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Thread: EsfEditor 1.4.5 (Updated Oct 24, 2009)

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  1. #1

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    Quote Originally Posted by Lazy Knight View Post
    I sometimes think people are purposely typing me wrong.

    but: great job! Nice somebody is working on this program again
    Sorry.

  2. #2
    alpaca's Avatar Harbinger of saliva
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    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    Quote Originally Posted by Knazy Light View Post
    I sometimes think people are purposely typing me wrong.

    but: great job! Nice somebody is working on this program again
    Hah! I couldn't imagine who'd do something like that.

    No thing is everything. Every thing is nothing.

  3. #3

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    Quote Originally Posted by alpaca View Post

    Originally Posted by Knazy Light

    Hah! I couldn't imagine who'd do something like that.
    lol !!!




  4. #4

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    i think the clone function may be broken

  5. #5

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    Quote Originally Posted by Cursisanafou View Post
    i think the clone function may be broken
    Is Copy/Paste still working?

  6. #6

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    yea... actually i think clone works for certain things and not others...

    What happens is the original entry loses its name, i don't know if it works or not... i didn't try because i didn't want to break my startpos

  7. #7

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    Quote Originally Posted by Cursisanafou View Post
    yea... actually i think clone works for certain things and not others...

    What happens is the original entry loses its name, i don't know if it works or not... i didn't try because i didn't want to break my startpos
    It works fine.




  8. #8

  9. #9

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    Quote Originally Posted by Cursisanafou View Post
    yea... actually i think clone works for certain things and not others...

    What happens is the original entry loses its name, i don't know if it works or not... i didn't try because i didn't want to break my startpos
    That won't mess it up. This is probably more than you want to know, but the new titles are generated on the fly by "dipping" into the values that you see in the data grid on the right. That's why it runs a little slower: each node is having its unique title generated when you press "+". As far as the esf files are concerned, the nodes all have the same names they did before. For reasons I won't bore you with (and which I can't entirely remember ), I decided to have it default to the generic node name when you clone. Just press "+" and it should refresh with the updated node title.

  10. #10

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    ahh makes sense... good to know.

  11. #11

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    Many Thanks erasmus777

    the simple change of giving arrays headings for navigation makes esf editing worth it for me again.

    Nice Work.

  12. #12
    Libertus
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    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    Exemplary work erasmus777, my first +rep to you!

  13. #13

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    any new knowledge on the system_bytes?

    I'm really get frustrated trying to make the AI actually do something in my campaigns... other than dick around of course.

    I was snooping around the CAI again.... i'm wondering if the AI fails to comprehend the actual prices they have to pay.... not taking into their difficulty benefits..
    Last edited by Cursisanafou; October 18, 2009 at 04:00 PM.

  14. #14

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    Quote Originally Posted by Cursisanafou View Post
    any new knowledge on the system_bytes?

    I'm really get frustrated trying to make the AI actually do something in my campaigns... other than dick around of course.

    I was snooping around the CAI again.... i'm wondering if the AI fails to comprehend the actual prices they have to pay.... not taking into their difficulty benefits..
    I don't know anything new, but I'm going to add an option that allows you to view the byte values in hex and decimal. You may already know this, but the type in the right column tells you the hex value of the system byte. E.g., a System48 Byte (or however it displays) would be 72 in decimal. If you don't know hex, your computer's calculator should be able to change base-16 to base-10 for you.

    Here are all the value type indicators in hex. Drop the "0x". The named bytes denote the value of the byte immediately preceding a value of the given type. In other words, if your file reader sees a "4" it knows the next group of bytes describe an integer.

    Code:
            
    Ascii = 0x0f,
            Binary41 = 0x41,
            Binary42 = 0x42,
            Binary43 = 0x43,
            Binary44 = 0x44,
            Binary45 = 0x45,
            Binary46 = 0x46,
            Binary47 = 0x47,
            Binary48 = 0x48,
            Binary49 = 0x49,
            Binary4A = 0x4a,
            Binary4B = 0x4b,
            Binary4C = 0x4c,
            Binary4D = 0x4d,
            Boolean = 1,
            Byte = 6,
            Float = 0X0a,
            FloatPoint = 0X0c,
            FloatPoint3D = 0x0d,
            Int = 4,
            PolyNode = 0x81,
            Short = 0,
            SingleNode = 0x80,
            UInt = 8,
            UInt16 = 7,
            UShort = 0x10,
            UTF16 = 0x0e

  15. #15

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    FYI, I think I've figured out what some entries in CAMPAIGN_ENV\CAMPAIGN_MODEL\WORLD\FACTION_ARRAY\FACTION_ARRAY\FACTION\ARMY_ARRAY\ARMY_ARRAY\ARMY\UNITS_ARRAY\UNITS_ARRAY\LAND_UNIT\UNIT mean:

    Entry 1 - Unit ID
    Entry 2 - Current numerical strength of unit
    Entry 3 - Maximum numerical strength of unit
    Entry 4 - Campaign movement speed
    Entry 5 - Number of enemy killed
    Entry 6 - Number of casualties taken
    Entry 7 - ? This looks like a Unit ID, but I'm not sure why a unit would be referencing another unit
    Entry 8 - Number of enemy killed - No idea why there would be 2 entries for the same number, but these appear to always be the same
    Entry 9 - Number of casualties taken - same as above
    Entry 10 - Experience level
    Every day takes figuring out all over again how to live.

  16. #16
    alpaca's Avatar Harbinger of saliva
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    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    Erasmus, I think the binary48 data is an int array. I've exported some of them for some CAI tables (and they seem to have relevance, by the way) and it looks to be integers always, in the cases I looked at they're often IDs of other entries.

    What would I have to do to add a re-import function that fixes the length if I make the file longer than before?

    No thing is everything. Every thing is nothing.

  17. #17

    Default Re: EsfEditor 1.4.5 (Updated Oct 13, 2009)

    Quote Originally Posted by alpaca View Post
    Erasmus, I think the binary48 data is an int array. I've exported some of them for some CAI tables (and they seem to have relevance, by the way) and it looks to be integers always, in the cases I looked at they're often IDs of other entries.

    What would I have to do to add a re-import function that fixes the length if I make the file longer than before?
    If I understand your question correctly, you'll need to make sure your changes register as "has changed size"--you'll find the size methods in the node classes. That will trigger the slow save then refresh.

  18. #18

    Default Re: EsfEditor 1.4.5 (Updated Oct 24, 2009)

    I've uploaded a corrected NodesDescriptions.xml file. There was a spelling error that I had corrected in the code that I didn't think to check in the xml file. Now all your descriptions should show up.

    If you have your own file that you want to keep, you'll need to do a find/replace for "Desciption" to "Description." It should then work fine.
    Last edited by erasmus777; October 24, 2009 at 11:25 PM.

  19. #19

    Default Re: EsfEditor 1.4.5 (Updated Oct 24, 2009)

    Quote Originally Posted by erasmus777 View Post
    I've uploaded a corrected NodesDescriptions.xml file. There was a spelling error that I had corrected in the code that I didn't think to check in the xml file. Now all your descriptions should show up.

    If you have your own file that you want to keep, you'll need to do a find/replace for "Desciption" to "Description." It should then work fine.
    Excellent, now I can use my description. Any thoughts about cai field? The most basics are CAI_FACTION and CAI_REGION records, since from there navigation is easy to the other CAI records. I think CAI_FACTION is in the same order as FACTION_ARRAYS list but I am sure that CAI_REGIONS have the same order as regions.esf. It would be a grate save of time...

    EDIT: I've uploaded as an attachment my NodesDescriptions.xml for 1.4.5.
    Last edited by husserlTW; October 25, 2009 at 06:33 AM.




  20. #20

    Default Re: EsfEditor 1.4.5 (Updated Oct 24, 2009)

    Quote Originally Posted by husserlTW View Post
    Excellent, now I can use my description. Any thoughts about cai field? The most basics are CAI_FACTION and CAI_REGION records, since from there navigation is easy to the other CAI records. I think CAI_FACTION is in the same order as FACTION_ARRAYS list but I am sure that CAI_REGIONS have the same order as regions.esf. It would be a grate save of time...

    EDIT: I've uploaded as an attachment my NodesDescriptions.xml for 1.4.5.
    That's good to know. My main concern right now is improving performance. I've completely rewritten the contols so it's now very fast. I just need to reintegrate all the editing functions. After that, I'll start adding in more labeling.

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