Home » MODDING HQ 1.13 » v1.13 Bug Reports » XML Editor Bug Reports
Re: XML Editor Bug Reports[message #190103] Fri, 04 July 2008 13:02 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
OLDNOOOB
Well now you can have your big laugh, i just spent two hours trying to follow your instructions, 560 pages line by line in one file alone, all out of order with no coherent formula to help identify which is which. It's all Greek to me. I will try to email the files to you if it will help but i believe if it's a bad program many other people will soon be complaining and will be able to implement a fix. otherwise i am going to treat this as a bad install and erase and reload all suspect files. thanks anyway.

You can /look/ at XML-files with WordPad, just do not try to edit with it.

The search function should be able to find items 1204 and 1205 in items.xml for you. As everything's in order, you should not need to browse all pages.
The other two XML-files are smaller and should be comparatively easy to browse.


Re: XML Editor Bug Reports[message #190121] Sat, 05 July 2008 00:40 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
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.
Re: XML Editor Bug Reports[message #190483] Fri, 11 July 2008 02:43 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
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.
Re: XML Editor Bug Reports[message #190501] Fri, 11 July 2008 09:58 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
You are probably missing the silhouette pics for those two leg rigs. Please check silhouette.sti whether or not it has two cross-shaped silhouettes at its end.


Re: XML Editor Bug Reports[message #190535] Fri, 11 July 2008 17:53 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
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.
Re: XML Editor Bug Reports[message #190634] Sun, 13 July 2008 11:29 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
I was not talking about silhouettes.XML, I was talking about silhouettes.STI (in the Interface-folder, IIRC).

But even for silhouettes.xml, that looks strange.



Re: XML Editor Bug Reports[message #190659] Sun, 13 July 2008 18:34 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
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.
Re: XML Editor Bug Reports[message #190663] Sun, 13 July 2008 19:11 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
You need to use STI-Edit to view that file, otherwise you cannot view the pics inside the STI-file.


Re: XML Editor Bug Reports[message #190665] Sun, 13 July 2008 19:58 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
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?
Re: XML Editor Bug Reports[message #190679] Mon, 14 July 2008 03:01 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
The way to edit an sti properly is to first save it as a bitmap, load it to the image editor of your choice then load it back in with the other button. These buttons are at the top of the gui about towards the middle of the task bar.

One word of caution, until you see how the image you worked on behaves IN GAME do not think that it is correct. The game does something funny to colours and you may fin your image looking very squirley once you see it in game. You will get a feel for the quirks once you work with the stis a little.

Yes, it would be great if someone made a better sti editor (or maybe even a plug in for something like photoshop) but at the moment that is the best one we have.
Re: XML Editor Bug Reports[message #190691] Mon, 14 July 2008 04:46 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
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
Re: XML Editor Bug Reports[message #190692] Mon, 14 July 2008 05:01 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I don't understand why you can't do this? Please elaborate.

I believe the silhouettes sti is something niv related, if this is the case i have no interest working on it myself since I think that whole project is a wrong turn. But if you could explain why you can't find what you are looking for perhaps I might be able to point you in the right direction.
Re: XML Editor Bug Reports[message #190694] Mon, 14 July 2008 05:14 Go to previous messageGo to next message
Marlboro Man

 
Messages:1265
Registered:October 2005
Location: USA
@ OldNoob

Starwalker wants you to verify if you actually have those 2 new silhouette crosses. 1st step is to go to your tabledata folder in the 1.13 data folder. Open the folder called "lookup". Scroll around until you see the xml file called silouettes. Right click that and open with wordpad. Scroll to the bottom of the list and see if you have ID 24 Large Medical cross and ID 25 Small medical Cross. That really should be enough. If you have both of those then you also have the graphic pics.


Re: XML Editor Bug Reports[message #190695] Mon, 14 July 2008 05:21 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
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.
Re: XML Editor Bug Reports[message #190700] Mon, 14 July 2008 07:01 Go to previous messageGo to next message
Marlboro Man

 
Messages:1265
Registered:October 2005
Location: USA
Run Stiedit. In the upper left click the button to open sti file. Go to the silhouettes .sti file located in the DATA folder, not the 1.13 data folder, because that is not where it is. Once you open it in Stiedit, use the single arrow key on the left, not the arrow key with the green cross. Click the arrow key until you get to 24 and 25. If you see the 2 crosses at 24 and 25, then you have them.


Re: XML Editor Bug Reports[message #190702] Mon, 14 July 2008 08:33 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
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).
Re: XML Editor Bug Reports[message #190714] Mon, 14 July 2008 11:16 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
OLDNOOOB
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).

So the graphics to be displayed when you put the pouches to use are really there.

If that's the case, you'll need to check LoadBearingEquipment.xml whether it has these entries:

Quote:


35
1
0
26
21
21
20
.
.
.

36
1
0
26
21
21
20
18
.
.
.


These entries define the pouches (which pockets they have).


Re: XML Editor Bug Reports[message #190744] Mon, 14 July 2008 17:14 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
yes. both files read the same.
Re: XML Editor Bug Reports[message #190748] Mon, 14 July 2008 17:24 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Last to check is pockets.xml then, whether or not it has the "20" and "21" entries.

If it does, then I do not have any idea what's causing your CTD.


Re: XML Editor Bug Reports[message #190750] Mon, 14 July 2008 17:30 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
pocket 21 is, syringe

pocket 22 is, double belt
Re: XML Editor Bug Reports[message #190827] Tue, 15 July 2008 06:58 Go to previous messageGo to next message
crassus1
Messages:1
Registered:July 2008
Location: Texas
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

Re: XML Editor Bug Reports[message #191508] Tue, 22 July 2008 17:07 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
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.
Re: XML Editor Bug Reports[message #191552] Wed, 23 July 2008 04:17 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
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

Re: XML Editor Bug Reports[message #191589] Wed, 23 July 2008 14:05 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Well, early on Mugsy asked me not to upload isolated pics to the SVN-Server, so I'd guess that the XML-editor needs /all three sizes/ of each pic.

But I don't know /why/ he made the editor require all the pics.

Perhaps the editor can be modified to take pic 0 (which in basic 1.13 is the NADA-pic) if it cannot find the corresponding pics?


Re: XML Editor Bug Reports[message #191602] Wed, 23 July 2008 18:09 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
The 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.
Re: XML Editor Bug Reports[message #191605] Wed, 23 July 2008 18:55 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
Khor1255
The 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.
Re: XML Editor Bug Reports[message #191607] Wed, 23 July 2008 19:37 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Definitely. The editor should be a little forgiving (not to mention fully functional which it is not) or there should be a return to a version that does not require the compromises made to make the xml editor. A version that had the headers included and was arranged in easy to use lines of data like it originally was would be more useful for people doing full scale mods while the xml editor would remain a toy for the casual user.
Of course it would be better to have a fully functional editor that also contained descriptions (or a help section) of what each field actually did (like having the headers included in the editor). But until that is done I would like the xmls to be arranged like they originally were. In other words make them editable with notepad and include the headers.

But apart from all of that is the fact that the current editor even needs a certain number of entries in the items.xml or it will not even load. The editor should not be dependent on elements sometimes not present in mods that might be built on it. This is exactly like the problem where it needs certain stis to even work. It should not.

Perhaps if it needs any of this you could just make it so it only needs the first 350 entries. I doubt if anyone would make a mod that used less than that and even if they did including 349 extra entries is better than having to include thousands just to appease a less than fully functioning editor.
Re: XML Editor Bug Reports[message #191654] Fri, 25 July 2008 09:56 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
On the other hand: If there are no unassigned pics among the STIs, then you cannot assign these pics using the XML-editor.


Re: XML Editor Bug Reports[message #191671] Fri, 25 July 2008 12:05 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
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:
Re: XML Editor Bug Reports[message #191714] Fri, 25 July 2008 16:06 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I don't think I understand you Starwalker. Why would you want unassigned pics anyway? You can easily add any sti you need and without additional 'fluff' entries your mod can be more compact and easier to organize which equals faster to develop.
Re: XML Editor Bug Reports[message #192128] Mon, 28 July 2008 19:26 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
I do not 'want' them, I just wanted to explain that it would be easier to have the pics in the sti and then assign them with the XML-editor.
I guess there are modders out there who do not know how to do that manually (at least at first).


Re: XML Editor Bug Reports[message #192161] Mon, 28 July 2008 23:46 Go to previous messageGo to next message
liquid
Messages:6
Registered:July 2008
Location: Franeker, the Netherlands
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

Re: XML Editor Bug Reports[message #195197] Fri, 29 August 2008 09:29 Go to previous messageGo to next message
Arquebus

 
Messages:69
Registered:June 2008
Location: Oslo Norway
my xml editor crashes when I try to use it on my latest svn build... anyone having the same problem?
any solutions.
will edit in my specs when i get home from work.
Re: XML Editor Bug Reports[message #195256] Sat, 30 August 2008 01:10 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Try manual xml editong. For all but the most basic changes the xml editor is a joke.
Re: XML Editor Bug Reports[message #195355] Sat, 30 August 2008 20:02 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Khor1255
Try manual xml editong. For all but the most basic changes the xml editor is a joke.

For ammo changes, it is quite essential. But other than that I work manually most often, too.


Re: XML Editor Bug Reports[message #195646] Mon, 01 September 2008 22:32 Go to previous messageGo to next message
Scheinworld

 
Messages:908
Registered:December 2007
Location: Baltic Sea, Germany
Arquebus
my xml editor crashes when I try to use it on my latest svn build... anyone having the same problem?
any solutions.
will edit in my specs when i get home from work.


My XML Editor crashed too. I removed the Pockets.xml (updated by SVN) from the \Data-1.13\TableData folder and replaced it with the older one from the official "JA2_v1.13_Release_[1.0.0.2085]". Now it works again. Perhaps you have the same problem?


Best regards and good luck; Schein


Re: XML Editor Bug Reports[message #195670] Tue, 02 September 2008 03:58 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Why is it now essential for ammo changes? Because of so many different ammo types or something more serious?
Re: XML Editor Bug Reports[message #195676] Tue, 02 September 2008 04:40 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
@ Khor:

There are about a ton of different restrictions on the order of entries in all files related to ammo, so adding one item could cause a big mess (you'd have to reorganize the entire file by hand). That's why I try not to mess with ammo if possible, 'cause I haven't gotten the XML editor to work yet...


Re: XML Editor Bug Reports[message #195692] Tue, 02 September 2008 11:41 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Khor1255
Why 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? Wink


Re: XML Editor Bug Reports[message #195777] Wed, 03 September 2008 03:43 Go to previous messageGo to previous message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
That's what I thought you meant.


Yes an automated program (that was dependable) would be great for things like this. Seems a simple enough thing to do perhaps even a .bat file might do this.

These issues are among the main reasons I was all for leaving a lot of nada spaces in the array so that - for instance - if you wanted to add new ammo most (except the first 350 slots) would be grouped is a pretty specific place in the 5000 slots (maybe 1500 just for ammo) and then you could have groups for armour, weapons, attachments, etc.

But of course an xml editor we could trust would be the best thing yet.
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