Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #244299] Mon, 15 February 2010 21:28 Go to previous messageGo to next message
BirdFlu

 
Messages:451
Registered:September 2007
Location: Lampukistan
Kaerar
Yeah it would be nice. Birdflu already implemented the possibility of PNG files as an alternative, but the problems arise with the MD and SM items. I don't see why they can't be separated to individual files now anyway allowing full colour depth and transparency for them anyway.
MD items can be separate png files already (in the MP release). They must be 8-bit images with a palette, though, as it is used to enable the countour glow effect.

All other sti files can be replaced with png images in a 7z archive. It is best to reproduce the image properties of the sti images, that is their "bit-ness". Loadscreens can for example be 24-bit png images (single file in 7z archive).

Re: 1.13 Xml Editing[message #244339] Tue, 16 February 2010 06:56 Go to previous messageGo to next message
Kaerar

 
Messages:2089
Registered:January 2003
Location: Australia :D
Could the glow be made a separate image? That would make life a lot easier, have the separate image limited to 8-bit and the MD gun at full 24-bit?


Re: 1.13 Xml Editing[message #244374] Tue, 16 February 2010 20:30 Go to previous messageGo to next message
BirdFlu

 
Messages:451
Registered:September 2007
Location: Lampukistan
sure

Re: 1.13 Xml Editing[message #244414] Wed, 17 February 2010 03:39 Go to previous messageGo to next message
Kaerar

 
Messages:2089
Registered:January 2003
Location: Australia :D
Awesome, that makes all the glows just overlays Smile


Re: 1.13 Xml Editing[message #244489] Thu, 18 February 2010 08:46 Go to previous messageGo to next message
Deane

 
Messages:63
Registered:January 2010
Can anyone figure out this problem? By adding this items.xml, my game will contain

1) screwed up guns's weight.. for example, type 85 weight around 173lbs.
2) enemy drops overweight ammo crates.. which cant be use to reload the guns (for ex. enemy dropped 7.62x39mm ammo crates, but cant reload type 85 with it).

Removing it from my game will of course fixed my game back (as I believe the game will then read the file from my default [data 1.13] folder)

I've checked both the stat for type 85 from the .svn folder and the one from the file above but its similar.. so something must have screwed up.. somewhere..

FYI, that items.xml is from Offtopic's standard drop all mod.
Re: 1.13 Xml Editing[message #244500] Thu, 18 February 2010 11:32 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
I don't see anything wrong with your Items.xml. It imports fine in Excel, meaning the XML format should be correct. I used a tool to compare your Items.xml and the SVN 1164 (had this one lying around) line by line, most of the changes are around item price and Bobby Ray's availability. For example the Type 85 entries are identical except your's has no Bobby Ray entry, which doesn't influence weight.

My guess is that you are using a different version executable than the XML file is. There is really no way for the Items.xml you are using to make the Type 85 so heavy.


Re: 1.13 Xml Editing[message #244504] Thu, 18 February 2010 12:30 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Differences in ammo can happen if items.xml and magazines.xml do not match up.

I made a mistake once, doing manual work on the XMLs, and thus had to change 120 items of ammo manually thereafter... Sad

BTW, in 1.13 the Type-85 uses the 7.62x25mm ammo (like in the real world), not 7.62x39mm (which the original developers used in vanilla JA2).


Re: 1.13 Xml Editing[message #244526] Thu, 18 February 2010 15:31 Go to previous messageGo to next message
Deane

 
Messages:63
Registered:January 2010
Dieter
I don't see anything wrong with your Items.xml. It imports fine in Excel, meaning the XML format should be correct. I used a tool to compare your Items.xml and the SVN 1164 (had this one lying around) line by line, most of the changes are around item price and Bobby Ray's availability. For example the Type 85 entries are identical except your's has no Bobby Ray entry, which doesn't influence weight.

Yes.. that's about what this mod supposed to achieved.

Quote:

My guess is that you are using a different version executable than the XML file is. There is really no way for the Items.xml you are using to make the Type 85 so heavy.

That would explained a lot .. The current exe I'm using are from STOMP's mod (with the fixed cover system)..

edit:
The STOMP exe is based on the build 3287 if I read it correctly.


Starwalker
Differences in ammo can happen if items.xml and magazines.xml do not match up.

I made a mistake once, doing manual work on the XMLs, and thus had to change 120 items of ammo manually thereafter... Sad

BTW, in 1.13 the Type-85 uses the 7.62x25mm ammo (like in the real world), not 7.62x39mm (which the original developers used in vanilla JA2).

That would probably be my mistake in typing.. I'm not very good at remembering ammo.. However, with that items.xml in play, the ammo drop was unusable which would screw up my game as even if the text says its the correct ammo, I cant reload guns.

[Updated on: Thu, 18 February 2010 15:39] by Moderator

Re: 1.13 Xml Editing[message #244547] Thu, 18 February 2010 17:56 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Quote:
even if the text says its the correct ammo, I cant reload guns


Hm, by text you mean the item description?

Ok, how about this test: Unload a loaded Type 85, what is the mag that comes out of it? And, can you load the *same* mag back into the Type 85?

(You may need to switch to your merc inventor screen when loading a weapon. I am currently playing DOM on Vanilla and you can't load a gun mag in the same screen where you unload it. You need to exit the gun attachment screen and load the gun in the merc inventory screen.)


Quote:
The current exe I'm using are from STOMP's mod


STOMP *should* be compatible with Offtopic's standard drop all mod as they are both 1.13 if I am not mistaken, but I am not super sure. If I still remember I will diff the two Items.xml tomorrow (probably I will forget though).


Re: 1.13 Xml Editing[message #247514] Mon, 22 March 2010 21:38 Go to previous messageGo to next message
clbg

 
Messages:35
Registered:February 2007
Location: Moscow, Russia
How can i export data from prof.dat to those Merc.xml files? Really need it. Trying to make a hybrid with old mod.
Re: 1.13 Xml Editing[message #247516] Mon, 22 March 2010 22:05 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
ham 3.6
Re: 1.13 Xml Editing[message #247517] Mon, 22 March 2010 22:24 Go to previous messageGo to next message
clbg

 
Messages:35
Registered:February 2007
Location: Moscow, Russia
But it only exports merc's profiles and opinions, while i need their starting gear to be externalized Sad
Re: 1.13 Xml Editing[message #247518] Mon, 22 March 2010 22:28 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
than i don't know - how about mercstartinggear.xml?
Re: 1.13 Xml Editing[message #247519] Mon, 22 March 2010 22:35 Go to previous messageGo to next message
clbg

 
Messages:35
Registered:February 2007
Location: Moscow, Russia
Exactly, i need to make a mercstartinggear.xml file from prof.dat, which is from another mod. I've tried to force game to use only prof.dat info via ini options, but it strangely continues to use xml tables to equip mercs at start of the game.

Edit: it works fine with prof.dat when i start a new game with old inventory.

[Updated on: Mon, 22 March 2010 22:51] by Moderator

Re: 1.13 Xml Editing[message #247520] Mon, 22 March 2010 22:42 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
then - i don't know


sorry
Re: 1.13 Xml Editing[message #247522] Mon, 22 March 2010 23:06 Go to previous messageGo to next message
Kaerar

 
Messages:2089
Registered:January 2003
Location: Australia :D
Maybe we need a MSG.xml with the stock 1.12 starting gear for those who want it?

Plus Trevor should so have a Steyr AUG A1 or Para to start with Wink


Re: 1.13 Xml Editing[message #247525] Mon, 22 March 2010 23:10 Go to previous messageGo to next message
clbg

 
Messages:35
Registered:February 2007
Location: Moscow, Russia
I repeat: i'm messing with prof.dat from a different mod, that have totally different layout for mercs, that's the problem. Because i want to export it to xml, then add LBE gear to every merc and play it as a hybrid mod.
Re: 1.13 Xml Editing[message #247551] Tue, 23 March 2010 09:52 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
coolberg
I repeat: i'm messing with prof.dat from a different mod, that have totally different layout for mercs, that's the problem. Because i want to export it to xml, then add LBE gear to every merc and play it as a hybrid mod.

I guess then you will have to do what I had to do when making MercStartingGear.xml in the first place: Do it all manually Sad


Vista XML Editor Not working[message #247832] Fri, 26 March 2010 08:53 Go to previous messageGo to next message
LordBaxter

 
Messages:10
Registered:March 2010
I cannot get this XML editor to work, first it would crash upon reading pockets.xml, one solutions was to delete an .xsd file and now it crashes straight off, with a message telling me to contact mugsy. I'm using build 2975 if it helps, and I CAN edit the XML files by hand but it's messy and a proper editor would make things much easier. Help very much appreciated.

[Updated on: Fri, 26 March 2010 12:00] by Moderator

Re: Vista XML Editor Not working[message #247835] Fri, 26 March 2010 10:40 Go to previous messageGo to next message
LordBaxter

 
Messages:10
Registered:March 2010
I tried reinstalling the 1.13 patch and now it's gone back to complaining about pockets.xml, apparently there is a patch to fix that but the only download link I could find is dead, does anybody have the patch?

[Updated on: Fri, 26 March 2010 12:07] by Moderator

Re: 1.13 Xml Editing[message #247837] Fri, 26 March 2010 11:03 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
did you use svn?
Re: Vista XML Editor Not working[message #247841] Fri, 26 March 2010 11:28 Go to previous messageGo to next message
LordBaxter

 
Messages:10
Registered:March 2010
I think so? I got filename is JA2 "1.13 2975exe SVN@1149 full.exe", whatever that means. From what i've been able to discover either using a patch to create a "silhouette.xml" file which fixes the error, or deleting the .xsd as before. Beyond that, nothing.

[Updated on: Fri, 26 March 2010 12:07] by Moderator

Re: 1.13 Xml Editing[message #247844] Fri, 26 March 2010 11:43 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
what computer? with my now gone pIII it always went kaboom
Re: Vista XML Editor Not working[message #247848] Fri, 26 March 2010 11:50 Go to previous messageGo to next message
LordBaxter

 
Messages:10
Registered:March 2010
It's a dual-core 32 bit vista machine, would have preferred XP but drivers don't exist for the components I'm using, go dell!

[Updated on: Fri, 26 March 2010 12:08] by Moderator

Re: 1.13 Xml Editing[message #247850] Fri, 26 March 2010 11:58 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
okay - it's not a ram-issue

but it may be a vista issue


change the title to VISTA: xml-editor not working and wait for kaerar or space-viking (they're the vista-experts)
Re: Vista XML Editor Not working[message #247852] Fri, 26 March 2010 12:03 Go to previous messageGo to next message
LordBaxter

 
Messages:10
Registered:March 2010
Well I changed the subject of my first post to Vista XML editor not working, hopefully he'll see that.

I'd like to give the patch a try because my problem is identical to several other people in this thread, the patch mentioned used to be Here but the link is dead, was it saved to the massive repository of JA2 1.13 editors and patches?

[Updated on: Fri, 26 March 2010 12:08] by Moderator

Re: 1.13 Xml Editing[message #247853] Fri, 26 March 2010 12:05 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
you have to change it in the reply as well - most people are the last 24hours-type - did it for you

don't know, but afaik it wouldn't work anyway


IMPORTAND:

we cvan't change this topic - it's not yours (my fault)

you need to open a new thread, otherwise marlboro man sends in the cav

[Updated on: Fri, 26 March 2010 12:08] by Moderator

Re: 1.13 Xml Editing[message #247854] Fri, 26 March 2010 12:11 Go to previous messageGo to next message
LordBaxter

 
Messages:10
Registered:March 2010
Yeah sure, I'll go make a thread, thanks for your help!
Re: 1.13 Xml Editing[message #248101] Mon, 29 March 2010 12:19 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
You may also try to remove Backend.dll and then update from SVN again.


Re: 1.13 Xml Editing[message #249022] Sun, 11 April 2010 16:00 Go to previous messageGo to next message
Fozzie

 
Messages:184
Registered:April 2010
Location: Germany
Maybe my question was already asked/answered, but I could not find it in a hurry, so here I am:

Would it be possible (by editing the attachments.xml or something like that) to have 40mm grenades attached to an underslung launcher itself rather than the gun the launcher is attached to? I'd really appreciate the launcher not to take up two atachment slots which always leaves me with the scylla/charybdis-choice between crappy firerate (battle scope) or crappy sight range (ACOG combo).

Or would that prevent the grenade from being fired from that weapon?
Re: 1.13 Xml Editing[message #249024] Sun, 11 April 2010 16:03 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
no
Re: 1.13 Xml Editing[message #249026] Sun, 11 April 2010 16:12 Go to previous messageGo to next message
Fozzie

 
Messages:184
Registered:April 2010
Location: Germany
Well, I was afraid that'd be the case. Pity... Wink
Alright, what about editing a variant of the gun that has the launcher built-in? Would that work?

[Updated on: Sun, 11 April 2010 16:13] by Moderator

Re: 1.13 Xml Editing[message #249027] Sun, 11 April 2010 16:56 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
A built-in launcher, sucha as was done by Neyros' .exe modifications if I remember correctly, is not possible in 1.13. The built-in launcher was used in among other projects, the original Urban Chaos for the combined M16/M203 (modified).

I would suggest giving WarmSteel's New Attachment System a try. It is still in testing, but the more people that help out with that the faster it will become stable. It is only a small download and is already setup for the basic Data-1.13 game.

[Updated on: Sun, 11 April 2010 16:58] by Moderator



Re: 1.13 Xml Editing[message #249032] Sun, 11 April 2010 17:14 Go to previous messageGo to next message
Fozzie

 
Messages:184
Registered:April 2010
Location: Germany
OK, I see. I'll live... Wink
Re: 1.13 Xml Editing[message #252806] Wed, 02 June 2010 14:02 Go to previous messageGo to next message
wwor2002

 
Messages:26
Registered:May 2010
Hello guys

I am using the ini editor found after installing 1.13 and hamstomp from gocman..

However i can't change the values using the ini editor.

Am i doing anything wrong?

Cheers.
Re: 1.13 Xml Editing[message #252812] Wed, 02 June 2010 15:09 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
What do you mean you can't change them? The editor won't allow anything to be changed at all, or the game doesn't react to the changes you make?


Re: 1.13 Xml Editing[message #259418] Sat, 14 August 2010 00:59 Go to previous messageGo to next message
Villa

 
Messages:19
Registered:November 2009
Is it possible to edit more than one merc's starting gear at the same time?

For example, if I want to to give every merc identical helmets and vests, I can do that via the XML editor by editing one merc after another, but this is rather tedious. I'm thinking about editing one merc, then opening MercStartingGear.xml to copy/paste the corresponding entries to the other mercs, but before I do that I would like to make sure there is no easier way that I may have missed.
Re: 1.13 Xml Editing[message #259478] Sat, 14 August 2010 21:46 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I use MS Excel 2003 to do mass changes like the example you gave. Open up the MercStartingGear.xml as a table and use the Fill Down command to repeat all the changes down the selected cells. However that is with the "old" format XML's (which unless they've updated the XML Editor you seem to be working with) of the mainstream v1.13 release.


Re: 1.13 Xml Editing[message #259702] Tue, 17 August 2010 16:52 Go to previous messageGo to next message
Algerino
Messages:2
Registered:August 2010
I was wondering how to delete created items with the xml editor because there is no option there. Or should I delete the items manually with an txt editor?
Re: 1.13 Xml Editing[message #259703] Tue, 17 August 2010 17:00 Go to previous messageGo to previous message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
You can delete stuff with the delete key on your keyboard.

But: do this only with extreme caution, especially if you delte stuff from somewhere in the middle of the item list.

The last entries are ususally no problem though.


Most of the time a better solution for stuff in the middle of the list is to change the item to another item you want to add. This is slightly more tedious, but will also prevent NADA items from appearing maps.

But as always with modding, make sure you know what you're doing first and always (as in ALWAYS!!!!!) keep at least one backup file.


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