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Author Topic: Hello, and Operation Editor questions  (Read 1966 times)
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Flashburn
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Posts: 1319



« Reply #15 on: July 10, 2012, 02:38:19 PM »

Ok it did slightly change........  I messed with the beta 5.80 patch editor which was pretty much the same as 5.77.  Ok so it looks like it now uses libra (or whatever its called) office software suite (its shareware).  Actually if Iam not mistaken this should allow easy localization of missions for multi language support.   Grin  My Sabow campaigns this was a huge amount of work.  I could fake German by using English (same alphabet) but Russian i coul not even compile and had to find people with Russian versions.  I am totally going to have to find time and check out the changes.  This could make things alot easier in making stuff.  Highly unlikly the basics have changed but more clear in organization of data. 

When i get this saladin armored car done for sabow will mess with this.   Grin

Ok got curious.  Everything after compile looks exactly the same.  That open source office stuff is just for ease on the front end.  Everything else in configs is pretty much the same.  SO to modify an existing campaign..........

copy paste campaign out of camp folder.....
use unflat on campaign
use cfg2pd on divpool and desc files.
make changes........must match exactly in both files.
run pd2cfg on divpool and desc files.
run mkflat on unpacked campaign  and rename extension to .campack2
but in camp folder or make an addpack file and run the thing. 

NOTE you never touch the editor to do this.  OPening a defualt campaign successfully in editor has not happened to the best of my knowledge.  While possible I beleave way way to much messing in config files to make the bloody thing work.  Much faster to make a totally new campaign reusing divpool file. 
« Last Edit: July 10, 2012, 03:21:22 PM by Flashburn » Logged
jonny211
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Posts: 15


« Reply #16 on: July 10, 2012, 06:21:07 PM »

Ah sorry, I should've said that I'm editing in V5.80 and creating an operation from scratch rather than editing.

The steps I've taken are the ones in the operation editor manual, sorry to cut and paste:-

1) make an operation project, set operation settings in config file 'src\<project
name>.ods' using Calc application from LibreOffice software;
2) create description for platoons and reserves in config file 'src\<project
name>_div_pool.ods';
3) write text-description for operation and do all necessary localizations in
'src\< project name>_text.ods';
4) add picture '<project name>_op_image.tga' that will be placed next to
operation name in the game list of operations. The picture must be 160x100
pixels, TGA 32 bit.
5) convert all files into binary data using Operation Editor;
6) draw briefings in 'briefs\op_brief.odg' using LibreOffice Draw;
7) convert briefing graphic by pressing [Ctrl+G] in the editor;
Cool write briefing script '<project name>_scripts.engcfg' (text file in ANSI code),
specifying scale, adding graphic description from steps 6-7. Convert the
script by pressing [Ctrl+H];
9) using Operation Editor place platoons, set controlled territory, weather
conditions, key points, terrain settings, define tasks and objects for AI;
10) when all settings are set, compile the operation project and, if no
errors will be detected, new operation will be automatically added to the list
of available operations in the game menu.

All appears to be okay in the editor at step 9, I can see the units I defined in div_pool and the operation compiles without any errors... but then the operation isn't shown in the campaigns list. I'll try and host the files somewhere if I can.

Using the V5.80 Operation Editor I can create a template operation that I can run through the steps above and see in the game... it's very perplexing! In some ways I wish it were in text files rather than open office.

« Last Edit: July 10, 2012, 06:22:39 PM by jonny211 » Logged
Flashburn
Generalfeldmarschall
*****
Posts: 1319



« Reply #17 on: July 10, 2012, 06:32:17 PM »

so it compiles with no errors?  If so I would find where it was placed after exporting the thing and try moving it to other places.  Also check our OUT folder and see what it says under editor file. 

Just took a look at this new div pool system in the libre (or whatever) while I understand what is going on with the other files........the div pool is a bit confussing.  Possible issue you may or may not have happen is wrong unit code OR the BIG one.........uniqiue Id set wrong.  Another possible as to any missing units could simply not having set up the text file with the units name.  In other words it would not display or display as ??.  If you could post screens that could help greatly. 


Actually all this is the same stuff as before but with a cell sheet to help out with setting things up.  From experience the unique code is a large potentional error.  It is suppose to be a hex number but if you attempt to use a convertions table from "normal human" to text  Tongue it gives you totally wrong values for APOS/SABOW.  I guess I still just don't get that bit. 
« Last Edit: July 10, 2012, 07:10:03 PM by Flashburn » Logged
magjendad
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« Reply #18 on: July 10, 2012, 07:51:10 PM »

Ah sorry, I should've said that I'm editing in V5.80 and creating an operation from scratch rather than editing.

The steps I've taken are the ones in the operation editor manual, sorry to cut and paste:-

1) make an operation project, set operation settings in config file 'src\<project
name>.ods' using Calc application from LibreOffice software;
2) create description for platoons and reserves in config file 'src\<project
name>_div_pool.ods';
3) write text-description for operation and do all necessary localizations in
'src\< project name>_text.ods';
4) add picture '<project name>_op_image.tga' that will be placed next to
operation name in the game list of operations. The picture must be 160x100
pixels, TGA 32 bit.
5) convert all files into binary data using Operation Editor;
6) draw briefings in 'briefs\op_brief.odg' using LibreOffice Draw;
7) convert briefing graphic by pressing [Ctrl+G] in the editor;
Cool write briefing script '<project name>_scripts.engcfg' (text file in ANSI code),
specifying scale, adding graphic description from steps 6-7. Convert the
script by pressing [Ctrl+H];
9) using Operation Editor place platoons, set controlled territory, weather
conditions, key points, terrain settings, define tasks and objects for AI;
10) when all settings are set, compile the operation project and, if no
errors will be detected, new operation will be automatically added to the list
of available operations in the game menu.

All appears to be okay in the editor at step 9, I can see the units I defined in div_pool and the operation compiles without any errors... but then the operation isn't shown in the campaigns list. I'll try and host the files somewhere if I can.

Using the V5.80 Operation Editor I can create a template operation that I can run through the steps above and see in the game... it's very perplexing! In some ways I wish it were in text files rather than open office.



This same issue plagued me with both 577 and 580. Interestingly enough, before I un- and re-insatlled for 580, my APOS folder was 16 GBs! And that's with no add ons. I'm wondering if all of my attempts to compile new ops where going in there somewhere, but I could not see them (i.e., they were hidden because of some system setting or something...) Huh?
« Last Edit: July 10, 2012, 07:52:42 PM by magjendad » Logged
jonny211
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Posts: 15


« Reply #19 on: July 11, 2012, 10:36:23 AM »

I have a working scenario now!!

I made a set of .ods files using steps 1-3

Using the operation editor I then create a new operation in my desired folder, BUT when you hit yes to 'Create new project of operation' and enter the op name where it asks 'Convert Operation' HIT NO.

Then copy my known good .ods files over those that the application created in the SRC folder.

Edit xyz_scripts.engcfg file for correct displacements.

Then go back to v5.80 launcher> Operation Editor> cancel as there is no campproj2 file yet, no at 'Create new project of operation' as the src folder files have been copied over, navigate to SRC folder and select your .ods file and then files are converted.

Then open camproj2 file in the editor and place units, markers etc.

I now have tanks running around Volokonovka and can stop beating my head against the keyboard.

Uuuuuuuuraaaahh.

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jonny211
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Posts: 15


« Reply #20 on: July 17, 2012, 12:19:23 PM »

Hi,

I've run into the next problem. I find that the strategic AI is quite unpredicatable and rather timid. On a map with 3 markers each with equal weight unless the AI units are placed next to the objectives they don't seem to navigate to them and attack. In the v580 op editor I've set all AI groups to 'attack' for all turns. If I abandon the scenario to reveal the AI units I find them scattered all over the map, tank platoons hiding in far corners and dug in.

Also I've tried using the scripting to give the AI groups specfic orders, something like:-

turn_01()
{
    order,attack,EN1,7,3;
    break;
}


The script compiles without any errors but the above doesn't seem to do much. Any thoughts would be welcome.

Cheers.

Jon
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andrey12345
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Generalfeldmarschall
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Posts: 1472


« Reply #21 on: July 17, 2012, 12:41:52 PM »

turn_01() it's not acceptable combination and totally ignored.

turn_02(), turn_03() - its ok ...

Page 42 in op editor manual
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jonny211
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Posts: 15


« Reply #22 on: July 17, 2012, 05:49:41 PM »

Hi Andrey,

Many thanks I didn't see that... so for turn 1 do we use at_start()?

Great game by the way!

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andrey12345
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Posts: 1472


« Reply #23 on: July 18, 2012, 06:16:47 AM »

so for turn 1 do we use at_start()?

Yes, but. At first turn orders will be taken from AI editor's description.
Manual orders available only from turn_02...
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jonny211
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Posts: 15


« Reply #24 on: July 18, 2012, 10:24:18 AM »

Ah okay.

It worked in any case and my units attacked in a group, many thanks.

One last question, what are the codes for summer uniforms for the div_pools.odc?

Also I saw the power of Stuka's for the first time  - would you be adding any AA units in the future to give us a slight chance against them?
« Last Edit: July 18, 2012, 10:27:21 AM by jonny211 » Logged
andrey12345
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Posts: 1472


« Reply #25 on: July 18, 2012, 12:59:56 PM »

One last question, what are the codes for summer uniforms for the div_pools.odc?
This code is a "summer"  for season Grin and empty string for camo.


Also I saw the power of Stuka's for the first time  - would you be adding any AA units in the future to give us a slight chance against them?
May be, but not soon.
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jonny211
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Posts: 15


« Reply #26 on: July 19, 2012, 08:25:08 AM »

LOL should have guessed the season.

Hopefully will have a scenario up soon. Does it need to be packaged as the other updates are or could I just distribute the .camproj2 file?
« Last Edit: July 20, 2012, 10:24:34 PM by jonny211 » Logged
andrey12345
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Posts: 1472


« Reply #27 on: July 21, 2012, 07:04:08 AM »

Hopefully will have a scenario up soon. Does it need to be packaged as the other updates are or could I just distribute the .camproj2 file?

Better to make it like mod/update, with description, author and versioning.

You need to create config with description, select unique mod folder may be jonny211_mods Smiley, and write it in the description field "path".
See modtools.pdf pages 3, 14-15
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jonny211
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Posts: 15


« Reply #28 on: July 21, 2012, 10:19:10 PM »

Hi Andrey,

You know this is going to lead to more questions  Wink

So I have a myscenario.campack2 file in my modwork folder.
I create a xyz.!flatlist file and mkflat that.
I create a desc.addpack.

In the desc.engcfg2 file the path is the path that the mod will be installed into?

I do that but the scenario isn't visible in the list after installing the addon.

If I mkflat Rakitnoe I get more files that the campack2 file, things like desc.loc_def.config and div_pool.loc_def.config

Is there a step to get from campack2 to the necessary files, or do I not bother with the campack2 and have to perform some sort of conversion on the other files in my scenario project such as 'myscenario_desc.campack'.

Cheers!

Jon
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jonny211
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Posts: 15


« Reply #29 on: July 22, 2012, 01:17:36 PM »

By looking at the ma_blau folder structure I managed to get a scenario addon built albeit with few rough edges.

Thanks all for your help everyone, it's been uploaded to:-

https://docs.google.com/open?id=0B5ojxkepFNzVTElnakVkQUhUV3M

Happy playing!

Jon
« Last Edit: July 22, 2012, 01:38:08 PM by jonny211 » Logged
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