Modding tutorial project (Full Version)

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doomtrader -> Modding tutorial project (7/16/2009 8:51:22 PM)

If you might know (and if not, now you do), World War 2: Time of Wrath has got high level of moddability.

To ease your life and to give you more joy from playing this game I'm planning to publish modding tutorials, where I'll describe what specific values in files means, how to change them, and what kind of effect you might come with.

Of course I've my own schedule, but if you have got any specific questions, please go ahead and ask, I can change the priority and order of the issues.

I'm planning to start on Monday, so there are few days for you to ask.




gwgardner -> RE: Modding tutorial project (7/16/2009 9:03:04 PM)

how to modify:

air-to-air combat damage, both attacker and interceptor
air-to-ground damage (including damage to attacker)
air-recon interceptor damage, both interceptor and recon unit

anything else I've forgotten relevant to air combat damage levels




Uxbridge -> RE: Modding tutorial project (7/16/2009 9:54:45 PM)

Haven't really looked at the game mechanics yet, but I'm already at it, modding counters and map (I must be sick, mustn't I?). Let you know if I run into something strange. [:)]




Plainian -> RE: Modding tutorial project (7/16/2009 10:05:52 PM)


quote:

ORIGINAL: Uxbridge

Haven't really looked at the game mechanics yet, but I'm already at it, modding counters and map (I must be sick, mustn't I?). Let you know if I run into something strange. [:)]


Good man. I'd say modding the 2D units and map terrain is No 1 priority.

Unfortunately you won't be able to cange the way unit ID and strength is displayed. I wish they had come up with a better system than this. Unit size should be displayed at top above the unit, unit name near the bottom and strength and the flag kept where it is.

I hope there is an option to revert back to the original RTV where unit strength is displayed rounded to the nearest WHOLE number. I'm afraid I find mixing decimal numbers and whole numbers pretty jarring to the senses.




doomtrader -> RE: Modding tutorial project (7/16/2009 10:21:17 PM)

quote:

Unfortunately you won't be able to cange the way unit ID and strength is displayed. I wish they had come up with a better system than this. Unit size should be displayed at top above the unit, unit name near the bottom and strength and the flag kept where it is.

Actually it is easy moddable in csv files, you can even set up different display in different zoom level.


quote:

I hope there is an option to revert back to the original RTV where unit strength is displayed rounded to the nearest WHOLE number. I'm afraid I find mixing decimal numbers and whole numbers pretty jarring to the senses.

Actually not, but I think it's not a big issue to add such possibility in a patch




Uxbridge -> RE: Modding tutorial project (7/16/2009 10:23:15 PM)

How do one change the colour of the hex sides to black?




Kurak -> RE: Modding tutorial project (7/16/2009 10:27:08 PM)

AFAIR it can be done by modifying others.png in used skin directory (data/gfx/[MapSkin]Classic or data/gfx/[MapSkin]Normal)




Uxbridge -> RE: Modding tutorial project (7/16/2009 10:30:22 PM)

Right, I have a look!

Oh, yes! A bit odd, but better. [8D]




doomtrader -> RE: Modding tutorial project (7/19/2009 2:16:53 PM)

So the tutorial has started:
http://forum.wastelands-interactive.com/viewtopic.php?t=1865




Magpius -> RE: Modding tutorial project (7/20/2009 8:23:25 AM)

Doom, should this thread be in the modding section?
also...which forum will you guys be focused on?
Is this going to be like CEAW, where we bounced from the matrix to slitherine forums for information on the game?




doomtrader -> RE: Modding tutorial project (7/20/2009 10:11:32 AM)

After the summertime we are planning to start up WIKI (together with a little more infrastructure renowation), so then it should be a little bit easier to navigate.




doomtrader -> RE: Modding tutorial project (7/26/2009 9:27:27 PM)

Part two can be found here:
http://forum.wastelands-interactive.com/viewtopic.php?t=1878




doomtrader -> RE: Modding tutorial project (7/31/2009 8:39:23 PM)

Two more parts add:
3. Scenario files
4. Land units




doomtrader -> RE: Modding tutorial project (8/17/2009 7:33:10 PM)

Long time quiet

Part 5 - Air units
Part 6 - Naval units
http://forum.wastelands-interactive.com/viewtopic.php?t=1865




doomtrader -> RE: Modding tutorial project (8/17/2009 11:50:57 PM)

An the 7th part is here:
http://forum.wastelands-interactive.com/viewtopic.php?t=1918




doomtrader -> RE: Modding tutorial project (8/21/2009 9:20:16 AM)

Lets start with events:
http://forum.wastelands-interactive.com/viewtopic.php?t=1927




Magpius -> RE: Modding tutorial project (8/22/2009 7:52:14 AM)

Doom these are a great read.
and very helpful.
I hope the more programming minded on these threads are inspired enough to have a go.





doomtrader -> RE: Modding tutorial project (8/22/2009 11:47:58 AM)

You don't have to be programming minded.
I'm sociologist, with no computer related education




Magpius -> RE: Modding tutorial project (8/23/2009 10:06:00 AM)

@Doom, that's probably why this game has such great potential [:D]




doomtrader -> RE: Modding tutorial project (10/13/2009 9:19:37 PM)

And here is next part.
http://forum.wastelands-interactive.com/viewtopic.php?t=2028
This time about the weather.

If you need something let me know, I think I'll be able to write one part a week if some of you would like to make use of it.




AH4Ever -> RE: Modding tutorial project (10/14/2009 9:32:03 PM)


quote:

ORIGINAL: doomtrader

Part two can be found here:
http://forum.wastelands-interactive.com/viewtopic.php?t=1878



Two things from Part2 :

1) Scenario Dates - What you call impulses are roughly weeks?

2) Important NOTE (by cpdeyoung):
American Excel users will notice that the csv files, "comma separated values", are actually semicolon separated values, per our European friends. I recommend using a text editor to replace all ";" with "," before opening in an American version of Excel. After your changes replace the "," with ";" for the game.


I tested Open Office Calc 3.0 it works and there is a text import feature that alows you to choose the semi-colon as the separator.

[8D]




willgamer -> RE: Modding tutorial project (10/14/2009 9:55:54 PM)

quote:

) Important NOTE (by cpdeyoung):
American Excel users will notice that the csv files, "comma separated values", are actually semicolon separated values, per our European friends. I recommend using a text editor to replace all ";" with "," before opening in an American version of Excel. After your changes replace the "," with ";" for the game.

I tested Open Office Calc 3.0 it works and there is a text import feature that alows you to choose the semi-colon as the separator.


Here's a (imho) faster and easier way.

Just go to control panel/regional and language options/customize/list separator and change the comma to a semicolon. [:)]




doomtrader -> RE: Modding tutorial project (10/14/2009 11:11:26 PM)

quote:

1) Scenario Dates - What you call impulses are roughly weeks?

Now are weeks, but if you put 30, then you will have days, etc.




gwgardner -> RE: Modding tutorial project (10/14/2009 11:50:13 PM)

In the events tutorial you mention 20,000 available tags. Does that mean 20,000 that are already defined? Unused?




Bleck -> RE: Modding tutorial project (10/14/2009 11:59:59 PM)

It is total amount (range) of tags that game can handle, with patch 1.6 this value was raised to 30,000.




doomtrader -> RE: Modding tutorial project (10/15/2009 12:04:18 AM)

We are not using all of those 20000 events IDs, but to make it easier to manage, we use various ID between 1 and 20000, since 1.60 there is 10000 completly free IDs for modders.
It is from 20001 to 30000.




AH4Ever -> RE: Modding tutorial project (10/15/2009 3:48:34 AM)

Thanks for the clarification, please may I have another sir?

In air_units.csv all the column titles are in polish? I imagine they can be changed without causing problems.

But in part 5 of your tutorial the following lines are unclear and the definitions seem to be reversed:

Attack made - Was the unit attacked

Was attacked - Does unit attacked


[sm=character0167.gif]




doomtrader -> RE: Modding tutorial project (10/15/2009 9:34:55 AM)

quote:

In air_units.csv all the column titles are in polish? I imagine they can be changed without causing problems.

Yes, it can be changed, everything after # (hash) is not seen by the game.

quote:

But in part 5 of your tutorial the following lines are unclear and the definitions seem to be reversed:
Attack made - Was the unit attacked
Was attacked - Does unit attacked


Looks like you are right. Thanks.




AH4Ever -> RE: Modding tutorial project (10/15/2009 12:41:55 PM)

One last question, in PART 6:

fleets.csv file

Name - Name of the fleet, do not use country specific letters.

Could you explain what you mean by country specific letters?

[&:]




Bleck -> RE: Modding tutorial project (10/15/2009 12:57:03 PM)

non-ascii letters (in Poland we have ąćęłńóśóźż...), usually to write them you need to use "Alt" key...




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