Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #313844]
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Thu, 03 January 2013 19:47
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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At the moment, SectorNames.xml only refers to surface sectors. Apparently, it once was used for underground sector names as well, but that was commented out, for whatever reason. So at the moment it is not possible in that file. I'll go research.
Edit: That was easy... the underground naming as moved to lua-sripts, specifically to Scripts/undergroundsectornames.lua.
[Updated on: Thu, 03 January 2013 19:54] by Moderator Report message to a moderator
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Re: 1.13 Xml Editing[message #315169]
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Tue, 05 February 2013 01:53
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wacs828 |
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Messages:31
Registered:August 2009 |
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Hi Guys,
I am trying to add a new gun to my new game on v1.13. I have managed to get the image made, and added the available attachments with xml editor, e.g. scopes, reflex sights, laser, flashlighs, retractable stocks etc. The item shows up in a new game, however, only the default 4 attachment slots for the weapon shows up. What step am I missing here? Any help would be great, thanks!
Currently using v1.13 build4571 with aimnas v20, and am trying to add an EBR version of a gun.
Regards.
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Private 1st Class
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Re: 1.13 Xml Editing[message #315175]
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Tue, 05 February 2013 06:04
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wacs828 |
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Messages:31
Registered:August 2009 |
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Ah, ok I think that might explain things, I am using v0.54 of the editor, as I am using the editor that came with v20 of aimnas that smeagol made in early 2012. So I have 3 questions:
1. Would v0.60 work with an older version of ja2 v1.13?
2. Have there been changes made to the xml values or layout which would prevent the game from loading if I use a later version of the xml editor than what comes with tais sci files?
3. From what I understand about modding, I cannot overwrite #1 and #70 of the bigitems .sti files. Should I use the placeholder .sti images "nada" or would it be alright to just use any of the available blanks?
Thanks for the answers guys!
[Updated on: Tue, 05 February 2013 07:41] by Moderator Report message to a moderator
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Private 1st Class
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Re: 1.13 Xml Editing[message #315309]
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Mon, 11 February 2013 07:37
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Vince7403 |
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Messages:145
Registered:February 2012 |
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I've been trying to create a mini-mod for myself. I found that the packaged XML editor (claims to be version 0.100 when I ask for file properties) produces strange results so I only use it to read data now and make all my edits with Notepad++.
I've added a new caliber, at #60, appropriate magazines/retail boxes/crates for it at the end of magazines.xml, and several weapons that use those magazines. The XML editor reads my edits and displays them properly, and they display properly in Bobby Ray's. However, I now have several problems which I suspect are related:
1) Nearly all magazines are glitched and seem to not exist in the game except in merc starting inventory. Unloading weapons results in an empty weapon and no item on the cursor.
2) Mercenaries start with no guns, whether AIM or IMPs, original weapons or the ones I've added.
3) The game crashes when I open the crate to receive my new modded weapons from Bobby Ray's.
Can someone point me towards what I've done wrong?
Thank you for your time.
Update: After some more prodding, I've managed to solve the problems and created the items I was working on, though I don't know exactly what changed besides setting the XML editor to compatibility mode XP-SP3.
[Updated on: Thu, 21 March 2013 03:52] by Moderator Report message to a moderator
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Sergeant
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Re: 1.13 Xml Editing[message #329198]
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Sun, 22 December 2013 19:24
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LoTeK_ |
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Messages:12
Registered:December 2013 Location: Italy |
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Thanks, and thanks for the answer. If I have to tell the truth I always have been on these forums but rarely posted, just lost access to the previous email address I used to register here years ago and had to register again with another. Used another nickname this time.
One last question abouot XML editing if I can.
I was trying to give different starting gear to IMP characters and noticed some things aren't working.
For example, I can give him a Kevlar Vest but not a Coated Dyneema Vest, no ACOG 4x combo, no xray detector.
Looks like only items marked as "Bobby Ray's available" can be "spawned" by the IMP starting gear.
Item choices/Item Count in the XML editor are ok I double and triple checked them but still getting nothing ingame.
Instead if I use MERC starting gear to spawn the same equipment it works fine.
Is that wanted? or I'm doing something wrong?
[Updated on: Sun, 22 December 2013 19:25] by Moderator Report message to a moderator
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Private
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Re: 1.13 Xml Editing[message #329234]
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Tue, 24 December 2013 04:16
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John_5696 |
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Messages:38
Registered:November 2009 Location: Mainland China |
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Vince7403I've been trying to create a mini-mod for myself. I found that the packaged XML editor (claims to be version 0.100 when I ask for file properties) produces strange results so I only use it to read data now and make all my edits with Notepad++.
I've added a new caliber, at #60, appropriate magazines/retail boxes/crates for it at the end of magazines.xml, and several weapons that use those magazines. The XML editor reads my edits and displays them properly, and they display properly in Bobby Ray's. However, I now have several problems which I suspect are related:
1) Nearly all magazines are glitched and seem to not exist in the game except in merc starting inventory. Unloading weapons results in an empty weapon and no item on the cursor.
2) Mercenaries start with no guns, whether AIM or IMPs, original weapons or the ones I've added.
3) The game crashes when I open the crate to receive my new modded weapons from Bobby Ray's.
Can someone point me towards what I've done wrong?
Thank you for your time.
Update: After some more prodding, I've managed to solve the problems and created the items I was working on, though I don't know exactly what changed besides setting the XML editor to compatibility mode XP-SP3.
There is an exact same missing weapon/magazine bug in IOV mod. This happens for some mods of 1.13 then I assume, I couldn't find anything wrong in the xml files either.
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Private 1st Class
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #336367]
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Wed, 01 October 2014 16:52
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Hanokh1967 |
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Messages:14
Registered:December 2007 Location: Outer Banks, NC USA |
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I am using the newest stable release. The XML editor opens correctly. I can show items by class correctly. When I try to edit an individual item, its window is too large for the screen and cannot be re-sized. I edited the XML settings, but that only makes the class window size different. For example, I can make the LBE window smaller but cannot edit a SAW Pouch as the window is too large for the screen. I have tried running in different screen resolutions, but can find no way to make these windows smaller. I did not have this problem with older releases of the XML editor. Any help is appreciated. Thanks.
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Private
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #336381]
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Wed, 01 October 2014 23:13
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Hanokh1967 |
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Messages:14
Registered:December 2007 Location: Outer Banks, NC USA |
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Getting old is the problem! I had my display settings at 150% which was causing the window to act strangely. Everything displays fine at 100%.
[Updated on: Wed, 01 October 2014 23:23] by Moderator Report message to a moderator
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Private
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #339326 is a reply to message #336381]
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Sun, 08 February 2015 07:37
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Useless Heathen |
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Messages:18
Registered:May 2010 Location: Texas, USA |
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Hey y'all, I'm trying to get back into XML editing after a long hiatus, and I have hit a wall. I added some graphic of my favorite guns, grenades, and rocket launchers from AIMNAS to replace stock 1.13 item images. Bigitems, mdguns, p1items, p2items, all the ones I added (in sequential order, I remember that screwing me up before) are visible in the image selector under the General tab. But when I attempt to select these images, an Unhandled Exception appears to thwart my advance. I quote:
Unhandled exception has occurred in your application...
Value of '374' (or whatever new item image i added) is not valid for 'Value". 'Value' should
be between 'Minimum' and 'Maximum'. Parameter name: Value.
I do not know where this value is so I can edit it and get to blowing stuff up. Anybody run into this before?
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Private
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #341761 is a reply to message #339326]
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Thu, 16 July 2015 08:20
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SabinyAk |
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Messages:140
Registered:July 2015 Location: Mexico |
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someone knows what i need to do to get custom images in XML editor? i have put already the image in STI format with STI-Edit i used the .38 special as a size template and i put it into the "BigItems" folder inside "1.13 data" and "data" with the name of "Gun372.STI"
but it still not appearing in the xml editor when i want to make a weapon, how do i put the image into the editor? do i have to modify something else?
[Updated on: Thu, 16 July 2015 09:17]
Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.Report message to a moderator
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Sergeant
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #347978 is a reply to message #341761]
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Mon, 02 January 2017 19:32
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LoTeK_ |
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Messages:12
Registered:December 2013 Location: Italy |
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Someone knows what we should use to edit XML files? For merc starting gear, imp starting gear, etc etc.
In some other topic they say included XML editor is broken, it truncate files and that its maintainer has gone MIA since long time. Is that true?
It is also not working for me anyway, fails to load for some bad value in it that I'm not able to fetch.
Using SCI_Unstable_Revision_8347_on_GameDir_2350.
I tried with Notepad++ but here item values are just numbers, how I'm supposed to know each item number?
There are billions anyway even with that knowledge it would be too much time consuming, this really need some working tool.
Plz help. Thank you.
PS: before someone come out with ingame imp starting gear please don't, feature is cool but a selection between some garbage pistols, a water can and crappy armors are not much useful to start with in the extreme games I usually setup. Won't even pass the landing stage with that kind of gear.
[Updated on: Mon, 02 January 2017 19:56] Report message to a moderator
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Private
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #358204 is a reply to message #356514]
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Sat, 05 October 2019 20:48
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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Well, for the MercStartingGear.xml and for the IMP probably as well, this MercStartingGear Editor did work for me so far on a test with Flo from M.E.R.C. on one of her starting kits. And it has access to everything in the Items.xml and weapons.xml. It can do multiple Gearkits, gives you access to the Bobby Ray Description text (only the first 14 words or so though), so if like me you have never had the high level stuff, you can still find out what it is even in that Editor. Might want to check the posts fully thru the thread on the MercStartingGear Editor, as I found a few things a tad unintuitive on first attempt, but got it to work right within 10 minutes of fiddling and describe most of the issue as best I could, it may help. Here's the thread on it:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=17838&start=0&
Supposedly the INIEditor is updated and will work for INIs, but I never use it -- so can't vouch for it. As for the Maps, the MapEditor should be updated also each SCI, so again that should work, but I never tried it.
As for any other XMLs I can't help you. But most of the other XMLs are not too large to fool with in Notepad or Notepad ++ (which I just tried and after about 15 mins of use, ya I sort of like the 2 files in one view linked scroll, great for comparisons of files, and it has other hidden pluses in the way it highlights the text for XML by color, for comments versus values, etc.).
At any rate, hope that helps you somewhat.
[Updated on: Thu, 16 January 2020 04:09] Report message to a moderator
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Sergeant 1st Class
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #366298 is a reply to message #366296]
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Wed, 06 November 2024 00:24
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Kitty |
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Messages:472
Registered:October 2017 Location: Germany |
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As far as I know, few things are hardcoded - problem is to find out which
i.e., I faintly recall that this "advanced explosives attachment"-thingy is using index-nr of ducttape and rubberband
in most other cases a flag is used instead, but hard to say without diving deep into code
some internal stuff like the explosions, roofcollaps, tankshells, etc shouldn't be touched to be sure
most of those should have that mentioned in description (i.e. "internal item" or "don't touch")
tl:dr - I wouldn't try
Alternative:
add several placeholder items at the end of items.xml (to leave space for further 1.13 additions)
that way it probably would be easier for you to still use latest 1.13 (even if it adds new items, you only have those few new ones)
and only after that add your own stuff (like, add placeholder from current latest id 17xx up to 2000
and start your own items from 2000 onwards
than go and adjust all the other xmls (attachments, merges, transformation, weapons, whatever-you-need) to replace the original ID's with your own
As for weapon caches, I don't get the question?
Place items with mapeditor on map, the caches are "alternative" sectors with the suffix "_alt" after the map
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In case my english is to crude, here's a german answer since your profile says Berlin
Ich würde davon abraten, manche id's sind hardcoded und es ist schwer rauszufinden welche, ohne tief in den code abzutauchen (und selbst dann ist es schwer alle zu finden)
Einige items sind als "internal" beschrieben, die nicht ändern (roofcollaps, explosions, etc), das geht wahrscheinlich schief
Als Alternative würde ich vorschlagen die neuen items ans Ende von items.xml anzufügen und dabei genug Platzhalter zwischen den existierenedn und den neuen zu lassen
Wenn 1.13 dann neue items zufügt kommen die den eigenen nicht ins Gehege
Die neuen, eigenen items haben dann 'nen neuen Index und deshalb müssten alle xml die die brauchen ebenfalls angepasst werden, aber je nachdem wie der ursprügliche Plan war, wäre das sowieso nötig
Die Frage zu den Weapon Caches verstehe ich nicht so recht. Die caches sind alternative maps, die haben die Endung "-alt"
Kann man im MapEditor gezielt ausfiltern. Die items werden mit dem MapEditor auf den maps platziert
[Updated on: Wed, 06 November 2024 00:26]
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: 1.13 Xml Editing--Item window too large to fit on screen.[message #366299 is a reply to message #366298]
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Wed, 06 November 2024 08:57
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MasterN |
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Messages:51
Registered:February 2011 Location: Berlin - Ger |
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Thank you for your consideration. Your English is great.
Regarding the weapon caches: They are supposed to drop certain types of items. If I rearrange Items.txt it may cause them to drop pistol ammo or a med kit rather than a rocket-launcher. that's what I'm afraid of happening. (not afraid enough to not do it btw...)
I was about to go off on a tangent about separating vanilla from 1.13 and cleaning up the historically arisen mess that are the .xml-files but without having broad support from the people who sacrifice their private time in sustaining the project that probably won't happen anyway.
The following code-block is not really for reading...
The problem I'm facing is that it is easier to make it new and orderly rather than attempt to fiddle the xml-chaos with this chaos:
- I removed .38 special... 1 caliber-set for one useless weapon. 30-06 Springfield as well. and the G11... and the .50 Beowulf, because the Automag III actually take .30 Carbine which is way more interesting of a real choice.
- removed 6x35mm because it doesn't exist, but the KAC-PDW takes .300 Blackout and that's a more interesting caliber anyway so added that.
- remove AET, because that sort of magic doesn't exist. removed ball, because ball and FMJ are essentially the same. removed glaser and tweaked JHP so the latter can stay more relevant during the game and glaser is specialty use only anyway.
- I'm planning to remove all this overhead of weapons that are not just doing the same but actually are the same. like the 100 versions of the G36. one with a collapsable stock one with a folding stock one with long barrel and collapsable stock... The stocks can be bought, make your own in-game -> better solution
- added .510 Whisper, bc only having 12.7x55mm (yes it's 55 not 97) as a silent armor-breaker seems too sad and .300 Blackout can be a nice counter-version to the 9x39mm AAAAAAAAND There's a frikkin' Revolver for 12.7x55mm o.O
- Zastava M79 Takes 8x57 Mauser, not 7.62 Nato, Magpul-PDW takes 5.56 NATO so 1 more reason to remove 6x35mm...
- Changing damage to more closely resemble actual projectile energy (not entirely done with that yet. the original values are already quite good in some places)... But in turn thinking about removing the 50 BMG and 12.7x108 because 17,000 J would just break the game if adjusted. I had to go to the 4th root over muzzle energy to keep it at 60 Damage and that's already 10 more than present.
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I'll be taking a "deeper dive" into the item.xml. it's only like 1400 entries and if I can build a bit of an understanding where what is I'll make a suggestion in a different thread.
Thanks for the quick response Kitty
[Updated on: Wed, 06 November 2024 09:13] Report message to a moderator
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Corporal
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