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Age of Kings Heaven » Forums » Mod Design and Discussion » Introducing Advanced Genie Editor 3 with Language DLL Editing
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Topic Subject:Introducing Advanced Genie Editor 3 with Language DLL Editing
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Keisari Tapsa
Smith
posted 01-25-13 03:34 PM CT (US)         
Finally you can edit language files in the Advanced Genie Editor.
Unfortunately, the library is broken and too complex for me to fix.
You can edit language files directly from the boxes which show lines from them.
The changes are stored to the base language file and if expansion files have data, they'll be wiped out.
There is an option to store changes to the latest expansion.
It should be possible to use any line between 0 and 65535 or maybe even more?

Here you can download it:
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11002

This was all possible with C library by Apre:
https://github.com/apreiml/pcrio

Advanced Genie Editor
Follow coding here and here.

[This message has been edited by Keisari Tapsa (edited 06-14-2018 @ 04:10 AM).]

AuthorReplies:
AFFA the Cleric
Squire
posted 01-25-13 04:41 PM CT (US)     1 / 690       
First nice to meet you Keisari Tapsa!

This was already possible to do in Genie Editor 1.6, just change the "display name" string with -1 and write any other name in the "name" string before the "movement speed" string.

I do not see what is new! (apart from the version of Genied).
Hades85
Squire
posted 01-25-13 04:49 PM CT (US)     2 / 690       
U can change the unit description and all other languages files u need for your new unit.
Pulkit
Squire
posted 01-25-13 05:08 PM CT (US)     3 / 690       
Woah, excellent news KT!

I use Restorator for language editing but you need to shut down AGE to save the language file so Restorator can use that file. On-the-fly editing right from AGE2 saves the day, cheers!

Next step for you: instead of getting into the graphic editing business, just add an "Open SLP with Turtle Pack" button next to the SLP ids

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 01-25-2013 @ 05:21 PM).]

AFFA the Cleric
Squire
posted 01-25-13 05:25 PM CT (US)     4 / 690       
U can change the unit description and all other languages files u need for your new unit.
I already do this with resource hacker!

[This message has been edited by AFFA the cleric (edited 01-25-2013 @ 05:25 PM).]

danielpereira
Squire
posted 01-25-13 07:59 PM CT (US)     5 / 690       
Thanks! I think that now I won't have problem with descriptions anymore!
(yup, I tried adding them with ResHack, but they simply don't show up :/ . But incredibly, normal unit names and creation strings work...)

[This message has been edited by danielpereira (edited 01-25-2013 @ 08:00 PM).]

John the Late
Knight
posted 01-25-13 08:02 PM CT (US)     6 / 690       
This sounds awesome. Instant download!
Lurkur
Squire
(id: OtmShankIiI)
posted 01-25-13 11:24 PM CT (US)     7 / 690       
AFFA, pls. What do you think it's best: Have a myriad of different utilities, programs and editors to do the work, of have as many features as possible in a single application?

"Seriously, if human stupidity could be used as a source of power wed already be a class-III civilization and our rockets wouldve reached Andromeda by now."
Cliffs! (4.5)

["I am the True God, Lua-kuh. Hhsssss. Start the Church of the Talking Lizard. Hssssssss. Build the Neo Temple. Spread the Word. Hssssssssssss. Follow meeeeeeeee... to... the otha... siiiiiiiide..."

And then he started belting out vague poetry about wanting to have sex with his mom." -From the great old Aro, about a dream I had.]

[This message has been edited by Lurkur (edited 01-25-2013 @ 11:24 PM).]

Leif Ericson
Seraph Emeritus
posted 01-26-13 01:12 AM CT (US)     8 / 690       
I already do this with resource hacker!
Yes, but now you won't have to use a separate program to change them. You can just use AGE for all your data and language editing purposes.

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Rambit
Squire
posted 01-26-13 01:59 AM CT (US)     9 / 690       
yay! thanks a bunch!
AFFA the Cleric
Squire
posted 01-26-13 05:41 AM CT (US)     10 / 690       
AFFA, pls. What do you think it's best: Have a myriad of different utilities, programs and editors to do the work, of have as many features as possible in a single application
I prefer the second you said!
Also because I'ved used Advanced Genied 2 only to change the players colors from purple to black ... for the rest I use Genied 1.6 for the data editing,Resource Hacker for editing the language.dll files and Dragon Unpacker for the sound.

[This message has been edited by AFFA the cleric (edited 01-26-2013 @ 05:42 AM).]

Pulkit
Squire
posted 01-26-13 05:43 AM CT (US)     11 / 690       
Gosh you are so 1995

Tales of Middle-Earth | Don't miss it
John the Late
Knight
posted 01-26-13 05:50 AM CT (US)     12 / 690       
change the players colors from purple to black
How do you do this? Edit: I mean, which values have to be changed?

[This message has been edited by John the Late (edited 01-26-2013 @ 05:51 AM).]

AFFA the Cleric
Squire
posted 01-26-13 06:16 AM CT (US)     13 / 690       
Gosh you are so 1995
What do you mean?
How do you do this? Edit: I mean, which values have to be changed?
I was able to do this thanks to the mod "age of vampire" by Khan Ivayl (credits to him), in which I found with Advanced Genied 2 the numerical scheme with the values​already modified to change the purple to black.
Keisari Tapsa
Smith
posted 01-26-13 08:25 AM CT (US)     14 / 690       
This was already possible to do in Genie Editor 1.6, just change the "display name" string with -1 and write any other name in the "name" string before the "movement speed" string.
AGE 3 can edit language files also, not just dat files.
That means any entry in the language files can be edited.
instead of getting into the graphic editing business, just add an "Open SLP with Turtle Pack" button next to the SLP ids
Is it already possible to launch Turtle Pack to open certain SLP?
SLPs are scattered around different files...
I already do this with resource hacker!
I bet it's now easier to do in AGE 3, as long as no critical bugs are found.
Gosh you are so 1995
What do you mean?
Don't you think that AGE 2, now 3, has been advancing light years from AGE 1?

Advanced Genie Editor
Follow coding here and here.
danielpereira
Squire
posted 01-26-13 08:34 AM CT (US)     15 / 690       
Is it already possible to launch Turtle Pack to open certain SLP?
SLPs are scattered around different files...
You could reimplement DRS editing(maybe using drsbuild ?) in AGE3, and then, AGE3 would try to find the SLP in each of the .drs's, extract this SLP and open with Turtle pack.
But anyway, not sure if this would be use for the people who, instead of replacing, adds .slps in the .drs's(like me)
Also, how can I add new strings with AGE3 ? I only found the button to edit...
It should be possible to use any line between 0 and 65535 or maybe even more?
Yes and no. It seems that units' and techs' descriptions are hardcoded to certain IDs/blocks/slots

[This message has been edited by danielpereira (edited 01-26-2013 @ 08:36 AM).]

Keisari Tapsa
Smith
posted 01-26-13 08:52 AM CT (US)     16 / 690       
We (I and Apre) might be able to make AGE 3 export SLPs from DRS files, but Turtle Pack does this already.
Also, how can I add new strings with AGE3 ? I only found the button to edit...
AGE 3 shows you the DLL text of whatever location is specified in a linked box (like "Language DLL Name" or "Help Converter").

Unit names should be between 5000 and 5999.
Just find an empty string from that area and edit it.
There are a bit over 300 empty lines there in TC.

For example, set the language DLL name to 5960 and set the DLL string below it to whatever you want.

Advanced Genie Editor
Follow coding here and here.
danielpereira
Squire
posted 01-26-13 09:25 AM CT (US)     17 / 690       
Hm, okay, thanks Keisari!
AFFA the Cleric
Squire
posted 01-26-13 10:10 AM CT (US)     18 / 690       
Don't you think that AGE 2, now 3, has been advancing light years from AGE 1
No !!! I think that the 1.6 version is the best!
danielpereira
Squire
posted 01-26-13 05:15 PM CT (US)     19 / 690       
Unit names should be between 5000 and 5999.
Yeah, I know. The problem is when it comes to descriptions/Help IDs. They seem to be hardcoded somehow, because there doesn't seem to have for example a real range of IDs for it..
John the Late
Knight
posted 01-26-13 05:56 PM CT (US)     20 / 690       
I ran into the description problem a couple of times, too. It is just so disappointing.

And Keisari Tapsa, can one edit (and through this add) nonexistent strings at the end of the dll, or do we need to add them with programs like Anolis Resourcer before editing in AGE?
Pulkit
Squire
posted 01-26-13 06:13 PM CT (US)     21 / 690       
I found the long description id is simply your short description id + 20,000. Keeping this in mind, I've never observed any issues. Are your description ids spaced out by precisely 20,000?

Tales of Middle-Earth | Don't miss it
John the Late
Knight
posted 01-26-13 06:35 PM CT (US)     22 / 690       
Is it really that easy? I always kept all 3 language.dll entries for units right after each other for easier organization, but I'll guess I can change this.

Edit: @Affa, could you provide the numbers for black player colour? I do not really want to download the whole mod for those few lines

[This message has been edited by John the Late (edited 01-26-2013 @ 08:20 PM).]

danielpereira
Squire
posted 01-26-13 08:59 PM CT (US)     23 / 690       
@Pulkit:I'll try...
EDIT: Thanks a lot!!! It worked!

@Jonh the Late: Select a player colour at AGE, and change the pallete to 11, the color to 11 and the minimap color to 11.
(I know you asked AFFA, but since I helped Khan Ivayl get this working, I gave it to you)
Btw, I checked myself: Tapsa is right, AGE3 can really add strings!

[This message has been edited by danielpereira (edited 01-26-2013 @ 09:13 PM).]

Rambit
Squire
posted 01-27-13 00:34 AM CT (US)     24 / 690       
I pasted some units to the second window - worked great. I then added some new civs, all still worked fine. But when I tried to bring more units later I got this: https://www.dropbox.com/s/dt8g60uncfoaquh/attack count.jpg

Any ideas how I get rid of that? I get 6 of those messages every time i touch anything with one of the new units selected + the messages are right, the unit for those civs is blank, how do I make it like the same for the new civs?

[This message has been edited by Rambit (edited 01-27-2013 @ 00:58 AM).]

Keisari Tapsa
Smith
posted 01-27-13 03:14 AM CT (US)     25 / 690       
And Keisari Tapsa, can one edit (and through this add) nonexistent strings
Yes you can.
I found the long description id is simply your short description id + 20,000.
I'll improve the tooltips.

Usual Unit DLL Scheme for TC
Name: 5000-5999
Creation: Name +1000
Hotkey: Name +11000
Help: Name +100000, in DLL Name +21000
Hotkey Text: Name +150000, in DLL Name +10000
Tech tree?: Name +9000

Usual Research DLL Scheme for TC
Name: 7000-7999
Creation: Name +1000
Popup: Name +100000, in DLL Name +21000
Help: Name +150000, in DLL Name +10000
I then added some new civs, all still worked fine. But when I tried to bring more units later I got this: https://www.dropbox.com/s/dt8g60uncfoaquh/attack count.jpg
Now I'm glad that I preserved that message.
What method you used to copy units between windows?
I haven't made the "All civs" method to work correctly if both windows have different amount of civs.
After all, what should be done then? Add civ 1 to civs, which don't have a corresponding civ?

To fix this now you can copy all attacks once, then delete all of them, and make sure that no civ has them.
After that, add one attack, and paste what you copied earlier.

Or you can deselect "Automatically" and then click the copy button next to it. Of course if other than graphics differ between civs, you don't want to do this.

Advanced Genie Editor
Follow coding here and here.
John the Late
Knight
posted 01-27-13 05:59 AM CT (US)     26 / 690       
Select a player colour at AGE, and change the pallete to 11, the color to 11 and the minimap color to 11.
(I know you asked AFFA, but since I helped Khan Ivayl get this working, I gave it to you)
Btw, I checked myself: Tapsa is right, AGE3 can really add strings!
Thank you twice! Now I have to decide which player has to leave... And the string thing is good news.
Yes you can.
It makes AGE a better dll editor than all the other programs!
Or you can deselect "Automatically" and then click the copy button next to it. Of course if other than graphics differ between civs, you don't want to do this.
Unchecking that nasty button is the first thing I do whenever I use a new version of AGE

[This message has been edited by John the Late (edited 01-27-2013 @ 06:06 AM).]

Pulkit
Squire
posted 01-27-13 06:18 AM CT (US)     27 / 690       
I always unpack the latest version in the same folder, so the config file is carried over, thus keeping my default settings intact!

Tales of Middle-Earth | Don't miss it
danielpereira
Squire
posted 01-27-13 08:14 AM CT (US)     28 / 690       
Tech tree?: Name +9000
I tested myself this, and, I came to this conclusion: Name +9000 ID strings doesn't seem to do anything

@John the Late: You're welcome

@Tapsa: Thanks for making this!!! Thanks to this new AGE I finnaly solved the name problems in my little project!
Draconian Devil
Squire
(id: DraconainDevil)
posted 01-27-13 09:27 AM CT (US)     29 / 690       
I will try to have a look of this as soon as possible.
Way to go Keisari!!

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Rambit
Squire
posted 01-27-13 01:43 PM CT (US)     30 / 690       
Now I'm glad that I preserved that message.
What method you used to copy units between windows?
I haven't made the "All civs" method to work correctly if both windows have different amount of civs.
After all, what should be done then? Add civ 1 to civs, which don't have a corresponding civ?
I think if "all civs" is selected then it should copy it to all the civs in the new window. Rather than what it is now, as the 'all' actually means the number of civs in that dat file; In my case it meant civs 1-18. After all, that is how it works when you create a new civ right? I didn't have to do anything to get the units I had previously added to work.


Bug report:
When copying a unit from one window to the other - If the unit references graphics that do not exist in the new window it will crash. I deselected the include graphics option and it worked fine. Crashed several times before that so fairly certain this is the reason for the crashing.
John the Late
Knight
posted 01-27-13 03:49 PM CT (US)     31 / 690       
@danielpereira
How did you change the colours of the player numbe, the one of the points in the bottom right and those in the victory/lose screen?
danielpereira
Squire
posted 01-27-13 05:46 PM CT (US)     32 / 690       
Well, I still haven't discovered... yet...
EDIT: It seems that if you want to change the player colour more "deeply"(statistics, player colour numbers, etc), you need to change the pallete(50500.bin in interfac.drs) . More expirienced modders, please confirm this!

[This message has been edited by danielpereira (edited 01-27-2013 @ 06:11 PM).]

Pulkit
Squire
posted 01-27-13 06:33 PM CT (US)     33 / 690       
Correct, to get a true black PC you need to replace a whole colour series in the palette.
Setting the PC to 11 in AGE is not true black either. It's more brown.

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AFFA the Cleric
Squire
posted 01-27-13 07:09 PM CT (US)     34 / 690       
How did you change the colours of the player numbe, the one of the points in the bottom right and those in the victory/lose screen?
You can not do this, at least I did not succeed ... the only black is that you can change is on the units and buildings and on the minimap, the score in the bottom right side of the screen and the number 6 in the options selection of a "standard game" screen rest purple!
BF_Tanks
Squire
posted 01-28-13 03:43 AM CT (US)     35 / 690       
I'm joyfully happy to say I'm in love with you, have my babies.

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