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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:
King DiNido
Squire
posted 10-17-17 09:31 AM CT (US)     596 / 690       
Boy, ain't it most complex Age tool around these days, your a hero Keisari. So much fields and tabs, thousand things to play with for years on.

In fact how you can add new entries in both language file and game, both menu and in-game interface. Like, I mean, different text than that is initially in the game? In the past I used some Unicode editor (isn't Pebble which bores me to death) thought I want to tinker with old AoE retail version a bit more than usual, ever wondered if it is built in the executable.

Plus, WTF, you can add language.dll to mod folder? Is this for real and how do that? Prefer keep my game folder clean of any mess mods do, despite I have modded the game's language to my taste.

Sorry that I ask lame questions, played more than I modded this. At all.
Keisari Tapsa
Smith
posted 10-19-17 06:29 AM CT (US)     597 / 690       
have fun modding.

Where in menu and interface you want new text?

I'm not sure what mod folder you talk about.
AoK HD uses txt files instead of dll these days.

Advanced Genie Editor
Follow coding here and here.
King DiNido
Squire
posted 10-19-17 02:54 PM CT (US)     598 / 690       
I think top left part of menu, atop AoE 2 banner (where it says Age of Kings), simple line of text that I would use as notice that I got my mod running, also above in-game UI in the middle. Say above the unit/building selection display element unless its not that difficult to do.

Actually can Genie (the engine) do this? We were arguing, mate and me, there is some baked stuff in the exe, is that true?

As to mod folder I meant, yeah, I am saying how one does combine edited files into a single folder then put that in the game to use. Wherever I am modding AoE I always go for overwriting the specific files I edit than having to do my stuff fully independent from the main game data. I've been doing it like that ever since hahah

Just a thing, I dislike HD iteration of AoK cause it removed LAN play (where I spent years of my life) plus other minor disturbances Microsh*t did. Nostalgia factor ain't the same.

[This message has been edited by King DiNido (edited 10-19-2017 @ 03:02 PM).]

Leif Ericson
Seraph Emeritus
posted 12-22-17 09:53 PM CT (US)     599 / 690       
Hey, just today I randomly started getting a new issue. Once I select which data file I want to open, the data editing window no longer opens afterward once I click Okay. I can see AGE on my taskbar, but clicking on the taskbar button doesn't bring up the data editing window. I tried restarting my computer and reinstalling and updating AGE without any luck. The error occurs no matter which data file I try to open.

One interesting note is that after reinstalling AGE, it still remembers my recently edited files. I'm pretty sure I was using version 1.7 when I encountering the issue, but it continues when I use version 1.8.

Edit:

I found a version from 2015 that opens my data file properly. One difference I noticed is that the old version opens up a blank data editing window behind the "Open Files" window that is then filled with information once I've selected the data information and clicked Okay in the Open Files window. My current version doesn't do this. I can only see the "Open Files" window when I launch AGE. I can't remember if this is default behavior for the current version.

~`o~|\  Join the fresh and exciting AI Ladder for its fourth season!
 `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-

[This message has been edited by Leif Ericson (edited 12-22-2017 @ 10:40 PM).]

AFFA the Cleric
Squire
posted 12-23-17 05:46 AM CT (US)     600 / 690       
One interesting note is that after reinstalling AGE, it still remembers my recently edited files.
Maybe this could be due the Registry Keys, I suggest you to try erasing all folders and files from registry about the current AGE version, because uninstalling a program not completely removes all the entries in the registry keys, so deleting them manually and getting a clean reinsallation of your age version should, and I say "should" do the trick!

I'm not sure about it, but hope this could help you Leif!

__________________________________________________________________________________________________________________________________________
MY GAME VERSION:

Age of Empires II The Conquerors 1.0 without any patches, just the ES release in August 24th 2000, proud to playing this game version!
Leif Ericson
Seraph Emeritus
posted 12-23-17 11:11 AM CT (US)     601 / 690       
Okay, I'll try that.

~`o~|\  Join the fresh and exciting AI Ladder for its fourth season!
 `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-

[This message has been edited by Leif Ericson (edited 12-23-2017 @ 12:45 PM).]

Leif Ericson
Seraph Emeritus
posted 12-23-17 12:45 PM CT (US)     602 / 690       
Where is the registry for AGE located? I opened regedit.exe and tried to find it manually. I also did a search for all items with "age3" and "genie." Erasing or deleting the data in each entry didn't change anything although I didn't find anything that looked very promising.

~`o~|\  Join the fresh and exciting AI Ladder for its fourth season!
 `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-
nhoobish_est
Squire
posted 12-25-17 06:22 AM CT (US)     603 / 690       
Hello, it seems to me that the information given by AGE for the Minimap Colour in the Units information tab is sometimes wrong and sometimes right.

For instance finding the palette colours for three units on the minimap. Sheep came up as 170, which according to my palette was correct. Gold Mine is shown as 65, however in my palette the colour 68 is changing the Gold Mine minimap colour and for Stone Mine AGE shows colour 131, but for me it does not match and instead 132 matches.
Keisari Tapsa
Smith
posted 12-29-17 08:07 AM CT (US)     604 / 690       
Leif Ericson, Look for this in the registry: HKEY_CURRENT_USER\Software\AGE2

nhoobish_est, Could it be that those are hardcoded?

Advanced Genie Editor
Follow coding here and here.
Leif Ericson
Seraph Emeritus
posted 12-29-17 03:29 PM CT (US)     605 / 690       
Deleting that registry folder worked. Thanks Tapsa!

~`o~|\  Join the fresh and exciting AI Ladder for its fourth season!
 `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-
Sebastien
Dark Samurai
posted 01-11-18 10:53 PM CT (US)     606 / 690       
Is there a way to show two graphics in the SLP viewer for the graphics tab?

For example, when editing snow graphics and garrison flag graphics for new buildings, it would really help if we could also view the base building when modifying their position. Right now it's a case of swapping between unit tab and graphics tab to see how the changes align.

Maybe like a tick box...use secondary graphic. Then a dropdown value box next to tick box which we can choose which graphic.
Vardamir
Huskarl
posted 01-11-18 11:27 PM CT (US)     607 / 690       
I add the base graphics as a delta when aligning things, though it's easy to forget to remove it when I'm done.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Keisari Tapsa
Smith
posted 01-18-18 02:05 AM CT (US)     608 / 690       
Vardamir is right, you can insert the background graphic to deltas at the moment. Better methods are not done yet.

Advanced Genie Editor
Follow coding here and here.
chab
Squire
posted 01-19-18 08:25 AM CT (US)     609 / 690       
I discovered that tech effect #6 (resource modifier multiply) is UNSUPPORTED in AOE/ROR.
I added the necessary code to fix that in my mod RockNRor, but maybe you could modify the label in AGE3 to indicate it's not supported natively in AOE/ROR.
Leif Ericson
Seraph Emeritus
posted 01-19-18 10:41 AM CT (US)     610 / 690       
Is there a way to change the default window height (and width)? I only have a 1280x800 laptop screen, so I often find myself resizing the window a little smaller every time I open AGE. I looked at the registry folder given a couple posts earlier and didn't find anything that looked quite right.

~`o~|\  Join the fresh and exciting AI Ladder for its fourth season!
 `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-
Sebastien
Dark Samurai
posted 01-19-18 11:00 AM CT (US)     611 / 690       
Damn Chab, nice work.

Have you ever looked at using your knowledge and improving AOK?
chab
Squire
posted 01-20-18 07:06 AM CT (US)     612 / 690       
sorry, Rise of rome provides enough work to do already
PlumedSamurai
Squire
posted 01-28-18 07:22 AM CT (US)     613 / 690       
With the latest version of AGE3 (2017.11.7, used with AOE2:HD Rajas), how can I edit which techs are disabled for a specific civilization?

E.g. when I view the British civ in the "Civilizations" tab, the "Technology Tree" field says "254 - British Technology Tree". But where can I edit the *contents* of that tech tree resource?

I saw a YouTube video of someone using an older version of AGE, entering that number in the search bar of the "Techs" tabs, and that resource showed up there. But in this version, it doesn't.

EDIT: Ah, found it, you have to enter it in the "Effects" tab now. Sorry for the noise. And thanks for the powerful editor!

[This message has been edited by PlumedSamurai (edited 01-28-2018 @ 07:39 AM).]

Powery
Squire
posted 02-06-18 03:37 AM CT (US)     614 / 690       
Would it be possible to be able to edit attribute 2nd and 3rd resource storages of a unit through technology effects?
Sebastien
Dark Samurai
posted 02-06-18 04:39 AM CT (US)     615 / 690       
No, but you could just upgrade the unit to something else, with the new modified resource storages.
PleaseRecycle
Squire
posted 02-15-18 04:19 PM CT (US)     616 / 690       
I've stumbled into a problem using this editor and have absolutely no idea why it isn't working. There are only two changes I can think of since I last used it successfully, running through WINE on Linux Mint 32 bit with the game installed directly from the Age of Kings + Conquerors CDs.

Now, after a hard drive failure, I'm running on LM 64 bit and have had to resort to an "other than the CDs" source since my originals have been corrupted over the years and the ISOs I made of them went down with the hard drive. I don't think the problem is the operating system though, to check I fired up a virtual machine running Windows XP and ran into the same problem.

Anyway, the problem. When I edit anything in the editor (For instance, I raised the Stone Wall build time from 8 to 24.) The change(s) are saved in the editor and if I close then reopen it, it will show the altered stat(s) of the units. When I try to start a new game though, none of the alterations are used, everything is ignored and the game is un-modded.

I've checked to make sure all the relevant files are set to Read & Write and just to be sure, I set *everything* in the entire folder to Read & Write and checked the Save paths but still, none of the changes appear in a new game.

I am out of ideas.
Powery
Squire
posted 02-16-18 01:40 AM CT (US)     617 / 690       
Try something radical. First make a backup copy of the data file. Then delete every unit, tech and graphic. You will see the data file size decrease. If the game still doesn't display any changes, it's using another data file elsewhere.
PleaseRecycle
Squire
posted 02-16-18 06:22 AM CT (US)     618 / 690       
Thanks, figured out the problem. I had the editor set to save to the empires2_x1_p1.dat file while the game was using _x1.dat.
errorman
Squire
posted 03-12-18 05:59 AM CT (US)     619 / 690       






I'm getting this error when saving.

Help me.
Powery
Squire
posted 03-12-18 06:53 AM CT (US)     620 / 690       
Have you tried editing strings with AGE? It may crash.
errorman
Squire
posted 03-12-18 07:03 AM CT (US)     621 / 690       
Yes,
Powery
Squire
posted 03-12-18 10:46 AM CT (US)     622 / 690       
Try editing DLL files with Resource Hacker.
Usac
Squire
posted 03-13-18 09:27 AM CT (US)     623 / 690       
Looking through mods, I notice there's an ever prevelent Royal Longbowman. How do I get these to not be Royal Longbows and be the actual units/techs/whatever they're supposed to be?

I know it's a dumb question but I don't know
Giullianus_kun
Squire
posted 03-13-18 03:22 PM CT (US)     624 / 690       
IS there a way to make a non-monk have a working ability to heal?I tried all sorts of shenanigans to allow for a unit to both have the capability to attack and heal others,tried Task Swap IDs,change the combat ability to just hunt,tried using another interfaces,change the class to healer,but none of it worked.

Also,I tried playing with the special abilities,and manage to make the charge one display custom graphics 2 tiles before the attack(As it was described),and I think it did give a bonus first hit.However,did anyone try to see whether the other abilities like Block and Counter-Change or the ship ones work as intended?

Also,last question:That monk "reload hourglass",used for conversions,is a special resource,right?could I make it display on an unit but without making the unit capable to convert?I wish I could use such resource for custom "spells" with cast time+triggers+UP Effects.If not,use together with heresy to have a "critical hit" spell.But it enters the question whether I can make non-monks have it too,or else my "custom hero" I'm data editing would have heal/smite(covert+heresy) abilities only.

[This message has been edited by Giullianus_kun (edited 03-13-2018 @ 03:26 PM).]

Vardamir
Huskarl
posted 03-13-18 06:41 PM CT (US)     625 / 690       
You can have units that can both attack and heal with WTEP, but I don't think it can be done with data editing.

Usac, what's this Royal Longbowman? I don't believe I've ever run across it.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Usac
Squire
posted 03-13-18 08:39 PM CT (US)     626 / 690       
With WololoKingdoms Compressed .dat set mixed with:
Microsoft Games\Age of Empires II\language.dll
Microsoft Games\Age of Empires II\language_x1.dll
Microsoft Games\Age of Empires II\language_x1_p1.dll


and Age of Empires II\data
in their respective slots. I'm thinking there's different language files, but I'm not sure where to find them.
Cyaneyed
Squire
posted 03-15-18 11:23 PM CT (US)     627 / 690       
Two questions. First, what am I missing about replacing one units graphics with another? I am making a mod where when a villager dies, a sheep with -1 health spawns as its dead body. It works great, except I can't seem to replace the sheep animations with the villager animations. I replace every graphic slot for sheep with the corresponding one on villager, and when I look at the SLP "show graphics" box it works just fine. But then I go in game and its just the same old sheep animation.

Second, how can I use the "projectile type" "smart mode" data boxes under projectile? That whole line of boxes is unselectable, and I think I need to use that in order to create a single use trebuchet which has a second projectile that doesnt travel and kills the treb. Help!
Powery
Squire
posted 03-16-18 01:12 AM CT (US)     628 / 690       
On default AGE doesn't copy graphics to all civs. Make sure you copy the graphics to other civs than gaia.

Smart Projectile is modified only for projectile units themselves, not the actual combat unit.

Hope this helps.
Usac
Squire
posted 03-16-18 12:30 PM CT (US)     629 / 690       
So does anyone know why certain techs are called Royal Longbow?
Sebastien
Dark Samurai
posted 03-17-18 00:24 AM CT (US)     630 / 690       
Usac, you'll need to clarify what you mean.

Your question makes no sense without context.
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