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Advanced Genie Editor 2023
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Author |
File Description |
Keisari Tapsa |
Posted on 09/04/11 @ 07:56 AM (updated 05/21/23)
File Details |
Version: |
Age of Empires II: DE |
Screenshot:
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Advanced Genie Editor
for Age of Empires, Rise of Rome (including DE), Age of Kings, The Conquerors (including DE), Star Wars Galactic Battlegrounds and Clone Campaigns.
This is a program for editing data of genie (DAT and DLL) files. It can edit properties of units, civilizations, technologies, graphics, terrains, sounds, player colors and some other things.
Please, ask questions on the forums.
Check out this program also. It's for graphical modding.
For editing language files in The Conquerors,
I recommend this download.
Version History
Guide makers et cetera, please include the version into which your guide was written.
Version 2023.5.21:
-Restored functionality for Star Wars.
Version 2023.5.17:
-Added support for Return of Rome.
Version 2023.3.7:
-Fixed heap corruption when using a language DLL file.
Version 2022.8.21:
-Improved search filters.
-Terrains can use localized name, if available.
Version 2022.2.2:
-Prevent focusing on sub-lists unintentionally.
-Updated default civilization resource names for AoE II DE.
-Allow choosing a file for editable lists.
Version 2021.10.24:
-Added support for updated Expanding Fronts.
-Added missing technology effect types into list for AoE II DE.
Version 2021.8.23:
-Restored redundant and slower, but functioning erasure of multiple items from lists.
Version 2021.7.25:
-Restored modifiers for strings, /+ with text to append, and /- with integer to shorten the strings.
Version 2021.7.19:
-Added hero glow sprite for units.
-Fixed display angle in SLP view.
Version 2021.5.9:
-Updated technology effect attribute list for DE2.
-Updated armor list defaults for DE2.
-Fixed multiple bugs in units and terrain restrictions tabs.
-Added additional folder for loading modded sprite files.
-Prevented AGE windows from spawning beyond observable desktop.
-Fixed fresh bug in SLP view close handler.
Version 2021.4.25:
-Fixed more bugs in effects tab including inability to type in negative armor and attack values for UP and DE2.
-Show all angles of DE sprites.
-Fixed targeting with mouse.
Version 2021.4.18:
-Scroll rate of tabs can be adjusted in options.
-Window no longer spawns larger than screen space.
Version 2021.4.11:
-Age of Empires DE SLP shadows displayed.
-Sprite cache based on memory used instead of sprite count.
Version 2021.4.4:
-Fixed crash when no palettes were loaded.
-Made SLP view update more reliably.
-Smoother scrolling.
-Improvements for high display scaling.
Version 2021.4.2:
-Added SMX reading support.
-Fixed reading Age of Empires DE SLP files.
-DE palette paths are saved in recent list.
-Improved reading of palettes.
-Fixed some rare crashes when switching data files.
Version 2021.3.22:
-Fixed several bugs in effects tab.
-Reduced lag when dragging main window.
-Stopped old recent paths from opening as wrong version.
Version 2021.3.15:
-Updated effects tab for UserPatch 1.5.
-More accurate text input error messages.
Version 2021.3.12:
-Added support for Expanding Fronts 1.3 and beyond.
-Fixed bugs in effect commanmd type drop down menu.
Version 2020.10.2:
-Support for new charge and damage resistance features in AoE II DE.
-Revealed hidden boxes in tech effects for new features in AoE II DE.
Version 2020.6.12:
-Fixed bug with language text indexes.
-Renamed technology cost and time modifiers for AoE DE.
Version 2020.3.30:
-Support for new AoE II DE game features.
Version 2019.11.28:
-Added more unit search filters.
Version 2019.11.22:
-Fixed default paths for AoE II DE.
Version 2019.7.2:
-Negative armor types can be changed via effects.
-Supports newer game versions.
Version 2018.1.29:
-Marked resource multiplier as not available in AoE 1.
Version 2017.11.7:
-Internal unit name filter works the way it used to.
-Graphics can be filtered by rainbow.
-Images are saved centered on hotspot.
Version 2017.10.6:
-Saving an SLP handles player color properly.
-Deleting terrain tables uses correct indexes.
-Unit terrain table defaults to 0.
-Small improvements here and there.
Version 2017.5.17:
-Fixed loading order of DRS files.
-Fixed a problem with angle sound count.
-Editing box widths are customizable.
-New icon by gagman.
Version 2017.3.14:
-Scrolling lag fixed.
-Graphic sounds can be heard.
-Many unknowns named.
-Able to show loose SLP files along with DRS.
-Fixed bugs in saving data with enter.
-Can save as different game version.
-Fixed bugs in relisting.
-Improved tooltips all over.
-Fixed switching between building and unit icons.
-Pause between animations visible.
-SLP cache improved.
Version 2017.1.10:
-Fixed pasting terrains.
-Fixed buttons on terrain tables and borders.
-Mirrored graphics with two angles display properly.
-Added some helpful buttons to graphics tab.
Notes
Make your own backups or use the auto-backup feature!
Extract to anywhere and run. No help files are included.
You may need to run the program as administrator if your game is installed in a protected folder.
You may be able to undo changes by going back to the text box and pressing Ctrl + Z.
Tips
You can have multiple search entries separated with "|" letter.
Upper search boxes are inclusive and lower ones exclusive.
Example: "tower|ship|ram"
Use the check boxes to toggle matching between all and any entries.
Developers
Mikko "Tapsa" P, since 2.0b
Apre - genieutils, 2.1a to 3.1
Estien Nifo aka StSB77, 1.0a to 2.0a
Credits
Ykkrosh - GeniEd 1 source code
Scenario_t_c - GeniEd 2 source code
Alexandra "Taichi San", DarkRain654 - data file research
DiGiT, JustTesting1234, AOHH - genie file structure
Cysion, Kris, Sarthos - important help
Tevious - SMX support
Grenadier (RvA) - terrain patch
withmorten - UserPatch effect support
BF_Tanks - some help
Donnieboy, Sarn, chab - tooltip texts
gagman - new icon
Follow development here and here.
My other uploads.
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Pages: « First « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 [41] 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Keisari Tapsa
File Author |
Posted on 12/04/16 @ 02:57 AM
Did you try to set collision size Z of trees to a high value (over 4 at least)? You could also try to set blast defense level of trees to 5 or something. |
TyranicRex |
Posted on 12/04/16 @ 11:28 PM
Okay I tried setting the blast level of trees to 5 with no result. Similarly I messed around with both the collision and clearance values of both the projectile and the trees and still was unable to see any results.
By increasing the collision values of the trees there was a large difference in actual units and their space to the trees, like larger tree collision values did infact make it so units had to be further away from the trees, but it did not affect the projectiles and there distance at all. It seems like the projectiles are in their very own dimension or plane where they are unaffected by other values haha.
I thought that taking away fly mode from the projectiles would stop the projectiles, similar to how flying units can go over trees but non flying units have to go around, but this didn't affect the projectiles in the same way. I feel like the answer is close since projectiles are similar to normal units, at least on the genie editor, but I'm not sure what the answer would be. |
Keisari Tapsa
File Author |
Posted on 12/05/16 @ 10:40 AM
In Age of Empires projectiles can hit buildings that are in the way, so I would think that this logic still applies in SWGB. Maybe they can only collide buildings, and not eye candy. |
TyranicRex |
Posted on 12/05/16 @ 12:41 PM
Yeah, do you think the problem lies with the projectile or is it the tree/building/wall that needs to be edited to block the projectile? |
Keisari Tapsa
File Author |
Posted on 12/08/16 @ 12:59 AM
Could be anything :( |
TyranicRex |
Posted on 12/08/16 @ 02:34 PM
I figured it out, you have to change the "Drop Animation Mode" of the selected projectile to "2" which will then make it so that projectile hits objects it runs into. |
Keisari Tapsa
File Author |
Posted on 12/09/16 @ 04:46 AM
That is beyond cool :D I actually did some research on the projectile variables recently and drop animation mode will be renamed to hit mode. Did you need to change anything else than this variable on the projectile? No changes to attacker or victim? |
TyranicRex |
Posted on 12/09/16 @ 02:51 PM
All I needed to change was the Drop Animation Mode to get this to work. Although there is one negative side effect. The units in the game will not move around obstacles to shoot at enemies.
So if you build a unit that is strong against buildings and has a drop animation of 2, then they will shoot right through your buildings or anything else to kill the enemy unit. So the drop animation only affects the projectile and the unit itself does not realize that it needs to move out of the way to hit the attacker.
Another example of this is units that just sit and shoot at trees because the enemy is on the other side.
If there was a way to make the units realize that they need to move out of the way of obstacles before they can start shooting then that would make this really useful. Maybe if there was a way to decrease the line of sight of a unit when there is an obstacle between it and its attacker then it would prevent it from shooting at the obstacle itself. |
Automaton458 |
Posted on 12/10/16 @ 01:22 PM
Just found today an easy way to crash AGE (version 2016.11.13):
If you create a new attribute modifier for attack/armor or select an existing one (like Chemistry's attack increase) and select "Unused Type/No Type" in the type droplist, then AGE will crash. Also, the type in the droplist is off by one item (pierce attack/armor changes are noted as "Turtle Ship").
EDIT: Apparently, both bugs seem to be related, as "Unused Type/No Type" is supposed to be -1 (and it works in the "Units" tab), but in the "Techs" tab, new attack/armor attribute modifiers are displayed as 0 in the textfield and "Unused Type/No Type" in the droplist (no crash), however typing type -1 or selecting "Unused Type/No Type" triggers the crash.[Edited on 12/10/16 @ 01:32 PM]
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Keisari Tapsa
File Author |
Posted on 12/11/16 @ 03:01 AM
@Automaton458
Thank you for reporting this.
I fixed the combo box, even tho effects cannot have attack/armor of no type.
@TyranicRex
Ah, it must have been different in AoK, because ranged siege weapons can hit walls and buildings before the target, because the object is in the way. The projectile stops there, so hit mode 2 is not used. Even if you don't have AoK, you can download some mods and inspect its data file. |
Pages: « First « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 [41] 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 » Last » |
HGDL v0.8.2 |
Rating |
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5.0 | Breakdown |
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Usefulness/Novelty | 5.0 | Quality/Instructions | 5.0 |
Statistics |
Downloads: | 73,806 |
Favorites: [] | 101 |
Size: | 3.70 MB |
Added: | 09/04/11 |
Updated: | 05/21/23 |
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