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RE: Icon Type Text File

Posted: Wed Jan 13, 2021 1:36 am
by rhinobones
ORIGINAL: larryfulkerson

Have you tried to replace the original one with your modified one? Rename your original so you won't lose it, shut off TOAW, replace the .TXT file, and restart TOAW.

Thanks Larry . . . still a no go. Maybe something medicinal would clear the head.

Regards

RE: Icon Type Text File

Posted: Wed Jan 13, 2021 10:49 am
by Lobster
ORIGINAL: rhinobones

I’m at a loss figuring out how to get the game engine to read the modified file. Help!!


Image

I would try naming it after the scenario. ScenarionameGameText.xml and if that fails ScenarionameText.xml

I can't remember which way it goes but TOAW seems to like seeing things specified like that so it knows where things go. [;)]

I could be wrong. I've lost a few million brain cells over the years. [:D]

RE: Icon Type Text File

Posted: Wed Jan 13, 2021 11:22 am
by Zovs
Both Larry and or Jack's solutions should work.

In either case you have to completely shut down TOAW and restart it.

Not just come out of the editor, but kill it off and restart it.

If it does not work in the override folder, then it should work in the original TOAW folder but do as Larry says and save the original.

One other options is to create a folder with ScenarioNameHere and dump the file into that in your override directory (I'd use the same name as the original file as a first test) stop and start TOAW and see if works it.

I'd also try both viewing it in both the Editors (new and old, i.e. Edit | Forces (old), and Edit | Deployment and use the on map editors (new)).


RE: Icon Type Text File

Posted: Wed Jan 13, 2021 1:49 pm
by Lobster
One other thing I discovered while exploring xml files long ago. Some of the xml editing programs won't change anything until you click on a line other than the one you edited. Then the change takes effect so you can save it properly. Weird but true.

RE: Icon Type Text File

Posted: Wed Jan 13, 2021 2:41 pm
by rhinobones
Thank you for all for the suggestions. I’ve tried them, plus a few permutations of my own, and still no happiness. For unknown reasons the game engine continues to display the stock text and ignores the modified xml file. I’ve done a search of the My Games folder for EnglishGameText.xml files, disabled all of the stock files and still no success.

If anyone has had success changing the EnglishGameText.xml file, I’d like to hear what you experienced and where the modified file resides.

The graphic shows the OOB for a test scenario and the new unit types which are not being displayed.

Regards



Image

RE: Icon Type Text File

Posted: Wed Jan 13, 2021 3:01 pm
by 76mm
ORIGINAL: rhinobones
If anyone has had success changing the EnglishGameText.xml file, I’d like to hear what you experienced and where the modified file resides.
I was able to get this to work a few months ago...unfortunately I'm re-installing windows on my desktop right now so can't tell you exactly how to do it, but it definitely involved creating a folder named for the scenario, I'm pretty sure under Graphics Override, and then giving the file a corresponding name. I will have to get back on my computer to see exactly what the name was, but it was something like "scenarioxGameText.xlm"

I should also add that I was not changing unit labels, but terrain labels. But I finally did get it to work...

RE: Icon Type Text File

Posted: Thu Jan 14, 2021 1:08 am
by 76mm
What I described above is what worked. If your scenario name is "kursk", create a folder under graphics override with the same name and then name the file "kurskGameText.xml". Again, that worked for terrain names, hopefully for units as well.

RE: Icon Type Text File

Posted: Thu Jan 14, 2021 4:22 am
by rhinobones
ORIGINAL: 76mm

If your scenario name is "kursk", create a folder under graphics override with the same name and then name the file "kurskGameText.xml".

76mm

Well, over the years I’ve must have made dozens of graphic override folders and the files that go into them, but this is a first. I have no idea how you found the solution to the naming convention, but it certainly couldn’t have been intuitive. Thank you.

Your solution did expose a secondary problem. Since I’m working with a pre-1950’s time period, I decided to re-paint some of the airmobile icons. Apparently airmobile icons have imbedded attributes which inhibit changing the associated icon type text string. That’s something I can fix, but I wouldn’t have known about the problem without your help.

Thanks again.

Best Regards, RhinoBones

RE: Icon Type Text File

Posted: Thu Jan 14, 2021 12:09 pm
by 76mm
ORIGINAL: rhinobones
Well, over the years I’ve must have made dozens of graphic override folders and the files that go into them, but this is a first. I have no idea how you found the solution to the naming convention, but it certainly couldn’t have been intuitive.
You are correct sir! I couldn't figure this out until another forum member enlightened me via e-mail a couple of months ago. I would give him credit but since he told me via e-mail rather than here on the forum I don't know if he wants his role to remain undisclosed.
ORIGINAL: rhinobones
Your solution did expose a secondary problem. Since I’m working with a pre-1950’s time period, I decided to re-paint some of the airmobile icons. Apparently airmobile icons have imbedded attributes which inhibit changing the associated icon type text string. That’s something I can fix, but I wouldn’t have known about the problem without your help.
Yes, I find the fact that certain attributes are hard-coded into icon types is rather annoying and a poor design decision--we already have the attribute flags, they alone should be used to set unit attributes, not the icon as well.

RE: Icon Type Text File

Posted: Thu Jan 14, 2021 6:37 pm
by rhinobones
Editing “Icon Type” text strings has achieved nirvana.

Regards



Image

RE: Icon Type Text File

Posted: Thu Jan 14, 2021 6:50 pm
by 76mm
Looks good. How did you get around the problem with the airmobile icons? Just use another icon?

RE: Icon Type Text File

Posted: Thu Jan 14, 2021 7:24 pm
by rhinobones
I took the easy way out and used alternative icons. There wee only three to move so it wasn't a big deal.

Once again, thanks for the help.

RE: Icon Type Text File

Posted: Wed Jan 20, 2021 1:38 pm
by brianreid
Newby question. I am trying to open a scenario in this editor program. Do I need to have the saved file with the asterisk in the title? In other words, how do I want the file saved as: World at War 1939-1945-Rev*.gam or World at War 1939-1945-Rev.gam? Now, when I try to save the edited game in the game editor, and I try to add in the asterisk, it will not let me. So, when I open up the editor program with the following game World at War 1939-1945-Rev.gam, the XML file editor just sits there. In the lower left hand corner, there is a box that scrolls green constantly. It seems like the scenario does not want to load. Any idea what I am doing wrong? Thanks,

Brian B.

RE: TOAW XML Editor

Posted: Wed Jan 20, 2021 2:07 pm
by brianreid
I got a question in regards to Modifying the current Force. I tried modifying the current force, unit proficiency, set proficiency, just like you laid out in your post. It works fine. I can change all of the proficiencies, and it seems to work. I save the game and then exit, but when I go back into the game, the proficiency values are back at the old values. It is not saving. Why, I have no idea. Any idea what could be going wrong? Thanks.

Brian B.

(this in regards to the post by zPzAbt653 from 11/3/2018 in this thread).

RE: Icon Type Text File

Posted: Mon Jan 25, 2021 1:27 am
by 76mm
ORIGINAL: brianreid
Newby question. I am trying to open a scenario in this editor program. Do I need to have the saved file with the asterisk in the title? In other words, how do I want the file saved as: World at War 1939-1945-Rev*.gam or World at War 1939-1945-Rev.gam?
Sorry, I just saw your posts, for some reason the forum didn't alert me as it usually does. You don't need to, and probably cannot, have the asterisk in the filename, I think it violates a windows naming convention. The asterisk shown in the program serves as a wildcard.
ORIGINAL: brianreid
So, when I open up the editor program with the following game World at War 1939-1945-Rev.gam, the XML file editor just sits there. In the lower left hand corner, there is a box that scrolls green constantly. It seems like the scenario does not want to load. Any idea what I am doing wrong? Thanks,
If the bar is scrolling, TOAWxml is running. How long did you let it run? The file is huge--much larger than most other scenarios, so it might take some time to open. Another possibility is that the gam is corrupted...I noticed that for some reason, the installed game includes a gam file for this scenario, unlike every other scenario. If you are using that file, it might have been created under a different version of TOAW, dunno. Anyway, you can try to open the sce file and re-export it as a gam file.

TOAWxml has opened just about every file I've tried it with, I think it couldn't open one file, not sure why. I suspect that scenarios created 20 years ago with previous versions of TOAW might have issues if they've not been upgraded to TOAW IV, but that is just a guess.

I'll try to open this file later to see what happens...

RE: TOAW XML Editor

Posted: Mon Jan 25, 2021 1:30 am
by 76mm
ORIGINAL: brianreid
I save the game and then exit, but when I go back into the game, the proficiency values are back at the old values. It is not saving. Why, I have no idea. Any idea what could be going wrong? Thanks.
If you are hitting the save button, the only reason I can think of is that the program is not finished saving before you exit. Usually this happens within a few seconds, but with this huge scenario it might take longer. Not sure if I have a progress bar for the save screen, but I will look into it.

RE: TOAW XML Editor

Posted: Mon Jan 25, 2021 10:55 am
by 76mm
I tested both opening World at War 1939-1945.gam and saving it, and both worked totally fine--opening and saving within a couple of seconds. If you send me the Rev file I can try that one. What are your computer specs? Maybe you're running out of RAM or something...

RE: TOAW XML Editor

Posted: Tue Feb 02, 2021 5:04 am
by cathar1244
Question on the force display. What does green and red text signify?

Cheers

RE: TOAW XML Editor

Posted: Tue Feb 02, 2021 9:10 am
by 76mm
ORIGINAL: cathar1244
Question on the force display. What does green and red text signify?
You mean in the unit hierarchy tree? Red means static, green means reinforcement, gray means divided. The first post in this thread includes a "manual" which includes info like this.

RE: TOAWxml Editor

Posted: Mon Feb 08, 2021 11:14 am
by cathar1244
Note re Unknown Values: The XML for units includes two values which are disregarded by TOAWxml at this point: “NEXT” and “CHARACTERISTICS”. As far I can tell after limited testing, both of these values are auto-generated by the TOAW game engine when you load a scenario, so there is no harm done, but at this point I can’t guarantee that no issues/problems are created by ignoring these XML values. In future, I will try to address these values as time and knowledge of the game engine permit.

Curious if the use/format of these fields was ever identified.

Cheers