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RE: Icon Type Text File - 1/13/2021 3:36:23 AM   
rhinobones

 

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quote:

ORIGINAL: larryfulkerson

Have you tried to replace the original one with your modified one? Rename your original so you won't lose it, shut off TOAW, replace the .TXT file, and restart TOAW.


Thanks Larry . . . still a no go. Maybe something medicinal would clear the head.

Regards

_____________________________

Colin Wright:
Comprehensive Wishlist Forum #467 . . . The Norm (blessed be His name, genuflect three times and accept all values in the program as revealed truth)

Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

(in reply to larryfulkerson)
Post #: 541
RE: Icon Type Text File - 1/13/2021 12:49:29 PM   
Lobster


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quote:

ORIGINAL: rhinobones

I’m at a loss figuring out how to get the game engine to read the modified file. Help!!






I would try naming it after the scenario. ScenarionameGameText.xml and if that fails ScenarionameText.xml

I can't remember which way it goes but TOAW seems to like seeing things specified like that so it knows where things go.

I could be wrong. I've lost a few million brain cells over the years.

< Message edited by Lobster -- 1/13/2021 12:50:36 PM >


_____________________________

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Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein

Q: What do you call a boomerang that doesn’t come back?
A: A stick.

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Post #: 542
RE: Icon Type Text File - 1/13/2021 1:22:44 PM   
Zovs


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Both Larry and or Jack's solutions should work.

In either case you have to completely shut down TOAW and restart it.

Not just come out of the editor, but kill it off and restart it.

If it does not work in the override folder, then it should work in the original TOAW folder but do as Larry says and save the original.

One other options is to create a folder with ScenarioNameHere and dump the file into that in your override directory (I'd use the same name as the original file as a first test) stop and start TOAW and see if works it.

I'd also try both viewing it in both the Editors (new and old, i.e. Edit | Forces (old), and Edit | Deployment and use the on map editors (new)).



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(in reply to Lobster)
Post #: 543
RE: Icon Type Text File - 1/13/2021 3:49:17 PM   
Lobster


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One other thing I discovered while exploring xml files long ago. Some of the xml editing programs won't change anything until you click on a line other than the one you edited. Then the change takes effect so you can save it properly. Weird but true.

_____________________________

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Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein

Q: What do you call a boomerang that doesn’t come back?
A: A stick.

(in reply to Zovs)
Post #: 544
RE: Icon Type Text File - 1/13/2021 4:41:17 PM   
rhinobones

 

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Thank you for all for the suggestions. I’ve tried them, plus a few permutations of my own, and still no happiness. For unknown reasons the game engine continues to display the stock text and ignores the modified xml file. I’ve done a search of the My Games folder for EnglishGameText.xml files, disabled all of the stock files and still no success.

If anyone has had success changing the EnglishGameText.xml file, I’d like to hear what you experienced and where the modified file resides.

The graphic shows the OOB for a test scenario and the new unit types which are not being displayed.

Regards






Attachment (1)

_____________________________

Colin Wright:
Comprehensive Wishlist Forum #467 . . . The Norm (blessed be His name, genuflect three times and accept all values in the program as revealed truth)

Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

(in reply to Lobster)
Post #: 545
RE: Icon Type Text File - 1/13/2021 5:01:29 PM   
76mm


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quote:

ORIGINAL: rhinobones
If anyone has had success changing the EnglishGameText.xml file, I’d like to hear what you experienced and where the modified file resides.

I was able to get this to work a few months ago...unfortunately I'm re-installing windows on my desktop right now so can't tell you exactly how to do it, but it definitely involved creating a folder named for the scenario, I'm pretty sure under Graphics Override, and then giving the file a corresponding name. I will have to get back on my computer to see exactly what the name was, but it was something like "scenarioxGameText.xlm"

I should also add that I was not changing unit labels, but terrain labels. But I finally did get it to work...

(in reply to rhinobones)
Post #: 546
RE: Icon Type Text File - 1/14/2021 3:08:37 AM   
76mm


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What I described above is what worked. If your scenario name is "kursk", create a folder under graphics override with the same name and then name the file "kurskGameText.xml". Again, that worked for terrain names, hopefully for units as well.

(in reply to 76mm)
Post #: 547
RE: Icon Type Text File - 1/14/2021 6:22:55 AM   
rhinobones

 

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quote:

ORIGINAL: 76mm

If your scenario name is "kursk", create a folder under graphics override with the same name and then name the file "kurskGameText.xml".


76mm

Well, over the years I’ve must have made dozens of graphic override folders and the files that go into them, but this is a first. I have no idea how you found the solution to the naming convention, but it certainly couldn’t have been intuitive. Thank you.

Your solution did expose a secondary problem. Since I’m working with a pre-1950’s time period, I decided to re-paint some of the airmobile icons. Apparently airmobile icons have imbedded attributes which inhibit changing the associated icon type text string. That’s something I can fix, but I wouldn’t have known about the problem without your help.

Thanks again.

Best Regards, RhinoBones


_____________________________

Colin Wright:
Comprehensive Wishlist Forum #467 . . . The Norm (blessed be His name, genuflect three times and accept all values in the program as revealed truth)

Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

(in reply to 76mm)
Post #: 548
RE: Icon Type Text File - 1/14/2021 2:09:29 PM   
76mm


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quote:

ORIGINAL: rhinobones
Well, over the years I’ve must have made dozens of graphic override folders and the files that go into them, but this is a first. I have no idea how you found the solution to the naming convention, but it certainly couldn’t have been intuitive.

You are correct sir! I couldn't figure this out until another forum member enlightened me via e-mail a couple of months ago. I would give him credit but since he told me via e-mail rather than here on the forum I don't know if he wants his role to remain undisclosed.

quote:

ORIGINAL: rhinobones
Your solution did expose a secondary problem. Since I’m working with a pre-1950’s time period, I decided to re-paint some of the airmobile icons. Apparently airmobile icons have imbedded attributes which inhibit changing the associated icon type text string. That’s something I can fix, but I wouldn’t have known about the problem without your help.

Yes, I find the fact that certain attributes are hard-coded into icon types is rather annoying and a poor design decision--we already have the attribute flags, they alone should be used to set unit attributes, not the icon as well.

< Message edited by 76mm -- 1/14/2021 2:10:37 PM >

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Post #: 549
RE: Icon Type Text File - 1/14/2021 8:37:56 PM   
rhinobones

 

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Editing “Icon Type” text strings has achieved nirvana.

Regards






Attachment (1)

_____________________________

Colin Wright:
Comprehensive Wishlist Forum #467 . . . The Norm (blessed be His name, genuflect three times and accept all values in the program as revealed truth)

Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

(in reply to 76mm)
Post #: 550
RE: Icon Type Text File - 1/14/2021 8:50:41 PM   
76mm


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Looks good. How did you get around the problem with the airmobile icons? Just use another icon?

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Post #: 551
RE: Icon Type Text File - 1/14/2021 9:24:18 PM   
rhinobones

 

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I took the easy way out and used alternative icons. There wee only three to move so it wasn't a big deal.

Once again, thanks for the help.

_____________________________

Colin Wright:
Comprehensive Wishlist Forum #467 . . . The Norm (blessed be His name, genuflect three times and accept all values in the program as revealed truth)

Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

(in reply to 76mm)
Post #: 552
RE: Icon Type Text File - 1/20/2021 3:38:55 PM   
brianreid

 

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Newby question. I am trying to open a scenario in this editor program. Do I need to have the saved file with the asterisk in the title? In other words, how do I want the file saved as: World at War 1939-1945-Rev*.gam or World at War 1939-1945-Rev.gam? Now, when I try to save the edited game in the game editor, and I try to add in the asterisk, it will not let me. So, when I open up the editor program with the following game World at War 1939-1945-Rev.gam, the XML file editor just sits there. In the lower left hand corner, there is a box that scrolls green constantly. It seems like the scenario does not want to load. Any idea what I am doing wrong? Thanks,

Brian B.

(in reply to rhinobones)
Post #: 553
RE: TOAW XML Editor - 1/20/2021 4:07:51 PM   
brianreid

 

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I got a question in regards to Modifying the current Force. I tried modifying the current force, unit proficiency, set proficiency, just like you laid out in your post. It works fine. I can change all of the proficiencies, and it seems to work. I save the game and then exit, but when I go back into the game, the proficiency values are back at the old values. It is not saving. Why, I have no idea. Any idea what could be going wrong? Thanks.

Brian B.

(this in regards to the post by zPzAbt653 from 11/3/2018 in this thread).

< Message edited by brianreid -- 1/20/2021 4:10:14 PM >

(in reply to sPzAbt653)
Post #: 554
RE: Icon Type Text File - 1/25/2021 3:27:41 AM   
76mm


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quote:

ORIGINAL: brianreid
Newby question. I am trying to open a scenario in this editor program. Do I need to have the saved file with the asterisk in the title? In other words, how do I want the file saved as: World at War 1939-1945-Rev*.gam or World at War 1939-1945-Rev.gam?

Sorry, I just saw your posts, for some reason the forum didn't alert me as it usually does. You don't need to, and probably cannot, have the asterisk in the filename, I think it violates a windows naming convention. The asterisk shown in the program serves as a wildcard.

quote:

ORIGINAL: brianreid
So, when I open up the editor program with the following game World at War 1939-1945-Rev.gam, the XML file editor just sits there. In the lower left hand corner, there is a box that scrolls green constantly. It seems like the scenario does not want to load. Any idea what I am doing wrong? Thanks,

If the bar is scrolling, TOAWxml is running. How long did you let it run? The file is huge--much larger than most other scenarios, so it might take some time to open. Another possibility is that the gam is corrupted...I noticed that for some reason, the installed game includes a gam file for this scenario, unlike every other scenario. If you are using that file, it might have been created under a different version of TOAW, dunno. Anyway, you can try to open the sce file and re-export it as a gam file.

TOAWxml has opened just about every file I've tried it with, I think it couldn't open one file, not sure why. I suspect that scenarios created 20 years ago with previous versions of TOAW might have issues if they've not been upgraded to TOAW IV, but that is just a guess.

I'll try to open this file later to see what happens...


< Message edited by 76mm -- 1/25/2021 3:24:35 PM >

(in reply to brianreid)
Post #: 555
RE: TOAW XML Editor - 1/25/2021 3:30:15 AM   
76mm


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quote:

ORIGINAL: brianreid
I save the game and then exit, but when I go back into the game, the proficiency values are back at the old values. It is not saving. Why, I have no idea. Any idea what could be going wrong? Thanks.

If you are hitting the save button, the only reason I can think of is that the program is not finished saving before you exit. Usually this happens within a few seconds, but with this huge scenario it might take longer. Not sure if I have a progress bar for the save screen, but I will look into it.

(in reply to brianreid)
Post #: 556
RE: TOAW XML Editor - 1/25/2021 12:55:18 PM   
76mm


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I tested both opening World at War 1939-1945.gam and saving it, and both worked totally fine--opening and saving within a couple of seconds. If you send me the Rev file I can try that one. What are your computer specs? Maybe you're running out of RAM or something...

< Message edited by 76mm -- 1/25/2021 3:23:43 PM >

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Post #: 557
RE: TOAW XML Editor - 2/2/2021 7:04:32 AM   
cathar1244

 

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Question on the force display. What does green and red text signify?

Cheers

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Post #: 558
RE: TOAW XML Editor - 2/2/2021 11:10:45 AM   
76mm


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quote:

ORIGINAL: cathar1244
Question on the force display. What does green and red text signify?

You mean in the unit hierarchy tree? Red means static, green means reinforcement, gray means divided. The first post in this thread includes a "manual" which includes info like this.

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Post #: 559
RE: TOAWxml Editor - 2/8/2021 1:14:52 PM   
cathar1244

 

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quote:

Note re Unknown Values: The XML for units includes two values which are disregarded by TOAWxml at this point: “NEXT” and “CHARACTERISTICS”. As far I can tell after limited testing, both of these values are auto-generated by the TOAW game engine when you load a scenario, so there is no harm done, but at this point I can’t guarantee that no issues/problems are created by ignoring these XML values. In future, I will try to address these values as time and knowledge of the game engine permit.


Curious if the use/format of these fields was ever identified.

Cheers

(in reply to 76mm)
Post #: 560
RE: TOAWxml Editor - 2/8/2021 1:24:06 PM   
76mm


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NEXT is the next unit in the stack in a hex. AFAIK CHARACTERISTICS is a the "status" of the unit in terms of various conditions (entrenchment, actual supply status, etc.), but I'm not sure about this and don't expect to ever figure it out completely. I basically just leave that field alone...

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Post #: 561
RE: TOAWxml Editor - 2/11/2021 5:21:39 PM   
cathar1244

 

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One use of the .gam file I found is to find undeployed units. Search on STATUS="0" .

Cheers

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Post #: 562
RE: TOAWxml Editor - 3/23/2021 11:22:56 AM   
Lobster


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I have to thank you again for making this. It's so much easier finding a unit or formation in a list of 5500 units. TOAW has zero search function. At least yours indents formations and makes looking for something much easier.

And drop down menus. Love em. How TOAW could benefit from those. Maybe someday a programmer from the 20th century who listens to users about the simple things will arrive.

< Message edited by Lobster -- 3/23/2021 11:29:44 AM >


_____________________________

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Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein

Q: What do you call a boomerang that doesn’t come back?
A: A stick.

(in reply to 76mm)
Post #: 563
RE: TOAWxml Editor - 3/23/2021 1:35:55 PM   
76mm


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I'm actually working on a massive update that will simplify modifying save game files and simplify integration with tactical level games. Still not complete and not sure how/if I'll be able to integrate everything into one coherent app, but I'm making good progress. Very possible I'll be the only one to use these functions, but I think it will be pretty cool!

Let me know if you have additional suggestions, Zovs has suggested some additional features which I'll try to work in (stuff like showing total number of items per equipment type). I've got some print-outs from the old scenario editor that someone made and will try to replicate some of these features.

I wrote to Ralph a while ago asking that all of the upcoming updates relating to commanders, etc be integrated into the XML exports so that I could include that stuff in this tool as well, but I never heard back... So, sadly, for now I'm assuming that the next patch (whenever it comes) will not update the XML to include these features, because, you know, "precious coding time"...

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Post #: 564
RE: TOAWxml Editor - 3/23/2021 1:39:04 PM   
cathar1244

 

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I noticed that at least some of the global variables like "use old supply rules" don't appear to be written to the .gam file, and get reset to default if the .gam file is loaded into the scenario editor.

Cheers

(in reply to 76mm)
Post #: 565
RE: TOAWxml Editor - 3/23/2021 2:48:04 PM   
76mm


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quote:

ORIGINAL: cathar1244
I noticed that at least some of the global variables like "use old supply rules" don't appear to be written to the .gam file, and get reset to default if the .gam file is loaded into the scenario editor.

Yes, if something is not written to the gam file there is nothing I can do with it, since I work from the gam file's XML. IIRC the older scenario editor worked directly from the sce file, but I have no idea how to do that, and moreover I'm not sure how much is in the sce file that is not exported--maybe stuff like the "old supply rules" is saved somewhere else entirely (although that would seem strange).

One approach, I suppose, would be to write an AutoHotKeys function which would go into TOAW and turn on the desired options, but I doubt I'll mess around with that, at least for the foreseeable future.

(in reply to cathar1244)
Post #: 566
RE: TOAWxml Editor - 3/23/2021 2:55:34 PM   
cathar1244

 

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quote:

One approach, I suppose, would be to write an AutoHotKeys function which would go into TOAW and turn on the desired options, but I doubt I'll mess around with that, at least for the foreseeable future.


Yeah, too much extra work. If an option to save to an XML file is available, it should save all of the information pertaining to the scenario.

Cheers

(in reply to 76mm)
Post #: 567
RE: TOAWxml Editor - 3/23/2021 7:42:24 PM   
Lobster


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quote:

ORIGINAL: cathar1244

Yeah, too much extra work. If an option to save to an XML file is available, it should save all of the information pertaining to the scenario.

Cheers


Yes that would be highly desirable.

_____________________________

http://www.operationbarbarossa.net/

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein

Q: What do you call a boomerang that doesn’t come back?
A: A stick.

(in reply to cathar1244)
Post #: 568
RE: TOAWxml Editor - 3/23/2021 7:58:20 PM   
Lobster


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I wish I could tell you your program will be totally useful in the future but, well. Maybe you remember ODD. It was very useful back in the day. Now it's just a lump of code. Only useful part is the hex grid. Bob has already mentioned hierarchy. And supply. And more naval changes. Let's see, how do they say it in the infomercials? But wait, there's more. If it's all part of the xml game file then you can just add stuff as you go. Big if at this point. Paranoia precludes adding anyone else to the coding 'team' so the 'precious coding time' might not allow for an expanded xml file.

_____________________________

http://www.operationbarbarossa.net/

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein

Q: What do you call a boomerang that doesn’t come back?
A: A stick.

(in reply to 76mm)
Post #: 569
RE: TOAWxml Editor - 3/23/2021 8:49:33 PM   
76mm


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quote:

I wish I could tell you your program will be totally useful in the future but, well. Maybe you remember ODD. It was very useful back in the day. Now it's just a lump of code. Only useful part is the hex grid. Bob has already mentioned hierarchy. And supply. And more naval changes. Let's see, how do they say it in the infomercials? But wait, there's more. If it's all part of the xml game file then you can just add stuff as you go. Big if at this point. Paranoia precludes adding anyone else to the coding 'team' so the 'precious coding time' might not allow for an expanded xml file.


Well, it's hard to say without seeing specific changes, but I'm pretty confident that if the changes are reflected in an XML file, I would be able to (and would) update this program without any particular difficulty. Remember, I'm just manipulating of static values, not coding the logic behind the values--it's really not that hard. Of course it would be a different story if the whole structure of the XML changes, but that would seem unlikely--I'm not sure, but suspect that the XML export just serializes the data from the game's classes, so the XML shouldn't change a whole lot unless they substantially re-write the code.

Obviously if Bob doesn't bother to update the XML export to reflect any changes, then that's that. But in that case I'll just keep playing this version of the game, although I'm sure that's not a solution for everyone. I don't know how much precious coding time it would take to do so--conceivably it wouldn't take any effort at all if the XML export simply exports what's in the code, but I'm sure it could be much more complicated as well. I'll follow up with Ralph, see if I get a response this time.

(in reply to Lobster)
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