Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #206089] Sun, 11 January 2009 12:59 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Khor1255
It is not a myth. Someone displayed where in the code this was written a while ago. Maybe a coder could elaborate?

Dexterity helps to offset the effect an enemy's agility might have. An enemy with high agility gives a penalty to the chance to hit him, and high dexterity can lower that penalty. So it does help hitting agile enemies.
In the code it is called 'Dodge' (though you cannot really dodge a bullet). See it as an enemy ducking and weaving, and dexterity helps following those movements...


Re: 1.13 Xml Editing[message #206095] Sun, 11 January 2009 14:18 Go to previous messageGo to next message
okashii

 
Messages:24
Registered:January 2009
thanks for explaining this Starwalker =]
Re: 1.13 Xml Editing[message #207058] Sat, 24 January 2009 13:00 Go to previous messageGo to next message
Dragunov
Messages:6
Registered:January 2009
the XML Editor crashes every time.


First error message:

Error Loading Files
One or more of your files contain invalid data. Please fix the data and restart the editor.

Error:
Failed to enable constraints. One or more rows contain values violating non-null, unique, or foreign-key constraints.



Second error message:

Error Loading Files
Details:

File: Pockets.xml

ForeignKeyConstraint Constraint2 requires the child key values (24) to exist in the parent table.
ForeignKeyConstraint Constraint2 requires the child key values (25) to exist in the parent table.




Could anyone please help?

Thx
Re: 1.13 Xml Editing[message #207065] Sat, 24 January 2009 13:39 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
What's the version number of the XML-Editor you use?

Newer versions (past 0.38) should have this fixed.


Re: 1.13 Xml Editing[message #207073] Sat, 24 January 2009 14:48 Go to previous messageGo to next message
Dragunov
Messages:6
Registered:January 2009
It is version 0.36, but it was installed from this file: JA2 1.13 2296exe SVN @1031 Full. Isnt it the latest JA 1.13 file?

Where can i find newer versions of the XML editor?
Re: 1.13 Xml Editing[message #207074] Sat, 24 January 2009 14:50 Go to previous messageGo to next message
Marlboro Man

 
Messages:1268
Registered:October 2005
Location: USA
0.40 was just released yesterday to the SVN.


Re: 1.13 Xml Editing[message #207083] Sat, 24 January 2009 15:18 Go to previous messageGo to next message
Dragunov
Messages:6
Registered:January 2009
Found a link but only with version 0.27.


Could you please post a link? What do you mean with SVN.
Re: 1.13 Xml Editing[message #207086] Sat, 24 January 2009 15:23 Go to previous messageGo to next message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
The latest single click has 0.39 in it.

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=172234&page=1&fpart=6#Post204355


Re: 1.13 Xml Editing[message #207088] Sat, 24 January 2009 15:44 Go to previous messageGo to next message
Dragunov
Messages:6
Registered:January 2009
Thx.

The download links are really hard to find. I installed JA 1.13 2296. Are the savegames compatible with the version 2445?
Re: 1.13 Xml Editing[message #207095] Sat, 24 January 2009 17:35 Go to previous messageGo to next message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
Should be. But I haven't checked on that one. I linked directly to the latest update (which isn't in the first post at the moment) which has the 2445 download. I would use that myself rather than the 2296 version.


Re: 1.13 Xml Editing[message #212082] Sat, 04 April 2009 00:10 Go to previous messageGo to next message
Czert

 
Messages:86
Registered:August 2007
It is posible to put into XML editor something like "you presed quit buton, but any unsaved changes will be lost, do you want to continue? "
Re: 1.13 Xml Editing[message #217538] Fri, 22 May 2009 16:33 Go to previous messageGo to next message
sputnikk

 
Messages:18
Registered:August 2007
Location: Lule
Dragunov
the XML Editor crashes every time.


First error message:

Error Loading Files
One or more of your files contain invalid data. Please fix the data and restart the editor.

Error:
Failed to enable constraints. One or more rows contain values violating non-null, unique, or foreign-key constraints.



Second error message:

Error Loading Files
Details:

File: Pockets.xml

ForeignKeyConstraint Constraint2 requires the child key values (24) to exist in the parent table.
ForeignKeyConstraint Constraint2 requires the child key values (25) to exist in the parent table.




Could anyone please help?

Thx


I have the same problem. I use v.0.41, but it still doesen't work... I have tried to delete backend.dll and repalce it from SVN, but no luck. Sad
Re: 1.13 Xml Editing[message #217544] Fri, 22 May 2009 17:01 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
This problem is fixed with the latest XML Editor (0.41). It seems that you still use old XML Editor files.


Re: 1.13 Xml Editing[message #217547] Fri, 22 May 2009 17:59 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
RoWa21, would you please elaborate? what you just wrote is unclear.
How do xml files get old? I am old, that took years.
Re: 1.13 Xml Editing[message #217565] Fri, 22 May 2009 20:57 Go to previous messageGo to next message
SpaceViking

 
Messages:762
Registered:January 2004
Location: Rochester, Minnesota, USA
I think he meant you have an old copy (or parts thereof) of the XML editor.


Re: 1.13 Xml Editing[message #217594] Sat, 23 May 2009 00:49 Go to previous messageGo to next message
KEN C

 
Messages:258
Registered:May 2007
Location: Aberdeen Washington USA
would be nice to have a parts list to compare.
Re: 1.13 Xml Editing[message #217613] Sat, 23 May 2009 06:00 Go to previous messageGo to next message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
Just make a clean JA2 install and use the latest single click installer (verified working XML editor as using it at the moment). If you have modified files in the Data-1.13 folder from your old install, make a new Data-xx folder (where -xx is what you want it to be called) and copy the new Data-1.13 into it. Then go back to the old one and copy your modified files over the top. Make sure it's only the modified files if you can to minimize chances of making things incompatible.


Re: 1.13 Xml Editing[message #231145] Sun, 16 August 2009 11:48 Go to previous messageGo to next message
Forral

 
Messages:75
Registered:May 2009
Location: Sweden
I an attempt to make a minor mod where enemy weapons would be more elaborately assigned and show in more clear tiers, where enemy elites would select their weapons from a special pool, I deigned to set up my EnemyGunChoices as following:

Progress - Weapons

0% "Normal Weapons"
24.9998% "Special Expensive Weapons"
24.9999% "Special Expensive Weapons"
25% "Normal Weapons"
49.9998% "Special Expensive Weapons"
49.9999% "Special Expensive Weapons"
50% "Normal Weapons"
74.9998% "Special Expensive Weapons"
74.9999% "Special Expensive Weapons"
75% "Normal Weapons"
101% "Special Expensive Weapons"

The idea is to ensure that the decimal tiers are never truly reached without instantly being passed in normal gameplay. They would still be higher than your current tier though, ensuring that enemy elites will still be able to select their weapons from those tiers, without going beyond to the next proper tier. I could for example setup modded weapons, or high quality weapons in those tiers, and the other tiers could still hold weapons like shotguns and like. It would allow me to ensure that normal enemies and elite enemies can upgrade parallel to eachother throughout the course of the game, without ever running the risk of finding an elite enemy equiped with a remington shotgun or finding a normal enemy with an Abakan assault rifle.

Key to whether or not this will actually work as intended though is if the program is capable of reading the demical progress requirements correctly. Does anyone know if it does?


While I wait for a response for the above question, I thought I

[Updated on: Thu, 20 August 2009 03:12] by Moderator

Re: 1.13 Xml Editing[message #235084] Wed, 14 October 2009 17:21 Go to previous messageGo to next message
MZ0125

 
Messages:19
Registered:December 2008
Well, how can I change the shot per 5AP for autofire mode? I tried to change the thread "" in weapons.xml, but it won't work
Re: 1.13 Xml Editing[message #235085] Wed, 14 October 2009 17:30 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
MichaelZhen
Well, how can I change the shot per 5AP for autofire mode? I tried to change the thread "" in weapons.xml, but it won't work

What was the result of your change, and by how much did you change?


Re: 1.13 Xml Editing[message #235092] Wed, 14 October 2009 18:04 Go to previous messageGo to next message
MZ0125

 
Messages:19
Registered:December 2008
It just stay the same in the game, I changed the Mk17 Mod0 STD's shotper5ap from 6 to 3(I'm using DBB910)
Re: 1.13 Xml Editing[message #235145] Thu, 15 October 2009 09:32 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
MichaelZhen
It just stay the same in the game, I changed the Mk17 Mod0 STD's shotper5ap from 6 to 3(I'm using DBB910)

That should halve the rate of fire...

Did you use the XML-Editor (probably not, if you're using DBB910)?

Are you using the Virtual File System (VFS)?


Re: 1.13 Xml Editing[message #235157] Thu, 15 October 2009 16:12 Go to previous messageGo to next message
MZ0125

 
Messages:19
Registered:December 2008
Well...I actually have no idea about the VFS except the easy MOD switching principle...
Re: 1.13 Xml Editing[message #235274] Fri, 16 October 2009 11:25 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
MichaelZhen
Well...I actually have no idea about the VFS except the easy MOD switching principle...

The VFS works in layers and collects files from the top down.
Let's say it finds a weapons.xml in a folder higher up (a mod's folder, for example), then it will disregard all weapons.xml files below that layer (for example the one found in data-1.13/TableData).
And if you edit a file at a lower layer that also exists at an upper layer, then your changes will not show up. You'd need to edit the file at the upper layer to achieve any effects.

I do not know if that is really our problem, but at the moment I do not have any other idea why your change would not show up (other than that you forgot to save your change Wink ).


Re: 1.13 Xml Editing[message #235279] Fri, 16 October 2009 14:36 Go to previous messageGo to next message
MZ0125

 
Messages:19
Registered:December 2008
ok, yes i was aware about that. but the strange thing is that I have changed the range of HK CAWS from 15 to 18 and it worked, when I tried to reduce its rate of fire per 5 AP from 2 to 1, it doesn't! So, there is only two weapons.xml in the JA2 folder now, one is the vanilla one, the other one is the DBB one, the DBB one should have the higher priority, right?
Re: 1.13 Xml Editing[message #235322] Sat, 17 October 2009 02:37 Go to previous messageGo to next message
BirdFlu

 
Messages:451
Registered:September 2007
Location: Lampukistan
The general idea is that you should NOT modify the data directories at all. Just copy the file you want to change into you user profile directory (eg. Profiles/UserProfile_JA2113) and modify it there.

If you want you can create your own Data directory and have all you files there (although the profile directory should be good enough for small changes). You would have to tinker with the VFS configuration though (it's not that hard).

Re: 1.13 Xml Editing[message #235330] Sat, 17 October 2009 10:15 Go to previous messageGo to next message
Logisteric

 
Messages:3500
Registered:December 2008
Location: B
@ birdflu

as i'm working on a mod and plan to release it in both ways (vfs and 'copy to data-1.13') - where do i find a maccie-proof vfs-guide?
Re: 1.13 Xml Editing[message #235333] Sat, 17 October 2009 12:35 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Quote:
The general idea is that you should NOT modify the data directories at all. Just copy the file you want to change into you user profile directory (eg. Profiles/UserProfile_JA2113) and modify it there.

Shall he make a new folder, incorporate that into the VFS-setup, and copy the weapons.xml from the DBB-folder to this new folder for just correcting a single value?


Re: 1.13 Xml Editing[message #235356] Sat, 17 October 2009 20:24 Go to previous messageGo to next message
BirdFlu

 
Messages:451
Registered:September 2007
Location: Lampukistan
Starwalker
Quote:
The general idea is that you should NOT modify the data directories at all. Just copy the file you want to change into you user profile directory (eg. Profiles/UserProfile_JA2113) and modify it there.

Shall he make a new folder, incorporate that into the VFS-setup, and copy the weapons.xml from the DBB-folder to this new folder for just correcting a single value?
That sounds like overkill (and it as). But for such a small modification he doesn't have to do that. He can take his user profile directory, it's as good as any other data directory. With one difference. The user profile directory is (most probably) on top of the profiles stack, so that is where the VFS looks first for a file (conceptually speaking).

If you make modifications in the data directory of some mod, then this can have negative effects on other mods (doesn't have to). For example, you have the "mod-chain" [Vanilla,v1.13,A,B,C] and you change some files in mod 'A'. Later you want to try another combination, e.g. [Vanilla,v1.13,A,E,F]. Now it is possible that mod 'E' is some kind of extension to mod 'A' and expects it to behave in a certain way, but since you modified A's files this assumption is no longer true. And it's easier for the mod provider to check only against the official versions of other mods. If you separate your changes from the official data, these mod combination can peacefully coexist. The only thing you would have to do is to switch the user profiles (one user profile per mod combination).

Logisteric
as i'm working on a mod and plan to release it in both ways (vfs and 'copy to data-1.13') - where do i find a maccie-proof vfs-guide?
Is there a non-maccie-proof vfs-guide? Do you need this guide or the potential users of you mod?

Re: 1.13 Xml Editing[message #235360] Sat, 17 October 2009 21:35 Go to previous messageGo to next message
Logisteric

 
Messages:3500
Registered:December 2008
Location: B
first of all i need it to learn what's going on, 'cause i have to put everything into the apropriate folders when i release it - if i, as your personal beta-tester, understand it you may offer it to the public :diabolical:
Re: 1.13 Xml Editing[message #235372] Sun, 18 October 2009 02:33 Go to previous messageGo to next message
BirdFlu

 
Messages:451
Registered:September 2007
Location: Lampukistan
Logisteric
first of all i need it to learn what's going on, 'cause i have to put everything into the apropriate folders when i release it
You want to have two configurations, one vfs config and one directory that should be copied over the data-1.13 directory? Then create your directory Data-Logisteric and replicate the directory structure of the Data directory with your files. You can use this directory for both configurations. For the vfs case you only have to add a vfs config file.

Logisteric
if i, as your personal beta-tester, understand it you may offer it to the public :diabolical:
???

Re: 1.13 Xml Editing[message #235375] Sun, 18 October 2009 02:53 Go to previous messageGo to next message
Logisteric

 
Messages:3500
Registered:December 2008
Location: B
as i see it that vfs-config file seems to be the problem - everyone is afraid of it. i have not yet tried vfs. that the structure has to be the same is obvious.

the idea is: extraxt iArulco.7z either to data-1.13 or to a folder data-iArulco on the same level as data-1.13 if you do the latter also d/l '??' and expandt to '??' it's exactly here where it starts to get interesting.

as i confessed i did not yet look into it, but everyone is afraid - that gives two possibilities

1. bear pit users are numbs, who can't read
2. it is difficult

as i do believe in the good in man (at least sometimes) i guess it's no 2 - so if you give me a manual that i understand (as a maccie, that is) - everyone else should probably understand it far more easily than me :diabolical:

[Updated on: Sun, 18 October 2009 03:39] by Moderator

Re: 1.13 Xml Editing[message #235377] Sun, 18 October 2009 03:08 Go to previous messageGo to next message
BirdFlu

 
Messages:451
Registered:September 2007
Location: Lampukistan
I'm using this for my RII mod, although it's not exactly the same type of configuration that is used for other mods. They use one file to define everything. I'm using one file per mod. Anyway, to "merge" my multiple file configuration into a one file configuration i would have to copy the contents of all files into this one file and modify the "PROFILES += ..." line (that is because of the +=)
[vfs_config]
PROFILES += RII

[PROFILE_RII]
NAME = Resolution independent Interface
LOCATIONS = rii
PROFILE_ROOT = 

[LOC_rii]
TYPE = DIRECTORY
PATH = Profiles/RII
MOUNT_POINT = 

Take for example the vfs_config.JA2113.ini and add the following at the end of the file
[PROFILE_Logisteric]
NAME = Logisterics awesome mod
LOCATIONS = logisteric

[LOC_logisteric]
TYPE = DIRECTORY
PATH = Data_logisteric

The directory Data_logisteric should be in the same directory as ja2.exe (or whatever exe you use).

Then vfs_config.JA2113.ini has this line 2
PROFILES = SlfLibs, Vanilla, v113, UserProf

Change it to
PROFILES = SlfLibs, Vanilla, v113, Logisteric, UserProf

That should be it.

Re: 1.13 Xml Editing[message #235378] Sun, 18 October 2009 03:11 Go to previous messageGo to next message
Logisteric

 
Messages:3500
Registered:December 2008
Location: B
is this key-sensitive?
Re: 1.13 Xml Editing[message #235381] Sun, 18 October 2009 03:31 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
I learned to use VFS system on my own just reading the info in the ini file and checking ini file from some other mod. It didn't take long to learn how to do it. I made a custom vfs ini file that loads 3 mods in this order WF Maps -> WF Alpha item mod -> HAM 3.6. Works like a charm. Its easy and I can easily remove any of these mods without needing to reinstall the whole thing.
Re: 1.13 Xml Editing[message #235382] Sun, 18 October 2009 04:07 Go to previous messageGo to next message
BirdFlu

 
Messages:451
Registered:September 2007
Location: Lampukistan
Logisteric
is this key-sensitive?
it is case-sensitive.

Re: 1.13 Xml Editing[message #236056] Tue, 27 October 2009 09:23 Go to previous messageGo to next message
MZ0125

 
Messages:19
Registered:December 2008
it's still not working out... I setup a TableData folder under the Profiles\UserProfile_JA2113\ and put the modified xmls in there, yet the shotsper5AP for CAWS stilled doesn't change from 2 to 1, which is exactly what I have changed. Does that matter if I have used the addtional AP for mercs in the ini? I have 50 addtional AP, which I know is affecting how much AP is needed for single shots.
Re: 1.13 Xml Editing[message #236057] Tue, 27 October 2009 09:32 Go to previous messageGo to next message
MZ0125

 
Messages:19
Registered:December 2008
Ok... This is just weird... is value 1 reserved for something? how comes what ever value I change is just end up with a value that is the one I changed + 1? I changed it to 100 and it ends up 101. The AP bonus does nothing to it. I've tested it. Can some one please explain this?
Re: 1.13 Xml Editing[message #236061] Tue, 27 October 2009 10:13 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Initiating autofire costs 1AP, so the first shot of autofire should cost more then the following shots.

And the more AP a merc has available, the more AP a single shot will cost. You can see the opposite, too, when a merc is wounded and has less AP, a single shot costs less than what is given in the tooltips. The tooltips and infobox values are calculated with a merc in mind who has a certain amount of AP available (a 'standard' merc, so to speak).



Re: 1.13 Xml Editing[message #236095] Tue, 27 October 2009 17:07 Go to previous messageGo to previous message
MZ0125

 
Messages:19
Registered:December 2008
how about the extra shot?

I got it, Never mind

[Updated on: Tue, 27 October 2009 18:28] by Moderator

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