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RE: Icon Type Text File - 1/13/2021 3:36:23 AM   
rhinobones

 

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quote:

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

_____________________________

Colin Wright:
Comprehensive Wishlist Forum #467 . . . The Norm (blessed be His name, genuflect three times and accept all values in the program as revealed truth)

Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

(in reply to larryfulkerson)
Post #: 541
RE: Icon Type Text File - 1/13/2021 12:49:29 PM   
Lobster


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quote:

ORIGINAL: rhinobones

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






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.

< Message edited by Lobster -- 1/13/2021 12:50:36 PM >


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(in reply to rhinobones)
Post #: 542
RE: Icon Type Text File - 1/13/2021 1:22:44 PM   
Zovs


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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)).



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(in reply to Lobster)
Post #: 543
RE: Icon Type Text File - 1/13/2021 3:49:17 PM   
Lobster


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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.

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Post #: 544
RE: Icon Type Text File - 1/13/2021 4:41:17 PM   
rhinobones

 

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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






Attachment (1)

_____________________________

Colin Wright:
Comprehensive Wishlist Forum #467 . . . The Norm (blessed be His name, genuflect three times and accept all values in the program as revealed truth)

Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

(in reply to Lobster)
Post #: 545
RE: Icon Type Text File - 1/13/2021 5:01:29 PM   
76mm


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quote:

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...

(in reply to rhinobones)
Post #: 546
RE: Icon Type Text File - 1/14/2021 3:08:37 AM   
76mm


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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.

(in reply to 76mm)
Post #: 547
RE: Icon Type Text File - 1/14/2021 6:22:55 AM   
rhinobones

 

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quote:

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


_____________________________

Colin Wright:
Comprehensive Wishlist Forum #467 . . . The Norm (blessed be His name, genuflect three times and accept all values in the program as revealed truth)

Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

(in reply to 76mm)
Post #: 548
RE: Icon Type Text File - 1/14/2021 2:09:29 PM   
76mm


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quote:

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.

quote:

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.

< Message edited by 76mm -- 1/14/2021 2:10:37 PM >

(in reply to rhinobones)
Post #: 549
RE: Icon Type Text File - 1/14/2021 8:37:56 PM   
rhinobones

 

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Editing “Icon Type” text strings has achieved nirvana.

Regards






Attachment (1)

_____________________________

Colin Wright:
Comprehensive Wishlist Forum #467 . . . The Norm (blessed be His name, genuflect three times and accept all values in the program as revealed truth)

Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

(in reply to 76mm)
Post #: 550
RE: Icon Type Text File - 1/14/2021 8:50:41 PM   
76mm


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From: Washington, DC
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Looks good. How did you get around the problem with the airmobile icons? Just use another icon?

(in reply to rhinobones)
Post #: 551
RE: Icon Type Text File - 1/14/2021 9:24:18 PM   
rhinobones

 

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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.

_____________________________

Colin Wright:
Comprehensive Wishlist Forum #467 . . . The Norm (blessed be His name, genuflect three times and accept all values in the program as revealed truth)

Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

(in reply to 76mm)
Post #: 552
RE: Icon Type Text File - 1/20/2021 3:38:55 PM   
brianreid

 

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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.

(in reply to rhinobones)
Post #: 553
RE: TOAW XML Editor - 1/20/2021 4:07:51 PM   
brianreid

 

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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).

< Message edited by brianreid -- 1/20/2021 4:10:14 PM >

(in reply to sPzAbt653)
Post #: 554
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