Question:
Originally Posted by Jerome Grasdyke when Empire was releasedAny info on these features?Originally Posted by Jerome Grasdyke when Empire was released
Question:
Originally Posted by Jerome Grasdyke when Empire was releasedAny info on these features?Originally Posted by Jerome Grasdyke when Empire was released
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
Could you fill out some minor gaps in our understanding of ESF? Values in ESF have these types (by hex code):
- 00 - 16-bit int of some kind [signed ???]
- 01 - 8-bit, boolean (0 false, 1 true)
- 02 - ???
- 03 - 16-bit int of some kind [unsigned ???]
- 04 - 32-bit signed int
- 05 - ???
- 06 - 8-bit unsigned int
- 07 - 16-bit int of some kind [unsigned ???]
- 08 - 32-bit unsigned int
- 09 - 64-bit something
- 0a - 32-bit single precision float
- 0b - ???
- 0c - pair of 32-bit single precision floats (x,y coordinates)
- 0d - triple of 32-bit single precision floats (x,y,z coordinates)
- 0e - UTF-16 string (encoded directly in old ESF formats, or index to lookup table in S2TW's new format)
- 0f - ASCII string (encoded directly in old ESF formats, or index to lookup table in S2TW's new format)
- 10 - 16-bit int of some kind [unsigned ???]
- 40..4f - array types directly corresponding to 00..0f scalar types
- 80 - object with multiple fields
- 81 - array of objects of the same type
Questions are:
- What exactly are all the 16-bit int types (00, 03, 07, 10) ?
- What is 09? It might be double precision integer or 64-bit signed/unsigned integer. The only value I've ever seen of it was 00 00 00 00 00 00 00 00 (as int64 0 / as uint64 0 / as double 0.0).
- What are 02 / 05 / 0b? They never occur as scalars but I think I've seen some 42 / 45 (I don't remember any 4b), which are currently left undecoded.
These should hopefully be easy to check for you.
This might be harder, but do you have some documentation of contents of varioun ESF object types?
esfxml decodes a lot of them, so we can get convert for example LAND_UNIT object into something like:
But a lot of others are still very obscure, and any information would be a great help,Code:<land_unit commander="poland_lithuania Kazimierz Potocki" commander_id="582121648" created="summer 1700" deaths="0" exp="0" kills="0" mp="29" name="" size="64/64" type="euro_generals_bodyguard" unit_id="582126536"/>
mostly to people trying to mod startpos.esf (map will probably stay unmoddable without a lot
more tools).
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Craig, what's the position on possible sharing of decompiled UI lua files? We have our own tools to decompile the luacs, but they don't decompile very well, in some cases at all or in a totally unusable state. Would you be able to share even one or two that are of interest to modders; we won't need any post release support with these, such as was given with the db files. I'm one of few people who can/does edit these files and I've a good grasp on it
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
Hi T.C.,
I've forwarded your questions to the guys. Will keep you posted when I get answers back
-C
I'm not sure what happened to this approach. The programmer in question is no longer with us, so I can't ask him about it. Could you please point me to the source?
What I know is that although we don't have a mod loader in the games at the moment, that doesn't preclude us from doing it in future.
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
Well craig as you aint seen it here is tcs source: http://www.twcenter.net/forums/showthread.php?t=239487
Pretty much the place where all the rage over the lack of an sdk has stemmed from these past three years.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
I just can't accept that my dreams would be crashed; hope dies last. Perhaps we did something wrong, perhaps it's somewhere else, perhaps it also needs something more. Before falling on the floor crying and hitting the planks with my head, I would like some official confirmation that it is indeed, unmodable.
Last edited by alhoon; July 11, 2011 at 09:56 AM.
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
_______________________________________________________
Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
For NTW, In the battle_type_faction_presets table, what is the meaning the the values in the weighting type column?
These I know
88 - Land - Small fund
89 - Land - Medium fund
90 - Land - Large fund
148 - Naval - Small fund
149 - Naval - Medium fund
150 - Naval - Large fund
But what are
28
62
63
for?
- 00 - 16-bit int of some kind [signed ???] This is not a valid type code
- 01 - 8-bit, boolean (0 false, 1 true)
- 02 - ??? 8-bit signed integer
- 03 - 16-bit int of some kind [unsigned ???] 16-bit signed integer
- 04 - 32-bit signed int
- 05 - ??? 64-bit signed integer
- 06 - 8-bit unsigned int
- 07 - 16-bit int of some kind [unsigned ???] 16-bit unsigned integer
- 08 - 32-bit unsigned int
- 09 - 64-bit something 64-bit unsigned integer
- 0a - 32-bit single precision float
- 0b - ??? 64-bit double precision float
- 0c - pair of 32-bit single precision floats (x,y coordinates)
- 0d - triple of 32-bit single precision floats (x,y,z coordinates)
- 0e - UTF-16 string (encoded directly in old ESF formats, or index to lookup table in S2TW's new format)
- 0f - ASCII string (encoded directly in old ESF formats, or index to lookup table in S2TW's new format)
- 10 - 16-bit int of some kind [unsigned ???] 16-bit angle (1 = 2π/65536)
- 40..4f - array types directly corresponding to 00..0f scalar types
- 80 - object with multiple fields
- 81 - array of objects of the same type
ESF is an object serialisation format. We have no additional documentation for it.But a lot of others are still very obscure, and any information would be a great help,
mostly to people trying to mod startpos.esf (map will probably stay unmoddable without a lot
more tools).
Btw, if the above is useful, please let me know. Would love to know how people are getting on with this info.
Medieval 2 mod builder with first ever Random Scenario Generator.
All my code is available in etwng repository.
Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
My Tools, Tutorials and Resources
The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell
Please do not skip my question also, Craig. If I will not solve this basic problem, I will quite modding. Just wanna know from UI team how to arrange ICON for new agents. and If it is possible at which codes can we change agents' voices. Is it hardcoded??
I have the impression some here are a little excessive. "If I don't have the answer to a relatively minor question, I'll quite modding. I may even sulk for a while".
Sure there are some things that we cannot do, or cannot do exactly as we want. But we can still do a lot. Part of the modding is to find workaround, imaginative new approaches, and not know what to drop and what to pursue.
Any chance of the sounds bank database and sound events being explained craig?
I have attacked a sound events partially decompiled by taw here.
- u=uint32
- f=float32
- s=uint16-length-prefixed utf-16 string
- sa=uint-32-length prefixed array of strings
- X_ary = uint32-length prefixed array of Xs
Last edited by The Hedge Knight; November 09, 2012 at 11:53 AM.