNumItems and ubChoices
first says choose x random items out of y(second one)
If they are equal ... then IMP should get all items in that array .... doesent happen always

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Private 1st Class
Re: 1.13 Xml Editing[message #73586] Sat, 24 September 2005 03:40 Go to previous messageGo to next message
Madd_Mugsy

 
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Your issues are due to the overflow bug that I found and squashed for the next release.

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First Sergeant

Re: 1.13 Xml Editing[message #73587] Sat, 24 September 2005 04:18 Go to previous messageGo to next message
szultz is currently offline szultz

 
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Good to hear that Mugsy Smile

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Private 1st Class
Re: 1.13 Xml Editing[message #73588] Sat, 24 September 2005 20:13 Go to previous messageGo to next message
szultz is currently offline szultz

 
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When do you plan to, if ever, to externalise AIM and MERC members and NPC characters stats and inventories??

Is there a chance to add to IMPItemChoices.xml an array taht gives your IMP a different starting equipment when he/she is expert in skill, from that equipment that he would get if he/she is not expert, ... now it mekes me thinking... also it should be somehow connected to marksmanship equpment lets say for an example: ower 70 marksmanship grants him/her Mini-14, auto weapons gives lets say a G-41 and, if added, auto weapons expert would give a FN Minimi.... now he/she starts with 3 f***ing guns....

Maybe to add an equipment groups: Weapon, secondary weapon, body armor etc. ... and a priorities to them ... now he/she gets a Mini-14 from good marksmanship ... then skill weapon is at higer priority than it, and Mini-14 Would be replaced with G-41, and if he/she happens to be expert... IMP would get a FN Minimi instead... getting only one gun ... wonder if that is possible..
Also I maybe liked to give a Locksmith kit for mechanical ower 80 points or so.. if to choose a LockPicking.. you would get two of them.. and so on...

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Private 1st Class
Re: 1.13 Xml Editing[message #73589] Mon, 26 September 2005 02:57 Go to previous messageGo to next message
Dr.Quack is currently offline Dr.Quack

 
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1. What exactly does the ubImpact stat in weapons.xml do?

2. How do the various ammo types work? Are the damage formulas for AP,HP etc in the old wedit docs still correct?

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Sergeant
Re: 1.13 Xml Editing[message #73590] Mon, 26 September 2005 03:02 Go to previous messageGo to next message
Majek is currently offline Majek

 
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1. that's the damage the gun does. and i thought it was written at the beginning of the document what is what. just open it with Notepad.

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Master Sergeant
Re: 1.13 Xml Editing[message #73591] Mon, 26 September 2005 08:20 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Quack
To edit ammo types you have to go to the Tabledata folder and change the ammo strings.xml, the magazines.xml and the items.xml. Then you have to edit the weapons.xml to fit you're changes in. All normal damage seems tied to the ubImpact in the weapons.xml.
The damage formulas for various ammo types seem to be the same as the pre Mugsy .exe. I've tested these pretty thoroughly and I can attest to HP being the same. AP I belive is as well (noone has mentioned changing these features) but I haven't tested that too much.

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Sergeant Major
Re: 1.13 Xml Editing[message #73592] Tue, 27 September 2005 02:39 Go to previous messageGo to next message
Nighthawk is currently offline Nighthawk

 
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This xml editing is fun. Here's the items I made storable in the 3 armor slots:

Helmet--1st aid kit, camo kit, extended ears and a regen booster.

Vest--(Besides ceramic plate) wire cutters, locksmith kit and a 9mm C-Mag AP ammo clip.

Pants--gas mask, canteen, metal detector and a bipod.

Playing around with the percent reduction stats on camo kits, canteens and the 2 med items. Also lots of IMP gear choices.

Nighthawk

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Corporal
Re: 1.13 Xml Editing[message #73593] Tue, 27 September 2005 05:37 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
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Thats great. How do you do it? I've tweaked a few weapons, that's it. Isn't the pockets going to be in the next version?

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Corporal 1st Class
Re: 1.13 Xml Editing[message #73594] Tue, 27 September 2005 09:08 Go to previous messageGo to next message
Madd_Mugsy

 
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Quote:

When do you plan to, if ever, to externalise AIM and MERC members and NPC characters stats and inventories??
We need to convert the prof.dat binary file to an xml format in order to fully externalize the character stats and inventories, and allow for more than 170 characters.

For now, you can modify stats and inventories using proedit (provided by SirTech, and included in the mod).

Quote:

Is there a chance to add to IMPItemChoices.xml an array taht gives your IMP a different starting equipment when he/she is expert in skill, from that equipment that he would get if he/she is not expert, ... now it mekes me thinking... also it should be somehow connected to marksmanship equpment lets say for an example: ower 70 marksmanship grants him/her Mini-14, auto weapons gives lets say a G-41 and, if added, auto weapons expert would give a FN Minimi.... now he/she starts with 3 f***ing guns....
Maybe to add an equipment groups: Weapon, secondary weapon, body armor etc. ... and a priorities to them ... now he/she gets a Mini-14 from good marksmanship ... then skill weapon is at higer priority than it, and Mini-14 Would be replaced with G-41, and if he/she happens to be expert... IMP would get a FN Minimi instead... getting only one gun ... wonder if that is possible..
Also I maybe liked to give a Locksmith kit for mechanical ower 80 points or so.. if to choose a LockPicking.. you would get two of them.. and so on...
There's nothing this fancy yet. You should have seen what _wasn't_ there before Wink All the externalized IMP and enemy items are populating new arrays and using new code.

Come up with an organized plan / algorithm for how you'd like to assign and randomize equipment for the different stats and specialties, post it in the Feature Requests thread, and we'll see what we can do.

Quote:

1. What exactly does the ubImpact stat in weapons.xml do?

2. How do the various ammo types work? Are the damage formulas for AP,HP etc in the old wedit docs still correct?
1. Answered by Khor Smile I documented all the tags at the top of every file.
2. Yes. Ammo types have not changed or been externalized (yet).

Quote:

Thats great. How do you do it? I've tweaked a few weapons, that's it. Isn't the pockets going to be in the next version?
You can add new entries to Attachments.xml. One tag is the item index of the attach-er and the other is the attach-ee (documented at the top of the file).

Not sure about the pockets being in the next version. Personally, I'd rather put some code in to make some real pockets, once we're able to modify the OBJECTTYPE structure.

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First Sergeant

Re: 1.13 Xml Editing[message #73595] Sun, 02 October 2005 08:57 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Kaiden

I went to that Chinese Ja site but wasn't able to find an English translation of how they managed to implement the A.L.I.C.E. pack in the .xmls?

Do I need to babblefish the post or am I missing something?

I want to add some storage capacity to a lot of the clothing items in my mod but rather than figure this out myself was hoping to find a walkthrough.

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Sergeant Major
Re: 1.13 Xml Editing[message #73596] Sun, 02 October 2005 09:03 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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A new request I was thinking for the .xmls is a tag for Sci Fi items.

With this you could easily sequester all fantastic items out of a more realistic game.

If it's too much work I suppose we could just include these items in maps only available during sci fi mode.

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Sergeant Major
Re: 1.13 Xml Editing[message #73597] Sun, 02 October 2005 10:21 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I've been changing the armours and for some reason the percentages (in the tactical screen) appear as negative numbers until a merc gets shot then they turn into the same number but without a minus behind it.

The numbers are also wrong because they are supposed to reflect the total percentage of armour class you have (0-100% I think was the standard rating before the .xmls came out).

I'm wondering if these numbers reflect something in the prof.dat which can't be changed since I know the prof.dats haven't been cracked yet and this is the only guess I have.

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Sergeant Major
Re: 1.13 Xml Editing[message #73598] Sun, 02 October 2005 11:24 Go to previous messageGo to next message
Madd_Mugsy

 
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Khor, a sci-fi item tag should be in one of the next few releases. (I mentioned it in the item or features thread too)

Armour maxes out at 127%. After that it goes into the negative. I'll see if I can change this for the next version. Also, the ubProtection stat doesn't quite match up to a direct percentage in-game. It is, however, working the same way it did before externalization.

EDIT: Wrap-around issue fixed for the next release.

The percentage still doesn't match the # in the xml though. I looked into it a bit more, and it looks like the percentage is generated by taking the armour's ubProtection stat and dividing by the best possible armour in its class. So, for instance, flak jackets' ubProtection is divided by the ubProtection of Coated Spectra Vest + Ceramic Plates. This will cause errors if spectra armour or ceramic plates are deleted or something, so we should add adjusting this percentage to our todo list.

The good news is that the percentage is only the displayed armour value, not the effective armour value.

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First Sergeant

Re: 1.13 Xml Editing[message #73599] Sun, 02 October 2005 13:17 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Cool.
That's what it seemed like since a merc with 127% armour was going down with three 9mm shots. I thought it was just a number display problem but this would be nice to fix lest it confuse players.
Thanx Mugs.

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Sergeant Major
Re: 1.13 Xml Editing[message #73600] Sun, 02 October 2005 13:19 Go to previous messageGo to next message
Madd_Mugsy

 
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NP. BTW, in the current release, the wrap-around issue _does_ apply to the effect armour protection as well. Not sure if I was totally clear there.

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First Sergeant

Re: 1.13 Xml Editing[message #73601] Sun, 02 October 2005 23:15 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Item #55 and item #65 (the rocket rifles) both share the same BIGITEMS graphic which is weird because they will accept two different Mdguns pictures.
I was wondering if it is possible to change this? If it's not I can just make the two different weapons that look almost identical but it would be better to have the ability to completely mod this item slot.

So far, everything has been working great with my complete reworking of the items.xml. All those issues I thought I had with the quest type items I've solved one way or the other (it was really nothing too involved just carefully looking at every stat and changing things according to how they fit with other .xmls). There is virtually nothing that is unmoddable anymore and this is a huge relief. Can't thank you guys enough.

I was also wondering what the uiIndexes stand for in the Enemy Gun choices .xml? Are they game progression values? If so, do all previous uiIndexes remain available to the enemy till the end of the game or will they only be spawned with weapons from the current index?

Also, do the items with non externalised indexes (gas mask, metal detector etc.) have to remain in thier existing items slots or can you move them around in the items list? I'm asking because for ease of future reworking and editing I've grouped all items of similar type in corresponding sequence throughout the item list and even matched the .sti numbers as close as I could. I think while this is costing me some time now in the long run it's going to make troulbleshooting much easier. If this works for the mod I'm making, I'll continue to do it this way for all of my future work using the files I've made now as a template.

I know it that may border on the uneccessary but for me it saves some serious time trying to remember where all items are when I go to rework something.

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Sergeant Major
Re: 1.13 Xml Editing[message #73602] Tue, 04 October 2005 03:37 Go to previous messageGo to next message
Madd_Mugsy

 
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Quote:

Item #55 and item #65 (the rocket rifles) both share the same BIGITEMS graphic which is weird because they will accept two different Mdguns pictures.
I was wondering if it is possible to change this? If it's not I can just make the two different weapons that look almost identical but it would be better to have the ability to completely mod this item slot.
This is kind of weird, but you may want to just disable the rocket rifle anyway, since it's a quest item.

Quote:

I was also wondering what the uiIndexes stand for in the Enemy Gun choices .xml? Are they game progression values? If so, do all previous uiIndexes remain available to the enemy till the end of the game or will they only be spawned with weapons from the current index?
They are progression values, but the enemy is not restricted to one value at a time. They tend to mix up the current level and one or two levels below as well, I believe. Of course, elites can have one or two levels above the red shirts.

Quote:

Also, do the items with non externalised indexes (gas mask, metal detector etc.) have to remain in thier existing items slots or can you move them around in the items list?
I'm pretty sure only quest items haven't been externalized yet. So you should be ok with these.

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First Sergeant

Re: 1.13 Xml Editing[message #73603] Tue, 04 October 2005 04:34 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Thanx again Mugs.

I wonder why you think I should leave the quest itms untouched? Do you say this because you have a hunch it may lead to future problems or is there something specific you've seen in the code?

I may revert to my original method of just replacing items with similar items in thier existing items slots. I'll keep the .xmls I've been working on because in the future when the prof.dats and proedit is externalisaed I'll then be able to use this version.
For now, there are a few things that are of great concern to me:

Moving the armours into different slots makes me not able to access the full list in the proper area of the items adjustment in Proedit.
For instance, since I've moved the list not all of the available head wear appears in the Helmet drop down list, not all vests in in vests not all leggings in leggings (although you can access any item in the big slots just not the small ones).

I'm also concerned that the enemy is only using a few of the available armour types. I think this is controlled by something similar to the Enemy Weapon Choices.xml. I killed a red shirt and when I looked at his items he had both a leather jacket and a flak vest! I think the game just assigned the items based on thier numbers in the list wanting the enemy to have a helmet, vest, and leggings and read either the leather jacket or the flak vest as legware instead of a vest.


Well, maybe it was a foolish experiment at this stage in the mod but I wanted to offer this example as informateion for future mods. I'll probably go back to replacing items with similar ones in their reference class instead of reorganizing the whole list.

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Sergeant Major
Re: 1.13 Xml Editing[message #73604] Tue, 04 October 2005 04:44 Go to previous messageGo to next message
Madd_Mugsy

 
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Quote:

I wonder why you think I should leave the quest itms untouched? Do you say this because you have a hunch it may lead to future problems or is there something specific you've seen in the code?
Yeah, I like to play it safe Razz

Check out EnemyItemChoices.xml to set enemy armour choices. Leather jackets aren't part of the available armour choices by default, so if you've moved that index around, without changing all the related files, the game may think it's something else.

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First Sergeant

Re: 1.13 Xml Editing[message #73605] Tue, 04 October 2005 06:18 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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The enemy item choices does control this. I've just started working with this so I don't know my way around it too well.

I made a mistake about the Bigitems pics being the same for the rocket rifles. For whatever reason I had the same picture for both Bigitems.stis.

Sorry for talking tripe.

I'm going to start extensively playtesting my modded .xmls to see if the quest items do cause problems. Perhaps I'll assign a few for the early part of the game so I get a chance to see any problems without having to wait for the endgame. I'll let you know what I find and in the future will try to go over something thoroghly before posting a problem.

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Sergeant Major
Re: 1.13 Xml Editing[message #73606] Tue, 04 October 2005 09:54 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Is there a progression index for the EnemyItemsChoices.xml?
I altered it as if the uiIndexes were game progression numbers and of course had some weird results. Of course I now understand the uiIndexes refer to the type of items available to the enemy but is there some number that refers to when in the game the available items appear or are they available at all stages of the game?

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Sergeant Major
Re: 1.13 Xml Editing[message #73607] Wed, 05 October 2005 02:57 Go to previous messageGo to next message
Madd_Mugsy

 
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Quote:

is there some number that refers to when in the game the available items appear or are they available at all stages of the game?
They're generally available based on the ubCoolness stat in items.xml.

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First Sergeant

Re: 1.13 Xml Editing[message #73608] Thu, 06 October 2005 07:23 Go to previous messageGo to next message
Snap is currently offline Snap

 
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I decrypted Prof.dat files into XMLs, but they are huge - some 1.7MB each. Perhaps it would be better to keep the data binary (but not encrypted) and make a new Proedit-like program to edit it. If anyone is interested, I can provide the binary files and the necessary specs.

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Master Sergeant
Re: 1.13 Xml Editing[message #73609] Thu, 06 October 2005 07:59 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I'd really like those .xmls if you're not planning on doing anything with them. It sounds like they will (unfortunately) be interwoven stats drawing on several files but if I could plunk around with at least getting them to conform to one mod at a time that would be better than nothing.
I'd maybe take a crack at making an editor but that would be sort of like Jesse James working on the Space Shuttle.

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Sergeant Major
Re: 1.13 Xml Editing[message #73610] Thu, 06 October 2005 18:12 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Well, right now they are just text files - the game won't read them, it still uses Prof.dat.

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Master Sergeant
Re: 1.13 Xml Editing[message #73611] Fri, 07 October 2005 02:31 Go to previous messageGo to next message
Omega is currently offline Omega

 
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I say go for it, i'll help out as much as I can with the editor

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Corporal
Re: 1.13 Xml Editing[message #73612] Fri, 07 October 2005 06:41 Go to previous messageGo to next message
FireMissiles is currently offline FireMissiles

 
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@Snap

Is the file size restrictive in any other way except it's size, ie are loading times awfully slow or something?

the size seems very large, concidering the original prof.dat is only 119KB

either way, which ever way is chosen for use in the game, I'll work with it, I'm not ready to work on the proedit bit yet, so I might as well wait a while before getting any files (unless they are already in the latest release(not got it yet, getting now))

F.

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Private 1st Class
Re: 1.13 Xml Editing[message #73613] Fri, 07 October 2005 09:44 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Have you tried condensing the prof.xml file? It might be significantly smaller if you strip out all the whitespace and carriage returns, etc. I can't see anyone editing it without an editor anyway.

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First Sergeant

Re: 1.13 Xml Editing[message #73614] Fri, 07 October 2005 18:37 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
The XML profs are huge mainly because of all the tags. It looks compact in the Proedit, but there's a lot more there than meets the eye. It would be a huge PITA to edit manually, which is why I was waiting for someone to volunteer to write an editor Smile

NB: I only output the data - I haven't changed the code to read the XMLs.

I'll finish this thing and send out data and specs to whoever is interested. There's something I missed the first time around - I need to find that. Also, I would like to add eye and mouth coords for the small merc portaits. Right now they are hardcoded somewhere in the main program - I am not sure where.

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Master Sergeant
Re: 1.13 Xml Editing[message #73615] Sat, 08 October 2005 19:40 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
OK, I still have to do some work to implemented decrypted Prof.dat in the game, but for those interested in writing an editor, I posted the data structure format with other necessary info, plus an XML version of Prof.dat for reference:

Linky

The original profile structure was a huge mess - it seems that they were adding fields in almost random order. I reorganised it and split into two parts: the editable part and the rest. Strictly speaking, only the editable part needs to be in Prof.dat, for obvious reasons, but it is simply more convenient to read and write the entire structure.

One issue of concern is structure alignment. I don't know yet what alignment JA2 uses, and in another compiler it may be different anyway. Well, we'll figure something out if there are problems.

I'll post the actual binary files later, when I make and test them.

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Master Sergeant
Re: 1.13 Xml Editing[message #73616] Sun, 09 October 2005 17:57 Go to previous messageGo to previous message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Update: The decrypted binary prof.dat with a new structure is ready. It now includes animation parameters for both small and large faces, and also allows to set all inventary items as droppable/undroppable. The new file is called prof.bin (see the updated zip). I also included some extra info for editor developers in the data definitions, and updated the XML file.

prof.zip

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Master Sergeant
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