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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:
Usac
Squire
posted 03-17-18 10:22 AM CT (US)     631 / 690       
I'm not at the game right now, but when I go to civs tech trees at least under WK (using the settings I outlined above), some of the disabled techs are called Royal Longbowman. Most are nothing techs, although somehow Either Access to Battle Elephant or Elite Battle Elephant are named this (but not both, can't remember which)

Hope this helps.
Cyaneyed
Squire
posted 03-17-18 04:34 PM CT (US)     632 / 690       
I'm trying to change to dying sound but the value is -1 for every unit I see, this can't be right. It seems to be tied to the graphic, as I put the dying villy graphic for the sheep dying graphic and it plays the villy death sound. However sometimes it also plays the sheep sound, but it seems quite random.

Also is there any way to make it so sheep bodies can be built on?

Also is there any way to have the sheep dead unit be the dead villager without having the animation? The animation makes the villager fall a tile away from where the hitbox for the food is, which isn't a huge deal but looks sloppy

[This message has been edited by Cyaneyed (edited 03-17-2018 @ 04:52 PM).]

Leif Ericson
Seraph Emeritus
posted 03-17-18 11:42 PM CT (US)     633 / 690       
For the first part, yes, the sounds are connected to the graphics. If you go to the graphics tab you can set the sounds. There's a sound ID field as well as a section at the bottom where you can change the sounds.

I'm uncertain about the last two questions.

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Sebastien
Dark Samurai
posted 03-18-18 01:44 AM CT (US)     634 / 690       
Usac,

Without looking my guess is that it's just because of language file duplicates and outdated references.

Sometimes, unused techs or units will have a random unused language file ID's attached to them.

If adding strings into the language file it's not obvious to check which ones have been assigned if it doesn't officially exist. It's possible that, when adding Royal Longbow man, the language string used is unintentionally still referenced to other unused techs or units.

If they're obviously unused techs or units, you should be safe to edit these by changing them to -1 in the language ID.
Also is there any way to make it so sheep bodies can be built on?
Without testing or confirming, you might try the 'can be built on' tick box in AGE. Currently, it's not selected.
Also is there any way to have the sheep dead unit be the dead villager without having the animation? The animation makes the villager fall a tile away from where the hitbox for the food is, which isn't a huge deal but looks sloppy
Sorry, not sure what you mean by this. It's probably an anchor issue to resolve.

[This message has been edited by Sebastien (edited 03-18-2018 @ 01:50 AM).]

Cyaneyed59
Squire
posted 03-21-18 07:11 PM CT (US)     635 / 690       
A few questions. First a very ambitious idea that could enable a zombie infectin kinda functionality. Is there any way to make it so if a unit is killed by a certain other type of unit, the dead body unit is different? For example imagine you create a "zombie villager" aggressive gaia unit, and when it killed another villager, that villager spawns another zombie villager? Perhaps you could also use the doppleganger function somehow? But you'd need to make sure that normal units would kill villagers is the standard manner and not spawn a zombie. Maybe you could also use the conversion functionality. If gaia can't do this maybe it would be possible to code an AI to do this and only play 7 player games max with one AI. If it is possible to do this it should be possible to make a trebuchet that can launch a zombie into another players base as a form of biological warfare

Second question is more simple. The tooltip for a new tech I made says "turn statistics off". I removed all the language ID files from the tech, it still shows up. I found the ID in the language file for turn statistics off, and that number is no where to found on the tech page

[This message has been edited by Cyaneyed59 (edited 03-21-2018 @ 07:15 PM).]

marotinho
Squire
posted 03-21-18 09:22 PM CT (US)     636 / 690       
Hi!

Tapsa, i just want to give you a feedback, the current version of AGE is working on linux, even some sounds!
The only one i managed to make work before was version 2015.12.14 (with dll inside the exe i supose).

I tested opening game files although i didn't make any change, but i guess will work.

So i want to thank you for your hard work improving AGE

:P
Giullianus_kun
Squire
posted 03-21-18 11:14 PM CT (US)     637 / 690       
@Cyaneyed59 How does the doppelgange function work?
Keisari Tapsa
Smith
posted 04-06-18 00:53 AM CT (US)     638 / 690       
Cyaneyed59, what unit kills the unit does not affect the death object.

I think tooltips ingame have a default fallback index.

marotinho, thanks

Advanced Genie Editor
Follow coding here and here.
Giullianus_kun
Squire
posted 04-06-18 11:06 AM CT (US)     639 / 690       
@Keisari Tapsa So if you alter the doppelganger,you can affect the death object?By which ways?
aidenpons
Squire
posted 04-30-18 03:52 AM CT (US)     640 / 690       
Minor bug: when modding SWGB Expanding Fronts, Class 18 (in the Armors / Attacks section) is no longer "unused;" it's now Heavy Aircraft, which includes Bombers, Attackers, and Air Cruisers.

Fortunately this is easily fixable in the .ini file.

[This message has been edited by aidenpons (edited 04-30-2018 @ 03:52 AM).]

Vampirus Mortem
Squire
posted 06-07-18 04:19 AM CT (US)     641 / 690       
Greetings, is there any particular reason why the Advanced Genie Editor freezes up when scrolling to the top of the page at the "Units" tab for Age of Empires II?

This glitch is rendering me unable to change a unit's standing graphics. If there is a fix known for it, it would be greatly appreciated.
Powery
Squire
posted 06-07-18 09:33 AM CT (US)     642 / 690       
It could be something in the data that causes the freeze. Try using an unmodified data file. If it works, then try to find the latest backup for your work that still works.
Vampirus Mortem
Squire
posted 06-07-18 02:52 PM CT (US)     643 / 690       
@Powery, you are correct. I was attempting to modify TOME's data files where the freezes were occurring, but then when I tried to modify the base game's and AoV's, there were no problems.
Fedemantoni94
Squire
posted 06-10-18 10:10 PM CT (US)     644 / 690       
Hi. I need help. I can not see the graphics in the SLP window. What could be the problem?
ChaosLynx
Squire
posted 06-12-18 10:49 AM CT (US)     645 / 690       
When creating a new unit for Rise of the Rajas i checked "write language files" to set the unit's language file name to 0 successfully so that i could name it whatever i want. Instead of working it crashed though.

Also, even if i use an existing string id from the language file like "5170" which is "Tiger", my new unit named "Tiger" will still not appear on the units tab in the editor. I'm rather clueless.

- Aʀᴛ ѳғ Wᴀʀ -
Keisari Tapsa
Smith
posted 06-14-18 04:04 AM CT (US)     646 / 690       
You cannot edit the language files of Rise of Rajas, because it uses plain text files and the functionality in AGE is for editing DLL files. Editing the plain text files is super easy though. You can make a new mod for that too.https://steamcommunity.com/sharedfiles/filedetails/?id=1112216819

Advanced Genie Editor
Follow coding here and here.
ChaosLynx
Squire
posted 06-14-18 04:35 AM CT (US)     647 / 690       
So i went into key-value-modded-strings-utf8 and assigned an unused id to a new string like so:
215 "Pit Fighter"

but the unit still doesnt show up. This is what i was supposed to do, err...right?
Jineapple
Squire
posted 06-14-18 06:22 AM CT (US)     648 / 690       
Have you made sure that "Hide in Editor" is unchecked? The language string itself should have no effect on whether it appears in the list, just how it's called.
ChaosLynx
Squire
posted 06-14-18 08:11 AM CT (US)     649 / 690       
It is, it was never checked to begin with. I'm using an existing unit as template and this one was mainly to test if adding new stuff worked in Rise of the Rajas - so I just changed it's name and a couple of stats but nothing ever appears.
Jineapple
Squire
posted 06-14-18 08:47 AM CT (US)     650 / 690       
If you change nothing about the unit, does a copy appear? It's possible this might also be down to HD modding restrictions, don't remember the details of those though. Have you confirmed the data file itself is loaded correctly?
ChaosLynx
Squire
posted 06-14-18 10:45 AM CT (US)     651 / 690       
No, no duplicates. The data remains unchanged throughout. I don't know how I'd go about confirming if the data is being loaded correctly like you're saying.

EDIT: Alright so I tried opening AGE with admin account since i was playing aoe with it too. The changes were successful and my new unit finally appeared on the editor BUT only with already existing language IDs from key-value-strings-utf8 file. When i assign my custom ID from key-value-modded-strings-utf8 the unit does not appear in the editor.

EDIT 2: Ok so this was starting to annoy me so i outright edited the base key-value-strings-utf8 file and now it works, at last.

[This message has been edited by ChaosLynx (edited 06-14-2018 @ 11:14 AM).]

Powery
Squire
posted 06-14-18 11:33 AM CT (US)     652 / 690       
String files are needed for a unit to appear in editor. AT least in HD Rise of the Rajas.
ChaosLynx
Squire
posted 06-14-18 12:57 PM CT (US)     653 / 690       
Yeah i know that now, next up i'm going to try giving some of the units new graphics so im off to learn about slps and all that
Keisari Tapsa
Smith
posted 06-15-18 01:14 AM CT (US)     654 / 690       
Language mods cannot be combined with dataset mods. The game does not even load the strings when they are part of dataset mod. Make two mods, one with your strings, one with your dataset.

Advanced Genie Editor
Follow coding here and here.
ChaosLynx
Squire
posted 06-15-18 04:51 AM CT (US)     655 / 690       
I don't need to, I got it to work.
Azurzar
Squire
posted 06-19-18 09:24 PM CT (US)     656 / 690       
Hi,
Can anyone tell me why the SLP monitor doent show any image? I cant serch for nothing, cause a cant see enything... Whats wrong?
Keisari Tapsa
Smith
posted 06-21-18 01:51 PM CT (US)     657 / 690       
For the SLP view to show graphics the DRS paths need to be setup properly when opening files. You can use one of the default buttons to see how the folders relate to each other.

Advanced Genie Editor
Follow coding here and here.
BF_Tanks
Squire
posted 07-31-18 01:43 AM CT (US)     658 / 690       
Lol this thread thought it could disappear off page 2 and never be seen again by casual viewers. How wrong it was.

Keisari is it possible to update AGE to show proper text for the new tech effects added by UserPatch? EG: Tech Effect 8 just shows the available fields as "Attribute 1" instead of what they actually do. It'll greatly help people understand how to use UP features with AGE when making tech effects.

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Co-creator of Silent Evil - Voted Best Multiplayer Scenario of 2009
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Draconian Devil
Squire
(id: DraconainDevil)
posted 09-02-18 07:40 AM CT (US)     659 / 690       
Is there an order in which the data is stored in the dat files,
like this is suppose?

Unit Type
Internal Name
Name ID
Creation ID
ID 1
ID 2
ID 3
Class
Standing graphics Pointer 1
Standing graphics Pointer 2
Dead graphics Pointer 1
Dead graphics Pointer 2

etc etc...

If so, could i have a list that is in that particular order.

I have been using cheat engine, and i have found a floating value
which affects the hero healing time.
This value is stored after shown display armor in float format.
From this value 2(float) is subtracted
and based on the generated value the heal time of the hero is decided

Also by changing the ID of a selected unit to 692 or 694 (The Berserks)
I am able to have units which can heal themselves.

So if the option to edit those ID's were to be kept open if possible??

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()()()()()()DRACONIANDEVIL()()()()()()
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Keisari Tapsa
Smith
posted 09-12-18 01:36 AM CT (US)     660 / 690       
You're looking at save game data, not what's in empires data file.

The identifier of a unit makes the game think it is that unit so if you change the ID, to the game that unit is the unit whose ID you used. You can use the upgrade unit tech to change the ID too...

Advanced Genie Editor
Follow coding here and here.
Draconian Devil
Squire
(id: DraconainDevil)
posted 09-24-18 10:05 AM CT (US)     661 / 690       
Yes you are right, it is the save data
or it may be in-game read/write data

Allunits have a base pointer
which point to a particular area where
these pointers are stored like this

UnitHeader/ExePointer
Unit MapID(Like the ones used in AOKTS/ScenarioEditors----MAX units allowed on map is 10000)
Internal Data Pointer
Player Pointer
Current Graphic Pointer(Non Editable)
Last Used Graphic Pointer(Non Editable)
Current Graphic Pointer
TerrainBelow Pointer
Garrision Data Pointer(Number of units garrisioned and Stores the Units Base Pointers)
HP Value(The first part only)
Angle/Rotation Value
Resource Carry Amount Value
Unit State(Under Construction/Alive/Dead/Resource/Tree)
Resource Value(Food/Wood/Gold/Stone and other 195 resources)
Type Value(AGE TYPE VALUES)
Selection Outline Data Pointer(Tons of stuff here!)
Interface Command Data Pointer(Tons of stuff here!)
Target Pointer(ID of Unit to attack/resource)
Seconds Alive
Minutes Alive
Unit Creation Queue (Buildings only)
Gather Points - X - Y - Z
Gather point unit map id(Goto which unit after being created)
Completion Time/Percentage Value


And in this data i am talking about the INTERNAL DATA POINTER
which again has values according the type of unit
Like type 10-30/40 has limited data and type 50-70 have a bit more data

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()()()()()()DRACONIANDEVIL()()()()()()
()()()()()()()()()()()()()()()()()()()()()()()()()()()
chab
Squire
posted 09-29-18 12:30 PM CT (US)     662 / 690       
what you call internal data pointer is the unit definition (= the "unit" information you find in AGE3 / dat file)

But in-memory data differs from what is stored in dat file.
Few objects structure actually match between in-game memory and dat or saved game formats.
Draconian Devil
Squire
(id: DraconainDevil)
posted 10-02-18 01:38 PM CT (US)     663 / 690       
Few objects structure actually match between in-game memory and dat or saved game formats.
Oh,... Right!
I have been delving deep into all this stuff and found a lot about how the
game handles different data and works.

For example today i found two variables/flags
1. Controls if the gate is locked/not
2. Dictates which rotation the house has

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()()()()()()DRACONIANDEVIL()()()()()()
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JuanPabloWarthon
Squire
posted 11-06-18 07:47 PM CT (US)     664 / 690       
The program always crashes and/or shows a runtime error.

The file I'm trying to open is the "empires2_x1_p1.dat".

I've always worked with that file for my mod and it used to work fine with the Advanced Genie Editor 2. But with this one it doesn't work.

>>><<<

Kio ne mortigas vin unue, mortigas vin poste.

>>><<<
TriRem
Huskarl
posted 11-07-18 02:24 AM CT (US)     665 / 690       
It's not impossible that you have the wrong game version selected, have you checked that ?

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