MonkeyBiz Posted October 27, 2006 Posted October 27, 2006 Is going to suck. There are 622 XML files in the new Config.meg, up from 367. Oy.
MajorPayne Posted October 27, 2006 Posted October 27, 2006 Hmmmm, have you actually got it yet to see how the layout is?? By the sounds of it the answer is no. Therefore you can't make that kind of assumption. In modding the many games i have in the past, I've found out that the amount of files that you have in large scale projects can run into several thousand, so who cares how many files the game has. As long as its moddable to a high degree.
MonkeyBiz Posted October 27, 2006 Author Posted October 27, 2006 They did individual files for all the new units. It's the same format as the original (XMLs), but there are twice as many files. I forsee potential problems.
DragonShadow Posted October 27, 2006 Posted October 27, 2006 How so? This means we can now add wholly new xml of our own without editing originals. http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
jedi_consulor Posted October 27, 2006 Posted October 27, 2006 622 ? OMG ;D I think Mods will take longer to do now ? http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Lord_of_the_Sith Posted October 27, 2006 Posted October 27, 2006 If now each unit has its own xml it will be really better as it would be easier to add and remove things.However still have to veryfy everything.Please keep us informed.
Centurin Posted October 27, 2006 Posted October 27, 2006 Any idea how difficult it will be to transfer mods over from EAW to FOC? The one that concerns me the most is the scale mod. Putting all the new units to scale. I used a mod not longer after I bought EAW that put all the ships into proper scale. Matter of fact, I think everybody did.
Darth Khasei Posted October 27, 2006 Posted October 27, 2006 XML and the joys of structure ;D The modding of this game is SOOO flippin easy with the way they implemented the expansion stuff in easily recognizable separate files. Most of the mods you have should work without problems because the game "adds" most of the expansion vs changing the old stuff. Great job Petro!
1upD Posted October 27, 2006 Posted October 27, 2006 XML and the joys of structure ;D The modding of this game is SOOO flippin easy with the way they implemented the expansion stuff in easily recognizable separate files. Most of the mods you have should work without problems because the game "adds" most of the expansion vs changing the old stuff. Great job Petro! YEAH!!!!!!!!!!!!!!!!!!!! I have been wondering, hoping, pondering, "Will Petro be nice and include NEW files with NO new code?" And I guess you answered my question. I CAN'T WAIT FOR THE 13th! "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
Mikan Cyclone Posted October 27, 2006 Posted October 27, 2006 WHile you can port mods and stuff, you still have to update them with FoC code. Plus, it's a pain in the DONKEY to was through all those files. I personally wish they didn't add and used the same XML's. Along with tell us how to make new abilities. http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Lord_of_the_Sith Posted October 27, 2006 Posted October 27, 2006 Hmmm. If you have new XML you may easily overwrite with the mod one while keeping only some to be modified,those which include the new faction.If you have the same XML but updated it may easier to recgnize but you need to reinclude the new code of the mod in the files.It's hard to see.Someone should try both ways.
swfan654 Posted October 27, 2006 Posted October 27, 2006 I actually like the idea of seperate unit files, if theres an exception with a ceratain unit, you dont have to search through different files to find it when it has its own... http://i110.photobucket.com/albums/n115/swfan654/swf4.jpg
Lord_of_the_Sith Posted October 27, 2006 Posted October 27, 2006 Right. Yes it should be better. I wonder if it's applied to new units to add by mods.
MonkeyBiz Posted October 28, 2006 Author Posted October 28, 2006 I'm working on converting my mod to FoC. It's ridiculous. Blargh!
fortune faded13 Posted October 28, 2006 Posted October 28, 2006 when you mod this game, you dont have to mod inside the config file do you? (like the demo)cause that was a pain.
DragonShadow Posted October 28, 2006 Posted October 28, 2006 No, just add a Mods folder just like EaW. http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
MonkeyBiz Posted October 28, 2006 Author Posted October 28, 2006 It tells you where the problems in the XML files are! IT HAS AN XML PARSER! WE'RE SAVED!
DragonShadow Posted October 28, 2006 Posted October 28, 2006 It tells you where the problems in the XML files are! IT HAS AN XML PARSER! WE'RE SAVED! What does? http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
MonkeyBiz Posted October 28, 2006 Author Posted October 28, 2006 Forces of Corruption has a built in mod parser that checks all the XML files and tells you which one is causing a problem. The problem for me is that in this case, it's Hardpoints.xml. And I don't know where the logfile is to tell me where the problem is. Arg!
DragonShadow Posted October 28, 2006 Posted October 28, 2006 Should be in FoC's main directory, I think. That's cool that they added a built in XML parser... http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
1upD Posted October 28, 2006 Posted October 28, 2006 Oh crap........I spoke too soon....... How will I get through this one?? I was having trouble modding standard EaW.......... EDIT:It tells you where the problems in the XML files are! IT HAS AN XML PARSER! WE'RE SAVED! :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o Wahoo! I spoke too soon again! "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
MonkeyBiz Posted October 28, 2006 Author Posted October 28, 2006 I've solved the biggest problem in modding EaW, thanks to Forces of Corruption. If you boot up FoC with a bad XML, it'll tell you which XML is has a problem with. Using the Microsoft XML Notepad, you can pull up the XML and it'll tell you where the syntax errors are. So now I've got balancing things to go fix. Hooray.
fortune faded13 Posted October 28, 2006 Posted October 28, 2006 wait....notepad actually shows you which line is messed up?!??!?! omg i need FOC now.
MonkeyBiz Posted October 28, 2006 Author Posted October 28, 2006 http://msdn.microsoft.com/xml It has a link to Microsoft's XML notepad. It has a built in syntax checker.
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