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Author Topic: Will there be modding support in the future?  (Read 23313 times)
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #20 on: December 16, 2013, 12:00:52 PM »

Sigh.

This is exactly what I am talking about :-(

Something like changing the reserve turns timer for a platoon should be as simple as opening the editor, opening the operation, right clicking on the unit and punching in a number or two, then saving

:-/


YES indeed.  Cheesy  It MIGHT work.  But trying to start at square 1 not square 4.  Cheesy
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Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #21 on: December 16, 2013, 12:02:15 PM »

Which line sets the reserve turns for a platoon?

beating me to the punch.  Not that file.  that is the MOST important IMO file.  Now I have to find one.  LOL  give me a 45 seconds lOL
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #22 on: December 16, 2013, 12:05:49 PM »

Ok had to go WAY back to sabow for one not in an ODS that was handy but still the same way it is now in GTOS. 


Code:
/GRAVITECH2 operation build system ver.1.0
i_campgen:campgen=()
{
//chapter name
chap_id[s] = Crescent_Moon_V1.3_ENG;
//path to area files
polygon[s] =  polygons\H_Helmand\H_Helmand.cfgpack;
//area size
camp_area[a] = 1, 2, 6, 4;
//Player side: USSR, IRA, IRAN, IRAQ, SAR, ANG
user_side[*] = IRAN;
//Enemy side: USSR, IRA, IRAN, IRAQ, SAR, ANG
enemy_side[*] = IRAQ;
//starting date 0xYYYYMMDD
date_beg[u] = 0x19820101;
//starting time 0x××ÌÌ
time_beg[u] = 0x0400;
//number of turns
turns[u] = 20;

//hours per turn
hours_per_turn[u] = 2;
//unit data base
div_units_base[s] = tabs\div_units_misc.cfgpack;
//markers on vehicles
markers[s] = tabs\markers_01.cfgpack;
//player's and enemy's winning points (start)
score_bonus[a] = 0, 50;
//calculating score (weights): empty area, active platoon, key points (multiplier), encircling (multiplier)
score_wei_base[v] = 0.0, 0.0, 2.0, 0.5;
//calculating score (add.): winning battle (multiplier), for active unused reinforcements, seizure of a key point, active enemy platoons
score_wei_ext_01[v] = 1.0, 40.0, 5.0, 0.0;
//calculating score (add.): lost men, enemies killed, lost vehicles, enemy vehicles destroyed
score_wei_ext_02[v] =  -0.1, 0.1, -0.5, 0.5;

}// end of i_campgen:campgen

the one with turns.  Cheesy
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Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #23 on: December 16, 2013, 12:07:44 PM »

WELL thats SOME back ground.  Now i try and make myself remember.  I will unpack campaign and see what happens when that line is changed.  Because I don't remember right now.  LOL.   
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Santini
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*****
Posts: 157


« Reply #24 on: December 16, 2013, 12:08:08 PM »

Not that one... I know that one :-(

The one that locks a platoon for so many turns
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Santini
Oberstleutnant
*****
Posts: 157


« Reply #25 on: December 16, 2013, 12:08:57 PM »

WELL thats SOME back ground.  Now i try and make myself remember.  I will unpack campaign and see what happens when that line is changed.  Because I don't remember right now.  LOL.   

At very least, from recollection, changing that line will change the number of turns displayed on the campaign selection menu
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Generalfeldmarschall
*****
Posts: 2412



« Reply #26 on: December 16, 2013, 12:10:02 PM »

LOCKs?  Do not understand.  =(

BTW path to the campaign is something like....

E:\Achtung Panzer Operation Star x2\data\k43t\ma_shilovo42\shared\camps\1942_07_voronezh  Well that is mine. Cheesy 

Use unpack on it. 
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Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #27 on: December 16, 2013, 12:15:56 PM »

Then you need to use (BTW I am doing this too)......  cfg2pd on desc.loc_def.config of the unpacked campaign.  This will make it human readable. 


and you get some big arse file like this... the first part should look familiar. 

Code:
//Cfgp2Pd auto converter

i_campgen:campgen=()
{
chap_id[s] = 1942_07_Voronezh;
polygon[s] = polygons\5S_Shilovo\5S_Shilovo.cfgpack;
camp_area[a] = 2, 2, 6, 5;
user_side[*] = GER;
enemy_side[*] = USSR;
date_beg[u] = 0x19420704;
time_beg[u] = 4096;
turns[u] = 13;
hours_per_turn[u] = 4;
div_units_base[s] = tabs\div_units.cfgpack;
markers[s] = tabs\markers_01.cfgpack;
op_id[s] = 04_06_07_Shilovo_GER;
loading[s] = images\loading_sh42.tga;
score_bonus[a] = 0, 0, 0, 0;
score_wei_base[v] = 0, 0, 2, 0.3;
score_wei_ext_01[v] = 1, 1, 5, 0;
score_wei_ext_02[v] = 0, 0, 0, 0;
camp_params[v] = 1, 1, 0, 0;

} //endof i_campgen:campgen

reserves=()
{

p_wer_24tr=()
{
code[u] = 36;
name[s] = txt_op_werp_24tr;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_24pz;
div_sprite[s] = divh_reg;
camo[s] = ;
ai[u] = 0;
side[u] = 0;
rgk[b] = false;

pool[savvs]()
{
wer_pz2c, 3, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_pz2f, 3, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_corr_art, 1, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_artsup_sk18_plat;

} //endof pool

} //endof p_wer_24tr

p_wer_26ir=()
{
code[u] = 38;
name[s] = txt_op_werp_26ir;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_24pz;
div_sprite[s] = divh_reg;
camo[s] = ;
ai[u] = 0;
side[u] = 0;
rgk[b] = false;

pool[savvs]()
{
wer_corr_art, 1, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_artsup_mrs18_plat;
wer_corr_art, 1, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_artsup_swg41_plat;
wer_corr_art, 2, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_artsup_lefh_plat;
wer_pak38, 6, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_sdkfz251c_2, 4, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_mg42, 6, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_grw34, 2, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_squad_atr, 2, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_corr_air, 2, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_airsup_ju87_plat;

} //endof pool

} //endof p_wer_26ir

p_wer_21ir=()
{
code[u] = 33;
name[s] = txt_op_werp_21ir;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_24pz;
div_sprite[s] = divh_reg;
camo[s] = ;
ai[u] = 0;
side[u] = 0;
rgk[b] = false;

pool[savvs]()
{
wer_corr_art, 1, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_artsup_swg41_plat;
wer_pak38, 3, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_mg42, 6, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_grw34, 6, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_squad_atr, 1, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_corr_air, 2, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_airsup_ju87_plat;

} //endof pool

} //endof p_wer_21ir

p_rkka_110tbr=()
{
code[u] = 16;
name[s] = txt_op_rkkap_110tbr;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_bde;
camo[s] = ;
ai[u] = 0;
side[u] = 0;
rgk[b] = false;

pool[savvs]()
{
rkka_com_mr_plat, 2, 0, 0, 0, 0.5, 0.7, 1, 0.5, 1, 1, 0.5, 0, ;
rkka_squad_mrifles_42m, 6, 0, 0, 0, 0.5, 0.5, 1, 0.5, 1, 1, 0.5, 0, ;
rkka_squad_scoutm_43a, 2, 0, 0, 0, 0.5, 0.7, 1, 0.5, 1, 1, 0.5, 0, ;

} //endof pool

} //endof p_rkka_110tbr

p_rkka_180tbr=()
{
code[u] = 128;
name[s] = txt_op_rkkap_180tbr;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_bde;
camo[s] = ;
ai[u] = 0;
side[u] = 0;
rgk[b] = false;

pool[savvs]()
« Last Edit: December 16, 2013, 12:18:03 PM by Flashburn » Logged

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Santini
Oberstleutnant
*****
Posts: 157


« Reply #28 on: December 16, 2013, 12:19:04 PM »

Okay, so you know how in a campaign you have some units that are locked into reserve status for so many turns?

And how for the human player that seems to always include all of your sides armor?

Changing that
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Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #29 on: December 16, 2013, 12:24:59 PM »

Ya.... that is why I said better to take the WHOLE div pool file and rebuild the bugger.

See the scripts file?  In the unpacked deal?  The editor writes all that in there.  No human can understand it.  Well no normal human.  Cheesy

There is PROBABLY a way to get it to open in editor.  If memory serves I got some borked mess to open by doing alot of hack and slash in the configs.  As far as i know this is really not possible in any easy way.  BUT rebuilding the campaign once the 3 files it needs are set is actually pretty fast.  The editor itself is quite easy to navigate.  Its getting there that has ALWAYS been the issue. 
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Generalfeldmarschall
*****
Posts: 2412



« Reply #30 on: December 16, 2013, 12:28:27 PM »

OH but a way around that....  change the unit info from an earlier or later unit.  That works as an edit.  Again.  I dropped all this stuff as its actually faster and more interesting to just take the build divpool file and make a new campaign. 
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Generalfeldmarschall
*****
Posts: 2412



« Reply #31 on: December 16, 2013, 12:31:06 PM »

BTW in that unpacked desc file... I suspect this MIGHT be what does that. 

I really DONT know.


Code:
plat_pos[aa]()
{
4353, 0, 4, 89, 6, 0, 0, 0;
4354, 0, 6, 133, 8, 0, 0, 0;
4355, 0, 4, 91, 6, 0, 0, 0;
4356, 0, 4, 90, 6, 0, 0, 0;
4369, 0, 5, 112, 8, 0, 0, 0;
4370, 0, 5, 111, 7, 0, 0, 0;
4371, 0, 5, 110, 6, 0, 0, 0;
4385, 1, 7, 157, 6, 0, 0, 0;
4386, 1, 7, 158, 7, 0, 0, 0;
4387, 1, 7, 159, 8, 0, 0, 0;
4400, 0, 7, 155, 8, 0, 0, 0;
8961, 1, 1, 32, 1, 0, 0, 0;
8977, 0, 2, 48, 6, 0, 0, 0;
8978, 0, 2, 49, 6, 0, 0, 0;
8979, 0, 2, 50, 6, 0, 0, 0;
8993, 0, 3, 68, 6, 0, 0, 0;
8994, 0, 3, 70, 6, 0, 0, 0;
8995, 0, 3, 69, 6, 0, 0, 0;
9009, 1, 2, 51, 1, 0, 0, 0;
9010, 1, 1, 31, 1, 0, 0, 0;
9011, 1, 2, 193, 1, 0, 0, 0;
9025, 3, 1, 35, 1, 0, 0, 0;
9026, 1, 1, 192, 1, 0, 0, 0;
9027, 3, 1, 194, 1, 0, 0, 0;
9028, 3, 1, 36, 1, 0, 0, 0;
8963, 0, 6, 132, 6, 0, 0, 0;
9473, 1, 4, 189, 1, 0, 0, 0;
9489, 3, 2, 57, 1, 0, 0, 0;
9490, 2, 3, 201, 1, 0, 0, 0;
9491, 2, 3, 73, 1, 0, 0, 0;
9505, 2, 4, 93, 1, 0, 0, 0;
9506, 2, 4, 191, 1, 0, 0, 0;
9507, 2, 4, 190, 1, 0, 0, 0;
9521, 1, 4, 230, 1, 0, 0, 0;
9522, 1, 4, 188, 1, 0, 0, 0;
9523, 1, 4, 92, 1, 0, 0, 0;
9537, 1, 3, 200, 1, 0, 0, 0;
9538, 1, 3, 71, 1, 0, 0, 0;
9539, 1, 3, 72, 1, 0, 0, 0;
9540, 2, 4, 231, 1, 0, 0, 0;
9729, 1, 6, 136, 1, 0, 0, 0;
9809, 1, 6, 212, 1, 0, 0, 0;
9810, 1, 6, 135, 1, 0, 0, 0;
9811, 1, 6, 185, 1, 0, 0, 0;
9825, 3, 4, 204, 1, 0, 0, 0;
9826, 3, 4, 203, 1, 0, 0, 0;
9827, 3, 4, 94, 1, 0, 0, 0;
9841, 2, 5, 187, 1, 0, 0, 0;
9842, 2, 5, 116, 1, 0, 0, 0;
9843, 2, 5, 186, 1, 0, 0, 0;
9857, 1, 5, 113, 1, 0, 0, 0;
9858, 1, 5, 184, 1, 0, 0, 0;
9859, 1, 5, 114, 1, 0, 0, 0;
9860, 1, 5, 115, 1, 0, 0, 0;
9475, 0, 6, 134, 11, 0, 0, 0;
20737, 6, 1, 39, 1, 0, 0, 0;
20752, 6, 1, 41, 1, 0, 0, 0;
20768, 6, 1, 40, 1, 0, 0, 0;
21024, 5, 1, 224, 1, 0, 0, 0;
20864, 6, 7, 172, 11, 0, 0, 0;
20848, 7, 0, 21, 6, 0, 0, 0;
20832, 6, 7, 174, 11, 0, 0, 0;
16385, 2, 2, 55, 1, 0, 0, 0;
16657, 2, 1, 33, 1, 0, 0, 0;
16658, 2, 2, 54, 1, 0, 0, 0;
16659, 4, 3, 78, 1, 0, 0, 0;
16673, 2, 1, 34, 1, 0, 0, 0;
16674, 4, 3, 205, 1, 0, 0, 0;
16675, 2, 1, 225, 1, 0, 0, 0;
16688, 4, 3, 77, 1, 0, 0, 0;
16704, 5, 3, 206, 1, 0, 0, 0;
16720, 6, 2, 226, 1, 0, 0, 0;
16897, 6, 2, 220, 1, 0, 0, 0;
16961, 2, 2, 53, 1, 0, 0, 0;
16962, 2, 2, 56, 1, 0, 0, 0;
16977, 5, 1, 198, 1, 0, 0, 0;
16978, 5, 2, 222, 1, 0, 0, 0;
16979, 5, 1, 38, 1, 0, 0, 0;
16993, 4, 4, 183, 1, 0, 0, 0;
16994, 4, 4, 95, 1, 0, 0, 0;
16995, 5, 4, 98, 1, 0, 0, 0;
17008, 5, 2, 199, 1, 0, 0, 0;
17024, 5, 4, 99, 1, 0, 0, 0;
17040, 5, 3, 79, 1, 0, 0, 0;
17153, 8, 2, 64, 1, 0, 0, 0;
17265, 8, 4, 106, 1, 0, 0, 0;
17266, 8, 4, 105, 1, 0, 0, 0;
17267, 8, 3, 84, 1, 0, 0, 0;
17281, 8, 3, 85, 1, 0, 0, 0;
17282, 8, 2, 63, 1, 0, 0, 0;
17283, 8, 1, 43, 1, 0, 0, 0;
17297, 6, 3, 81, 1, 0, 0, 0;
17298, 7, 3, 83, 1, 0, 0, 0;
17299, 6, 3, 82, 1, 0, 0, 0;
17168, 9, 2, 65, 5, 0, 0, 0;
17184, 9, 2, 66, 5, 0, 0, 0;
17200, 9, 2, 67, 5, 0, 0, 0;
17409, 9, 3, 86, 5, 0, 0, 0;
17425, 9, 3, 88, 5, 0, 0, 0;
17426, 9, 3, 87, 5, 0, 0, 0;
17427, 9, 4, 108, 5, 0, 0, 0;
17441, 9, 1, 46, 5, 0, 0, 0;
17442, 9, 1, 45, 5, 0, 0, 0;
17443, 9, 1, 47, 5, 0, 0, 0;
17473, 9, 4, 109, 5, 0, 0, 0;
17474, 9, 4, 107, 5, 0, 0, 0;
17921, 7, 5, 125, 1, 0, 0, 0;
17937, 7, 7, 177, 8, 0, 0, 0;
17938, 7, 7, 175, 8, 0, 0, 0;
17939, 7, 7, 176, 8, 0, 0, 0;
17953, 7, 6, 217, 1, 0, 0, 0;
17954, 7, 6, 147, 1, 0, 0, 0;
17955, 7, 5, 124, 1, 0, 0, 0;
17969, 6, 6, 146, 1, 0, 0, 0;
17970, 6, 6, 145, 1, 0, 0, 0;
17971, 5, 6, 143, 1, 0, 0, 0;
21264, 5, 2, 60, 1, 0, 0, 0;
21280, 5, 4, 101, 1, 0, 0, 0;
21296, 6, 2, 61, 1, 0, 0, 0;
17155, 6, 4, 102, 1, 0, 0, 0;
17156, 7, 5, 126, 1, 0, 0, 0;

} //endof plat_pos
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Santini
Oberstleutnant
*****
Posts: 157


« Reply #32 on: December 16, 2013, 12:32:11 PM »

Okay.

Santini signing out, too drunk to continue

Thanks for the time, unfortunately my opinion stands unchanged... a one stop shop editor is badly needed for the modding community to have a chance to take off
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Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #33 on: December 16, 2013, 01:26:53 PM »

Well one last thing on this thread. 

If anyone does want to take the divpool file from any existing campaign and plug it into the editor...

With the now ODS being required getting the LONG divpool file to the editor is a bit of a pain.  you can copy over the file line by line to the ods.  OR just take the sample ods and stick it as a place holder.  What these spread sheets do is make it easier for you to make the files for the campaign.  There is a utility in the game that reads them and turns them into the needed config.  then converts to game readable. 

in the folder structure for the campaign (more info in the editor docs) it goes....

campaign name <
folder Briefs (briefings)
folder SRC (source I think)


The SRC gets the 3 files that are needed by the editor.  IN the docs again on WHAT to do when starting a new campaign.

in the SRC folder the 3 ODS get set to a template when you first start the editor.  THey are the example ODS's.  You need to change them to actually make anything.

The one with whatever you called the campaign tells time of day/number of turns.  SET this up in ODS.  That is fill out the template.

Then there is the one with text.  That is local names of units and places you can add in the editor.  You can fix it up right later.  BUT this also tells you what the unit is called in here.  you dont set up at least the unit name you get Huh? in editor.  If importing this info from a campaign just copy paste all that into the ODS. 

Then you have the DIVPOOL file.  FOr all the campaigns in GTOS its freaken HUGE.  Copy pasting into the ODS will take along time. 

You can to save time and IF using a div pool file from existing campaign by just leaving the default template. 

Run the make NAME _project windows command.  This will take the 3 files and make the config for the editor.  Now just copy paste the extracted divpool file from campaign and over write the one that just got output from the ODS file.  In the whatever CAMPAIGN name. 

Then open up the editor and if you did all that the entire force structure of the extracted campaign is now in the editor and ready to be place for massive destruction.  THe editor itself take little time to really figure out.  Remember in GTOS the ai commanders really make the calls.  The editor just gives them general orders to follow and when to activate. The rest is in the ai's hands.


FYI... this IMO is the BEST way to learn to make a campaign.  Once you have that down....THEN start modifying the divpool file add or subtract platoons.  Then just make your own.   But read the docs about that.  UID and some are in HEX numbers.  So you need to understand that.  But is only 2 lines.  The rest is cake. 



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Santini
Oberstleutnant
*****
Posts: 157


« Reply #34 on: December 17, 2013, 04:18:47 AM »

... what needs to be in the ods file?

Is there any way to totally unpack and load an existing scenario into the editor?
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Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #35 on: December 17, 2013, 09:13:32 AM »

Probably... But I do not know it.   Undecided
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Santini
Oberstleutnant
*****
Posts: 157


« Reply #36 on: December 17, 2013, 01:35:56 PM »

Okay

Well, I'm stuck pretty much at the beginning.

Do you feel like having mercy on a poor soul, and packing up a mostly empty operation for loading in the editor?
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Generalfeldmarschall
*****
Posts: 2412



« Reply #37 on: December 18, 2013, 01:41:35 AM »

Oh of course.  Yes Ill pack up that mangled unbalanced redo campaign of mine.  Do you have solokovo DLC?
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Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #38 on: December 18, 2013, 02:05:04 AM »

I am packing up here.  But keep in mind its not DONE.  But should be enough to get an idea.  Probably start another post for others and such. 
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Santini
Oberstleutnant
*****
Posts: 157


« Reply #39 on: December 18, 2013, 03:00:55 AM »

Is Solokovo the one that is Russian only?

I do not, but will go buy it if that's what I need to start figuring out how to mod this game
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