Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10848] Sun, 25 September 2005 03:24 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Just loaded the 09/23 release and continued on with the existing save games. So far no problems.

Along the same line as gpmg's question, do additional .xls for new items/weapons and shop inventories require a restart before they start showing up? I don't recall anyone asking this before, and I apologise if it has already been answered.

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Lieutenant

Re: "1.13" Mod - Main Thread[message #10849] Sun, 25 September 2005 03:59 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Bad News:

My 1-yr old Dell Inspiron XPS decided to kick the bucket this morning, with a catastrophic hard drive failure.

I've lost all my work, and more importantly, everything I've been working on for this mod (UB guys, etc).

Will updpate when possible.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10850] Sun, 25 September 2005 04:07 Go to previous messageGo to next message
szultz is currently offline szultz

 
Messages:24
Registered:October 2004
Location: Estonia
Quote:
Oh, and what would its effects be on JA2: Wildfire? [/QB]
Wont work with Wildfire .... maps are different. How sad........... .... so sad.. Sad

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Private 1st Class
Re: "1.13" Mod - Main Thread[message #10851] Sun, 25 September 2005 04:22 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by Madd Mugsy:
Bad News:

My 1-yr old Dell Inspiron XPS decided to kick the bucket this morning, with a catastrophic hard drive failure.

I've lost all my work, and more importantly, everything I've been working on for this mod (UB guys, etc).

Will updpate when possible.
to bad :bawling: but it happens. the world won't end for us, but did YOU lose any really important stuff ? and so the HD is completely unusable?

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10852] Sun, 25 September 2005 05:53 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Just spent the last hour or so on the horn with Dell support. They're sending me a new hard drive; should get it by Wednesday or Thursday.

I lost EVERYTHING. The hard drive is totally dead. It's got unreadable sectors up the yin yang, and I can't even look at the directory structure in DOS. Sad

Fortunately, I didn't have too much on there apart from some games and the 1.13 code, etc. I made a copy of my 1.13 source on Monday for a friend to take a look at, so I'll get the disk from him in a couple days. That code has the GL Burst cursor option, but I lost the silenced tag fix and everything for the UB guys, including all the re-organized speech and binary files :bawling: I WILL be redoing all that work, but it may take a while, as I'm liable to forget something this time around.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10853] Sun, 25 September 2005 06:25 Go to previous messageGo to next message
Dr.Quack is currently offline Dr.Quack

 
Messages:124
Registered:November 2001
Location: old Europe
Run Spinrite (grc.com) on the disk. Sometimes it helps in wonderful ways, you might recover your work. And make backups.. One drive only for Ghost images is what I have. Data thats not backed up is considered expendable... :devilglasses:

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Sergeant
Re: "1.13" Mod - Main Thread[message #10854] Sun, 25 September 2005 07:33 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Well, it's a laptop, and spinrite won't run on it due to some bios or firmware incompatibility Sad

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10855] Sun, 25 September 2005 08:18 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Sorry to hear about the technical troubles. Last time I had to do data recovery from a laptop HDD was five years ago when I used to work in computer repair. Needed another full system (2nd HDD for OS, recovery software, and enogh spare room to dump the data) and an adapters that converted from laptop IDE to fullsize IDE. This type of procedure is probably no go in your case, but depending on how critical the info (work related usually)is, and the damage to the original HDD, this type of data recovery may be feasible.

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Lieutenant

Re: "1.13" Mod - Main Thread[message #10856] Sun, 25 September 2005 10:05 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I bought two Dells a few years ago and I've had catastrophic problems with both. My desktop didn't even have some of the hardware it was supposed to and my laptop's dvd player has never been right.

I'm saying this because I had to actually threaten legal action (after a full year of lengthy tech support calls) before they did something. After that they sent a tech out to fix my laptop (dvd player is still screwy) and the sent me a new desktop.

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10857] Sun, 25 September 2005 10:15 Go to previous messageGo to next message
Nighthawk is currently offline Nighthawk

 
Messages:46
Registered:February 2002
Location: Springfield, MO
Hey Mugsy,

I would be glad to help out with the UB guys speech and binary files for you. I would use Snap's jace program to extract everything, and I have done some .edt scripting which determines what lines are said.

Are the 4 guys still using the same number that's in the UB prof.dat? The jace utility also has a rename function.

Just tell me what to do.

Nighthawk

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Corporal
Re: "1.13" Mod - Main Thread[message #10858] Mon, 26 September 2005 06:54 Go to previous messageGo to next message
ZaPPPa is currently offline ZaPPPa

 
Messages:25
Registered:January 2004
Location: San Jose, CA
Quote:
Originally posted by abradley:
Howdy Madd
2. Can't get a female body with the Imp-Editor. I go through the ritual of first making an Imp female with the xep624 and saving. Then use the Imp editor on the Imp.dat and save. 90210 the IMP female and go to Amerto. When she arrives from the chopper she sounds female, has the female face, but the body is male. Not a biggie but I do like the female form in my make believe RPG world.
I don't know if someone has found a fix for it yet, if not.. I did.

Make the female IMP using the editor. Save the IMP. Put the IMP.dat file into any kind of hex editor (I use Visual Studio) and change the value at 0x0000010C from 02 to 03. Save the file again. Go to Ja2 and use the 90210 code. This will make a female body in the game.

I bet someone can make a quick program that will make the change for you, but since this fix is so simple, I bet most people will manage to fix it.

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Private 1st Class
Re: "1.13" Mod - Main Thread[message #10859] Mon, 26 September 2005 21:08 Go to previous messageGo to next message
perez24 is currently offline perez24

 
Messages:26
Registered:April 2001
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I realize this might seem like an idiotic question in light of the technical expertise you all have, but how does one install the patch???

If I missed a post, I apologize.

Thanks.

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Re: "1.13" Mod - Main Thread[message #10860] Mon, 26 September 2005 22:21 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
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It comes in a zip file. Just unzip it into a fresh install of Ja2 (create a new folder for this install right on you're c drive).

It should work fine.

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10861] Mon, 26 September 2005 22:37 Go to previous messageGo to next message
Corn_Holio is currently offline Corn_Holio
Messages:2
Registered:February 2005
Location: Finland
I figured out the answer to my own question, so please DELETE this post

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Civilian
Re: "1.13" Mod - Main Thread[message #10862] Mon, 26 September 2005 23:53 Go to previous messageGo to next message
perez24 is currently offline perez24

 
Messages:26
Registered:April 2001
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Khor 1255

Thanks, I'll try it.

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Re: "1.13" Mod - Main Thread[message #10863] Tue, 27 September 2005 08:50 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
John: Thanks for the offer of assistance. I just wish I had noticed it sooner; I've just finished redoing all the binary and sound file changes.

I've also redone most of the UB merc code already (just need to get it home and test it). I figure I should be back up and running on my desktop PC by Wednesday (once my friend gets me the copy I made for him). Hopefully, I should have a new hard drive for my laptop by then, too.

However, with these resource file changes for the new mercs, the mod has grown to ~22MB (not including source code) and my webspace only allows me to host 20MB total. So, does anyone know of a good host, where we can post periodic updates, as well as the source code?

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10864] Wed, 28 September 2005 00:16 Go to previous messageGo to next message
Frank Ballew is currently offline Frank Ballew

 
Messages:23
Registered:September 2003
Location: Mechanicsburg, PA
Will 1.13 be compatible with any of the old mods? Will the MOD squad be looking at this for any of their current/future projects?

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Re: "1.13" Mod - Main Thread[message #10865] Wed, 28 September 2005 00:25 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:109
Registered:September 2005
Location: Slovenija
For the future, of course. One the main goals of this "mod" is improved moddability. A lot has been externalised already.

The old ones need to be converted to the new mechanisms though. Until the mechanisms are solid and documented, it'd be a waste to already start the ports, since it'd be a moving target.

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Sergeant
Re: "1.13" Mod - Main Thread[message #10866] Wed, 28 September 2005 10:05 Go to previous messageGo to next message
Nitrat is currently offline Nitrat

 
Messages:7
Registered:October 2003
Location: Germany
Quote:
Originally posted by Madd Mugsy:
However, with these resource file changes
for the new mercs, the mod has grown to ~22MB
(not including source code) and my webspace only
allows me to host 20MB total. So, does anyone
know of a good host, where we can post periodic
updates, as well as the source code?
I can create a ftp account at my server and after
your upload, can i change the download to the final server.
At the final did i not know how to make there ftp accounts.

greets

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Private
Re: "1.13" Mod - Main Thread[message #10867] Thu, 29 September 2005 01:58 Go to previous messageGo to next message
mde is currently offline mde
Messages:3
Registered:August 2005
@Madd Mugsy

Email me (mde@mde-net.de) and you get a ftp-account for www.gamedesign.de

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Civilian
Re: "1.13" Mod - Main Thread[message #10868] Fri, 30 September 2005 04:01 Go to previous messageGo to next message
XXXSHADOW is currently offline XXXSHADOW

 
Messages:39
Registered:November 2002
Location: Hell
Don't do this because we don't want support germans occultism cults. Read Crowley and LaVey correctly!

If you are a satanist don't join a cult because its not you free mind and you can not grow up you self.

und da du Pisser ja Deutsch kapierst

verpiss dich von hier, hier will dich eh keiner lern was Satanismus ist und das deine Sekte damit nichts zutun hat..

tzzz

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Re: "1.13" Mod - Main Thread[message #10869] Fri, 30 September 2005 07:58 Go to previous messageGo to next message
FireMissiles is currently offline FireMissiles

 
Messages:31
Registered:February 2003
Location: UK
Wow, I've been out of the loop a while after trying to help out on the original white hat project (New Contract, then another, you know how it is, all work and more work, and not enough sleep)

I thought I'd pop in here to see if there was any news on JA3 and found this instead.

Good job Mugsy and Kaiden, and all the others that have been working on this, I downloaded it and gave it a try, I'm very very impressed, I've read through all of the forum posts on the 1.12 mod (that took some time Wink )

I'd love to be able to help you guys out, but my time is limited and my C skills are even worse having not used it for so long, but what I can do, time allowing, is write some tools (or an all in one tool) to edit those xml files, it'll probably be in VB or C#.NET if I can dig my copy out (been using VB6, when not SQLing, need practise in C#)

So, I'll get cracking on that unless someone else has something in the pipeline, and I'll find another way to help out.

When I get into it, I'll probably have many stupid questions about what bits do what, or I could just dig through the code myself.

I could even throw some ideas at you, but you seem to have enough to get along with at the moment anyway.

Good job again to you busy busy coders.

F.

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Re: "1.13" Mod - Main Thread[message #10870] Fri, 30 September 2005 16:26 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
If Bearpit's around to set it up I think this mod/code conversion should get it's own forum section like the other large scale mods or at least a subheading under the 'campaigns' section (it's not really a new campaign though, it's a new subsystem to the original campaign with extra grit and guts!) It'd keep it all easier to follow and manage if it were all under one heading. I only found the 1.13 thread under the JA2:War Stories section tonight (I posted a long account of underdog triumph.)

It's getting a bit out of hand having all of these 1.13 threads mixed in with all the other stuff, dontcha think? Very Happy

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First Sergeant
Re: "1.13" Mod - Main Thread[message #10871] Fri, 30 September 2005 16:39 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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@Fire Missles

If you could work up a spreadsheet program similar to Batman's Desktop for use with this mod it would be a great help to those of us basing our projects on this outstanding new system. It is pretty easy to work with the .xmls like they are now but a spreadsheet would speed this process up considerably and remove the possibility of making a simple oversight that causes you to sift through the various files to see where the error is.
My project is comming along nicely but I could have gotten alot more done with a spreadsheet.

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10872] Fri, 30 September 2005 16:41 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...
FireMissiles: If you could do a new Proedit, that would be great. We could decrypt prof.dat into an XML file even now, but it would be a big pain in the ass to edit manually. All inventory slots, character traits, merc relationships, etc. would be coded with numbers, which you would have to look up in various tables. But if you could recreate something like Proedit, which would pull all the necessary info from XML files...

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10873] Fri, 30 September 2005 16:46 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Snap's idea would be of much more usefullness to the longterm project than my idea.
A new Proedit for this version would open the door (perhaps) to a new or modified map editor and that would be a giant leap toward ultimate moddability.

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10874] Fri, 30 September 2005 21:12 Go to previous messageGo to next message
FireMissiles is currently offline FireMissiles

 
Messages:31
Registered:February 2003
Location: UK
@Khor
Batmans desktop was what made me think that something like this would be useful, I used it a couple of times myself when trying to make some mods of my own, but after realising I have no creative talent at all, making tools seems more suitable for me Very Happy

@Snap
a Proedit style thing is on the list, but I'd need to create all the classes etc for all the xml files, items, weapons, attachments etc etc etc for validation in the proedit anyway, so it is well worth doing something for all the files, and once I've done the main framework for the program, adding functionality shouldn't be a problem.

As for validation, I'll write this as a tool for idiots (I have 2 styles of coding for me and for idiots, so theres no offence meant with the idiot comment, all it means is that I'll put in validation that limits what can be entered in certain fields hence causing less opportunity for crashes to be caused from the files, helps casual modders, which I hope would be the aim for this sort of project)

One other thing I want to put in it is multi language support, which shouldn't be too hard as I'll be starting from scratch so I can plan it in.

I'll get on with it when I get back from work tonight then

F.

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Re: "1.13" Mod - Main Thread[message #10875] Fri, 30 September 2005 21:23 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:109
Registered:September 2005
Location: Slovenija
Quote:
multi language support
For the editor? Anyway, please use unicode (utf-8) if possible - I don't know if windows supports it natively though. The best thing would be gettext support, but I guess that's a bit too much.

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Sergeant
Re: "1.13" Mod - Main Thread[message #10876] Fri, 30 September 2005 23:59 Go to previous messageGo to next message
FireMissiles is currently offline FireMissiles

 
Messages:31
Registered:February 2003
Location: UK
I've not come across gettext before, but I'll look into it, and yeah, it'll only be for the editor (not map editor yet, that'll probably be converted from whats already there rather than this, I'm only doing some front end for the xml editing)

Edit: OK, looked at gettext, and I think it's unnecessary, as I'll not be hardcoding any text into it anyway, but I might borrow they're file formats for the text files

and as for unicode, windows NT line supports it, but not windows 9x

I'll see what i can do, but no promises, if i can't get it to work properly, i'll probably get upset at the world or something like that Wink

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Re: "1.13" Mod - Main Thread[message #10877] Sat, 01 October 2005 01:38 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
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Location: Pleasantville, NJ
FireMissles

Please make it idiot proof. It will be of great help to those of us in the aforementioned catagory to not be able to shoot ourselves in the foot with this one.

Batman's desktop I'd say is a good model to work from (from a user end point of view). The way it was formatted made all the changes easily identifyable and the sectioning off of the different catagories of file layering made you able to finish one aspect at a time (which really comes in handy if you're doing a complete reworking of the items mod).
Of course it fell short in being able to make some of the changes it was supposed to (no offense, Batman; for it's pre source code time it was a brilliant piece of work) but the basic layout was very user friendly.

I'm wondering if this tool of youres is going to work for those of us who have made serious changes in the item list numbering.

For instance, to make indexing and general manouvering around my project a little easier I grouped all items of a similar type into sections of the item list (leaving a few blanks where I thought I might be adding more). So all weapons come first, then ammo, then explosives, then armour then....
Well, I'm still working on the armour but I lined the image files (.stis) up so that all the images loosely correspond to thier item numbers as well.

What I'm wondering is will this play havoc once I go to look at them with you're spreadsheet?

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10878] Sat, 01 October 2005 02:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

It's getting a bit out of hand having all of these 1.13 threads mixed in with all the other stuff, dontcha think?
Agreed. Where is BearPit anyway? I haven't seen him around the forums.


FireMissiles:

Welcome to the project! Always good to have more help Very Happy

Thanks for taking the initiative on making a GUI editor. I think all the XML files are starting to get on people's nerves Razz

Anyway, C# or VB.NET sounds great, and are what I do for a living, so feel free to ask me for anything. (But my C/C++ skills suck, so please don't laugh too hard when you look at my JA2 code)

Don't know if you saw my post somewhere around here about how easy it would be to read in the data from the xml files into .NET. It should just be a matter of loading them into a dataset using the ReadXML method, binding the dataset to a datagrid or entry form, and then spitting them back out using WriteXML.

Cheers! :cheers:

MM

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10879] Sat, 01 October 2005 02:45 Go to previous messageGo to next message
FireMissiles is currently offline FireMissiles

 
Messages:31
Registered:February 2003
Location: UK
@Khor

The fact that the data is in a heirarchical result set (Which is what XML is) with multiple tables (files) with primary and secondary keys (uiIndex and ubClassIndex from Items.xml as an example) means that as long as the references between the files are correct when loading that it shouldn't matter to me what order things are in. The only issue that could come up here is with the game itself.

I'll know more when I've got something to work with and play around with the data myself and see what I can break.

The one concern I have at the moment, and hopefully someone can answer for me is that the primary index key in the weapons.xml file has to match the primary index key in the items.xml file instead of the secondary key, that doesn't look quite right to me, and I was wondering if there was a reason for it, it won't cause too many problems with the program, I'll just have to create a unique rule for that file (I'd stare at anyone who did that in one of my DBs :angry: )

Oh, and idiot proof was always the plan, as I don't know the data structure as well as i'd like, it'll have to be idiot proof for me to use it.

Edit:

@Mugsy

Thanks for the welcome, and i know what you mean about the xml files, it's like table full of secondary keys, gets complicated after a while.

I did give up on .NET as i can't find my copy, so it'll be VB6 i'm afraid, and i wouldn't complain about your C++ code as mine's just as bad (I did write hangman in it once, thats as close as i ever came to game programming in C) plus as i keep ending up in companies that haven't made the step up to .NET yet I tend to write any data manipulation tools i need in VB6 anyway, so it'll be quicker for me to use that (no thinking needed, just habit code Razz ) plus ADO 2.5 and up have a sort of XML support (and so does VB6 itself in fact), and I can work with that (I hope)

F.

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Re: "1.13" Mod - Main Thread[message #10880] Sat, 01 October 2005 03:41 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:
The one concern I have at the moment, and hopefully someone can answer for me is that the primary index key in the weapons.xml file has to match the primary index key in the items.xml file instead of the secondary key, that doesn't look quite right to me, and I was wondering if there was a reason for it, it won't cause too many problems with the program, I'll just have to create a unique rule for that file (I'd stare at anyone who did that in one of my DBs )
That's actually my fault Razz The reason for it was that there was a problem with the C++ code when looping through the weapons array when I was first trying to remove the weapon limit of 70. If I remember correctly, it had something to do with the MAX_WEAPONS constant that SirTech put in the item type enumeration. At that stage, I was still wet behind the ears WRT the source, so I hacked it. I should be able to change the code to work with the arrays separately now.

EDIT: I take it back. It's not my fault. It was the SirTech Devs! Most of their references to the Weapon array in the code point to the Item array's uiIndex instead of the ubClassIndex. I knew there was a reason I went with a one-to-one relationship...

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10881] Sat, 01 October 2005 04:02 Go to previous messageGo to next message
FireMissiles is currently offline FireMissiles

 
Messages:31
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Location: UK
Excellent, it'd make a lot more sense that way too, I'll plan in for the change then.

Another thing, the ubCalibre field in weapons.xml, does this reference the magazines.xml file now?

I'll have many more of these questions in the future no doubt

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Re: "1.13" Mod - Main Thread[message #10882] Sat, 01 October 2005 04:10 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
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Ok, I just looked at the code. It took about five minutes to fix my own bad references to the weapons array.

It'll take a helluva long time to fix the SirTech references though. They're everywhere!! So changing them isn't going to happen anytime soon Sad

Quote:

Another thing, the ubCalibre field in weapons.xml, does this reference the magazines.xml file now?
Nope. It points to the uiIndex in AmmoStrings.xml (which I should probably rename to AmmoCalibers.xml)

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10883] Sat, 01 October 2005 04:41 Go to previous messageGo to next message
FireMissiles is currently offline FireMissiles

 
Messages:31
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Quote:
They're everywhere!! So changing them isn't going to happen anytime soon Sad
OK then, I'll plan for both kinds, make it easier to change when it's sorted.

Oh, you say it references uiIndex in AmmoStrings, there is no uiIndex in ammostrings Very Happy , I'm guessing it's an implied index, created in the program instead of in data.

I think I'll create a relationship diagram and see if there are any more of these issues, I'll just do it for the items and sub files first, as thats what I'm working on now

F.

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Re: "1.13" Mod - Main Thread[message #10884] Sat, 01 October 2005 04:43 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

Oh, you say it references uiIndex in AmmoStrings, there is no uiIndex in ammostrings , I'm guessing it's an implied index, created in the program instead of in data.
Whoops. Yeah, it's implied by the position of the entry in the file. There is no uiIndex for that file because it doesn't read into an array based on a structure in the code -- it reads into three different 1D arrays.

The Sounds.xml file has the same problem.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10885] Sat, 01 October 2005 05:08 Go to previous messageGo to next message
FireMissiles is currently offline FireMissiles

 
Messages:31
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Well, I've just gone through the files that use items, except the inventories and IMPitems ones, I'll leave them for later.

AmmoStrings is the only file that I came across that really needs a uiIndex, especially if the max number has changed, the sounds are referenced by name rather than implied index, whereas the ammostring is accessed by index in a couple of places, magazine and weapon I think.

So I would stick in the uiIndex field in the xml file even if it's not used in game, it'll help me, and others that will mod straight to the xml files, saves counting Smile

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Re: "1.13" Mod - Main Thread[message #10886] Sat, 01 October 2005 05:47 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
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Sure, no problem. You should be able to add whatever extra tags you want, and the game should just skip over them when the files load.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10887] Sat, 01 October 2005 12:37 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...
There are free XML sources on the Internet that you could use instead of rolling your own. I could point you to some C++, but I am sure there are some for VB or C# as well.

Please don't hard-code any validation parameters. In the future we might actually include some validation in the XMLs themselves - AFAIK, more advanced XML formats allow that. That would be the best - both data and validation all in one place.

As for straight XML editing, there are some free editors around that work better than just text editors. Here is a simple, small editor from Microsoft:

XML Notepad

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