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Problems with New Version Editor (Strings and more)
Posted: Fri Sep 09, 2011 9:54 pm
by Kerensky
So, there are a number of new default strings in the editor.
Desert, Escarpment, Dunes, Rough Desert, and so on.
These new strings are currently overwriting existing map strings.
The current 17th-22nd Strings (usually city or river names) of any current map are being overwritten by these new defaults when they are opened in the updated editor.
Newly made maps (maps created after this patch version) are unaffected by this.
Posted: Fri Sep 09, 2011 9:58 pm
by Kerensky
Just to be clear, this isn't necessarily a problem that needs to be fixed, but people need to be aware that opening any old map in the new editor requires them to make sure all of their custom strings are correct.
Posted: Fri Sep 09, 2011 9:59 pm
by El_Condoro
Will this be fixed quickly - it's a pretty important problem given the amount of time it takes to add city and river names. Is it only if the editor is opened, not if a player starts a campaign?
[Edit] Kerensky must have added his post seconds before mine!
Posted: Fri Sep 09, 2011 10:05 pm
by El_Condoro
Are those strings for a future release because I can't see any corresponding terrain for them?
Posted: Fri Sep 09, 2011 10:24 pm
by El_Condoro
[Edit]: deleted because it was a misleading 'fix' that I was suggesting and I didn't want anyone mucking up their scenarios because of it! Apologies.
Posted: Fri Sep 09, 2011 11:10 pm
by Kerensky
No that's not the problem.
These strings are not inserting themselves and offsetting the lower strings, they are overwriting strings.
If you open an existing scenario (Bocage Breakout), one of your city names will be Escarpment (Caen in this example).
Posted: Fri Sep 09, 2011 11:27 pm
by El_Condoro
Thanks. I opened my Kharkov scen and Kharkov and a number of surrounding hexes are now named desert, jungle etc. Will need to fix that!
Posted: Sat Sep 10, 2011 12:34 am
by Kerensky
More issues:
How the editor used to look, with the new AI triggers.
How it looks now, the quick reference to the 'zone' field has been omitted.
Old interface for shift-click unit configuration:
New interface for shift-click:

Posted: Sat Sep 10, 2011 1:31 am
by El_Condoro
Not a good look.
Posted: Sat Sep 10, 2011 1:42 am
by Kerensky
That's why we're in BETA still and not live.

Posted: Sat Sep 10, 2011 2:45 am
by El_Condoro
Yep, but I'm not sure why it was opened up to all when these 'unsightly' problems are so evident. Anyway, not biggies.
I also notice that the campaign.pzdat has IDS_CAMPAIGN_DESCRIPTION(1-5) in the Entry Point description column. And IDS_CAMPAIGN_NAME(1-5) in the Display Name column. Not sure what that's about.
Posted: Sat Sep 10, 2011 4:02 am
by Kerensky
Starting unit orientation seems to have gotten reversed. The Allied units in the pictured are configured to face right, but are actually pointing left.

Posted: Sat Sep 10, 2011 4:24 am
by El_Condoro
Just did a quick check - that problem is not happening for me.
Posted: Sat Sep 10, 2011 4:44 am
by Razz1
That happens when you start out as both parties on the same side.
Posted: Mon Sep 12, 2011 2:59 am
by Kerensky
This problem is more serious than I initially discovered.
Maps imported from older versions are also affected.
If you play the Kursk map from in 1.00 in the new BETA, the in game strings are changed to 'desert', 'escarpment' 'rough desert' and so on, even though the map itself has not been opened or modified in the new editor.
Posted: Tue Sep 13, 2011 5:38 pm
by Rudankort
El_Condoro wrote:Yep, but I'm not sure why it was opened up to all when these 'unsightly' problems are so evident. Anyway, not biggies.
In between 1.01 beta1 and beta 2 the german version of the game was produced. The changes to enable localization were very extensive, every piece of the UI was affected. We fixed a lot of issues that arose from this, but we've also missed a few. So sorry guys, please report any such issues, they will be fixed soon.
El_Condoro wrote:I also notice that the campaign.pzdat has IDS_CAMPAIGN_DESCRIPTION(1-5) in the Entry Point description column. And IDS_CAMPAIGN_NAME(1-5) in the Display Name column. Not sure what that's about.
From now on all strings used by the game are taken from the central Data/strings.pzdat file, or, in case of scenarios, from corresponding *.pzloc files. This is done so that localization process is easier. But now that you bring this up, I've changed the code so that it is still ok to use plain strings in data files, in this case the game will just keep the string instead of replacing it with the one from strings.pzdat. So, if you are modding a file and don't care about localization, you can just embed the strings directly into files.
Posted: Tue Sep 13, 2011 9:18 pm
by Kerensky
I still have some issues and questions about this I want to talk to you about.
EDIT: Not anymore, latest patch seems to have solved all of these issues.