Page 2 of 2
Posted: Sun Jan 15, 2006 8:31 pm
by grimsta
Posted: Mon Jan 16, 2006 10:02 am
by IainMcNeil
The tool will only allow text changes to appear in game, it wont actually fix any bugs in the squads.txt data if thats what you mean. If you're not seeing a squads graphics this wont help.
Posted: Tue Jan 17, 2006 3:56 pm
by spedius01
iainmcneil wrote:The tool will only allow text changes to appear in game, it wont actually fix any bugs in the squads.txt data if thats what you mean. If you're not seeing a squads graphics this wont help.
Ave Iain,
No, that's not what I mean, I realise that It won't fix anthing other than text items.
We're back to my theory that localisation.txt is a sort of centralised summary of all text items within the game, hence the prefix in most, if not all, items, IDS. Is it being driven by this new "tool" of yours? I ought to construct a flow chart so that I can map out the sequences and how the various elements drive the game. I need more knowledge before I attempt something as creative as that.
So, if we look at some of the items that localisation.txt contains:
01. Will we have the ability to make all games "No objectives" all "fight to a finish" battles? Yes or No?
02. Will we have the ability to change the text on the intro screens of each scenario? Yes or No?
03. Will we have the ability to add new names and descriptions to modded troop types? Yes or No?
That's just for starters, I could produce an almost identical list of everything contained in localisation.txt.
I guess in order to get more answers, instead of firing loads of questions at you, it might be best to simply wait for you to release this new "tool"? I'm sure you can understand my enthusiasm for anything which aids the modding process?
Vale
M. Spedius Corbulo
Posted: Tue Jan 17, 2006 4:59 pm
by IainMcNeil
You have to disasociate the text that is displayed from the data. The data for saying if a map has an objective or not in in the map files in binary form. The game loads this & if it sees the map has no objective it displays teh text "No objectove". Changing the text has no effect on the map data at all. Hope that makes sense

Posted: Tue Jan 17, 2006 6:05 pm
by spedius01
iainmcneil wrote:You have to disassociate the text that is displayed from the data. The data for saying if a map has an objective or not is in the map files in binary form. The game loads this & if it sees the map has no objective it displays the text "No objective". Changing the text has no effect on the map data at all. Hope that makes sense :)
Ave Iain,
Absolutely, if the map files are in binary form all one has to do is to isolate the key line or lines and make then inactive to effect the desired change. I trust that I will have no problems with scenario association ie matching a file to a scenario? One of my more recent achievements was learning how to read and calculate using the binary system. I'd have to check my notes to refresh my memory, as it's not something that I use on a daily basis.
Uh, which files are the map files and what format are they in? How do I read and thus alter them if I can't access them?
Are they the files found in data/battle/maps which would appear to consist of severals sets ie. bay.bmf, bay.ggg. bay.sfx and bay.txt? Alternatively, are they the files that can be found in data/battle/briefing where the files begin with 0.txt and end with 124.txt? If they are in fact the latter then the relevant lines from 0.txt are as follows:
3940 166 -3131 0.687085 -0.155952 -0.709643 20 500 1004 748
515 1558 -2937 0.811679 -0.488035 -0.320934 20 560 1004 748
// 2190 1409 -4933 0.813528 -0.581314 0.015678 20 400 1004 748
Which items do I need to alter to effect the changes that I'm after?
With second thoughts, these don't look too much like binary numbers, where are the strings of 0s and 1s?
I will await your advice as to where I should be looking for these "map files".
Vale
M. Spedius Corbulo
Posted: Tue Jan 17, 2006 6:17 pm
by IainMcNeil
Guys, we're going to make this much simpler after the release of CoM so please be patient!
After CoM releases we'll tell you how to access the limited map design feature in game, but be warned its not simple to use & you wont know why its crashed if it does

Posted: Tue Jan 17, 2006 6:27 pm
by grimsta
I love you Iain, and I want to have your babies.
No matter how biologically impossible that may be.
Posted: Tue Jan 17, 2006 6:53 pm
by spedius01
iainmcneil wrote:Guys, we're going to make this much simpler after the release of CoM so please be patient!
After CoM releases we'll tell you how to access the limited map design feature in game, but be warned its not simple to use & you wont know why its crashed if it does :)
Ave Iain,
Of course we'll wait.
I'm sure that I speak for all when I say thank you for your patience when dealing with those of us with little or no knowlege when compared to yourself and your team. May I also wish you the best of good fortune with the release of CoM, I for one will be buying it.
Vale
M. Spedius Corbulo
Posted: Tue Jan 17, 2006 7:00 pm
by spedius01
grimsta wrote:I love you Iain, and I want to have your babies.
No matter how biologically impossible that may be.
Ave grimsta,
You're a bad man, a very bad man, a very very bad man!
What are you going to call the baby, grimstacey or grimstanley?
Or if it's twins the Brothers (or Sisters) Grim(m)sta?
Vale
M. Spedius Corbulo