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    EBII PM Member JMRC's Avatar
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    Default EB2 Dev Blog

    Salveas!

    This is our first EB2 Dev Blog entry, which probably should have been started a long time ago, but circumstances did not allow it. Until now.

    The objective of this Dev Blog is to provide regular updates (I wish that we can post it every two weeks) on what we are doing in the mod and to share some of the developments that we are making and decisions that we are taking. It's also important to pass the notion that we have been working on the mod without stop, since it was started several years ago. It is true that along the way we worked with more or less intensity, we focused more in this or that areas, but we always managed to keep progressing. What really missed along that route was the feedback to the interested community of EB fans and other players in general, and that is what we are going to solve now.

    With so many things already made, it is very hard to decide where to start. I want to get on par with where we are standing, so in future entries we can present recent developments and not those made months or even years ago. So perhaps the best way to speed up, is to give you a few numbers, which define the huge amount of work that we have already put into this project:

    - more than 180 units are currently selected for the 1st release. From those, 164 are fully finished (model and textures)
    - there are more than 50 other models already made, from generals, officers, standardbearers, horses, elephants, chariots and a siege weapon
    - this represents around 880 texture files, occupying about 2 Gb of HD space
    - 250 fully-rendered unit info cards and an equal number of info cards also rendered (I say rendered because we did not use ingame screenshots to make the cards)
    - 80 stratmap character models
    - 26 stratmap resource models
    - about 50 new stratmap building models
    - 100 stratmap voice files and 150 battlemap voice files in the new Sanskrit voicemod, made for Taksashila faction
    - 1150 new animation files in the brand-new animations for: Macedonian phalanx formation, Hoplite phalanx formation, moves for Javelineer, Pilum-holder, Legionary, Officer and Standardbearer, Slinger drawing from side pouch, Slinger drawing from chest pouch, Shield grabbing for horizontal shieldhandles, Archer drawing arrow from left quiver, Archer drawing arrow from right quiver and Archer drawing arrow from back quiver. We also improved on the community-made chariot animation.

    I think these numbers speak for themselves, however even in the unit department we still have a lot to do. We are reusing many things from EB1, but all that above is all-new stuff.

    In future dev blogs we will describe the mechanisms behind the reforms, and how they come to influence the availability and replenishment of the units in the



    Further on, we have developed new tools, some of them already released to the community, and whose objective is to provide more simplicity and validity scripts for the modding processes, such as writing descriptions, and so on. Because the list is very extensive and a bit technical, I've put it in the area below.

    Spoiler Alert, click show to read: 

    Released
    • CUF: tool to compile fonts and text descriptions. Supports folding multiple "font styles" into a single CUF file for better formatting in descriptions and provides a more robust alternative to M2TW for generating strings.bin files from text.
    • SD: tool to compile SD files from UI code and TGA pages. Alternative to the M2TW engine which provides error checking (with actual error messages) and does not suffer from some crippling M2TW bugs. Supports a simplified XML format as well as the M2TW SD.XML format. Additionally it provides more robust handling of TGA files than alpaca's original tool for working with SD files.
    • XIDX (packer/unpacker for M2TW IDX/DAT archives) Alternative to the original XIDX which now runs on Linux and can deal with M2TW versions of the original RTW files formats with new support for the EVT variant (events.dat/events.idx).
    • PACK (packer/unpacker for M2TW PACK archives). Alternative to CA's unpacker which may additionally be used to manipulate PACK files (add, replace or delete files) and runs on Linux as well.


    WIP (to be released)
    • EVT (tool to deal with binaries in events.idx/events.dat, alternative to the M2TW engine for converting sound code)


    Internal
    • Scripts to build tools or fetch them from our FTP server (used for setting up a dev copy of EB2)
    • Launcher script which can additionally "register" or "unregister" the mod with CA's Launcher program. (Enables dev copies in arbitrary locations.)
    • Minimalist touch utility for Windows written in C to alter file timestamps. Originally used to trick the game engine in accepting stale strings.bin files, no longer required.
    • Minimalist launcher written in C which provides a "normal user" version of the dev launcher script. To be used as a fallback option when 8.3 pathnames are not supported.
    • Restructure Aradan's EDUMatic to abstract VBA calls and port to LibreOffice.
    • NSIS Installer scripts for EB2 installer
    • Script to partition the mod in "packs" and generate installer code for them
    • Script to check animation files names (comparing versioned animation file names with unversioned Vanilla placeholders to make sure they do not overlap).
    • Script to automate building the installer from the mod's "source" and pack results in an ISO file (can be burned to CD/DVD)
    • Scripts to build CUF files from TTF sources.
    • Scripts to build SD files from XML sources.
    • Scripts and XSLT stylesheets to convert XML files into strings.bin files (ongoing port from plain text to XML). Allows us to do more things with fonts (CUF files), removes need for maintaining additional "lookup" table code and enables better error checking.
    • Script to check name labels (descriptions) against name declarations (code)
    • Script to validate unit descriptions (strings.bin file) against EDU, checks for missing descriptions.
    • Script and XSLT stylesheet to convert certain description XMLs into RTF so they can be proofed using a Word processor.
    • Utilities to analyse EVT binaries and speed up reverse engineering them.


    WIP (Internal)
    • Scripts to compile XML sources into EVT binaries and decompile EVT binaries to XML source.



    This first entry was a quick wrap-up of what we have done in the technical areas. In the next entries we will talk about factions, reforms, religion/culture, other game mechanics and much more.

    Below you have a very small sneak-peek. I know that I was a bit scarce here, but I have to get back to work now and finish that last anatolian unit. ;)

    Spoiler Alert, click show to read: 

    Portraits of the Captains:




    Unit Cards:

    Nabatean Early Lancer



    Erínamesh ana-Arabim (East Coast Levies)



    Machimoi (Native Egyptian Infantry)



    Machimoi Phalangitai (Native Egyptian Phalanx)




    See you next time!



    "Death Smiles at Us All,all a Man Can Do Is Smile Back."
    Maximvs Decimvs Meridivs, Commander of the Armies of the North, General of the Felix Legions, Iberian Gladiator.

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