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  1. #1

    Default Tuesday's Report from Brisbane

    This time I’m focusing on modding ‘straight out of the box’ – a few of the things that you can do as soon as you’ve installed the game (presuming that you didn’t actually want to have a go at it first!)



    The Battle Editor

    This is a feature many of you will be familiar with from Rome, and it’s good to see that it’s still included.

    The Battle Editor allows you to create your own Historical Battles. It allows you to choose a battlemap tile, alter the terrain, buildings and vegetation on it, deploy each side’s forces and set time, weather and victory conditions. We also discovered that the battlemaps we created with it can also be re-integrated into the campaign game as custom tiles.



    How to activate the Battle Editor

    As before with Rome, the Battle Editor needs to be activated before it can be accessed. This is done by adding two new lines to the medieval2.preference.cfg file

    [features]
    editor = true

    With these lines in – when you launch the game, click on Options and the Battle Editor will appear.




    Clicking on that will take you through to:



    Do note the warning – just as with Rome at this time the Battle Editor is an internal tool CA created which they’ve kindly given us access to in order to allow us to make our mods. It requires steps be taken in a certain order to work and requires some dedication to become comfortable with. It says for Advanced Users for a reason!

    You can either load a Battle already created or you can create a new one by choosing the tile you want to base it on and clicking on Next. This takes you through to the Battle Editor itself:



    This will all look very familiar to users of the Rome Battle Editor so I’ll just highlight a few of the options and the differences.

    Firstly, now when you place a building it actually attaches the real structure to the cursor so you can see how it will look in the terrain before you place it (in Rome it only appeared as green squares before you placed it). On the map above, I’ve now placed a monastery down the slope:



    The ground is now more independent of the buildings – meaning that you can adjust the ground level without moving the height of the building at the same time. This makes it a lot easier to integrate the buildings into the terrain than in Rome, as you can see here as I smooth out the bumps.




    Hit Control + F5 with the texture tool and you’ll see something like the below. Red denotes impassible terrain, yellow terrain where movement penalties apply and green where movement is unrestricted. These are all definable in descr_pathfinding where it can be individually adjusted for infantry, cavalry, elephants and different type of siege weapons.




    You can now also add a variety of bridges to the map:



    Then it’s just a matter of adding the factions who will be fighting there, their deployment zones, their units and victory conditions:



    And there you have a whole new historical battle!




    As with Rome, you can then go into the text files the Battle Editor creates, such as the descr_battle file and tweak units and characters and also add battle scripting that go to provide the cinematics and specific tactics and events used for this conflict.

    A bit more technical detail:
    - Structures can now be released and turned after they’ve been placed.
    - You can swap between different tooltips with the [ and ] keys
    - You can change the ‘strength’ of some actions (such as raising/lowering terrain] with the , and . keys. High strength will make the land rise and drop quicker. Shift+ those keys will change the strength in units of ten.
    - The height of buildings themselves can be controlled by moving the mouse with the shift button pressed.
    - Trees are now added through the Vegetation tool, rather than as part of a texture and therefore the Update Tree Outlines is redundant and deactivated.
    - All structures including settlements are added through an Add World Feature tool and therefore the Add Settlement Plan and Add Ambient tools are deactivated.
    - Roads are now all drawn by hand so the road tool is deactivated.
    - There is now a Plateau tool which further helps to manipulate the terrain.
    - Currently, the camera functions as it does in battles – limiting the height from which you can view the battleground

    The gorgeous battlemaps of M2 come at a price though and a full historical battle file now weighs in over 10meg, most of which as before is the .wfc file, so they’re definitely worth tinkering with to get them right.





    Mod Switch

    Another vital feature for modders from Rome is in Med2 but again in a slightly different way. The Mod Switch allows you to have a separate directory of your modded files in your main Medieval 2 Total War directory and by launching the game with the right cfg line the game will access the files within the mod folder before looking in the main game directory – allowing you to supercede even packed files without problem.

    The best way to set this up is as follows:

    Create a new bat file in the top level Medieval 2 Total War folder (the one with the .exe in it) called Launch_MyMod.bat

    Inside it should read:

    medieval2.exe @mymod.cfg


    Then create copy your medieval2.preference.cfg file and rename it mymod.cfg and include the following lines:

    [features]
    mod = mymod

    Then create a folder in that directory called mymod and in that have your data folder with its modded files exactly mimicking the directory structure in the main game folder.

    As you can see using a bat file to launch the game using different .cfg files allows you to easily swap between different mods and game configurations without wholesale duplication of your data folder, risking direct file overwrites or copying and overwriting your original .cfg file.

    As with Rome, the mymod folder needs to include certain game files from the world folder to function. Currently, it also requires sounds/events.dat and sounds/events.idx to function. This should be borne in mind when writing mod installers or alternatively in install instructions.


    Unlocking all unlockable factions

    Hey, I know it wasn’t hard in Rome – but now it’s even easier. Just add the following to you cfg file:

    [misc]
    unlock_campaign = true

    Extended Bug Tracking

    A great improvement upon show_err in Rome – add the following to your cfg file:

    [log]
    to = logs/system.log.txt
    level = * error

    And the game will generate a list of the errors in text files it recognises and generate a text file report. Ideal for mod bug hunting! I used it myself and picked up a bunch of mistakes I’d made in a matter of minutes that would have had me scratching my head for hours otherwise.

    For even more detail you can put in:

    [log]
    to = logs/system.log.txt
    level = * trace


    Windows mode and no movies

    Non-modders never understand why we use –ne and –nm in our Rome command lines. All I say to them is that they don’t relaunch their game thirty times a session!

    Again, add to your cfg file:

    [video]
    windowed = true
    movies = false
    Last edited by Epistolary Richard; 11-01-2006 at 05:33.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  2. #2

    Default Re: Tuesday's Report from Brisbane

    Any news on an official model/texture import/export tool and an official animation import/export tool, essential if we really want to start serious unit modelling right from the start.

    LZoF

  3. #3

    Default Re: Tuesday's Report from Brisbane

    Nothing I can say at the moment. Such a tool was my highest priority going into this trip as we can all imagine the impact on the modding community if we could never add new models or animations - but I'm really going to have to defer to CA's official channels here. Trust me, though, that I have never felt the need to reiterate the importance of such a tool to the modding community whilst I've been here.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Tuesday's Report from Brisbane

    Very nice. I like some of the changes, especially the error dump.
    Glad to see we'll get some info about the errors now, this makes it a lot more mod-friendly platform (if we can still edit what we could in R:TW).

    Nicely written, too :)

  5. #5

    Default Re: Tuesday's Report from Brisbane

    Thanks a lot ER.

    Sorry for reiterating again the following questions: what about the hardcoded limits? ...max number of factions allowed (21, 30...)?
    ...and most important ...is it still possible to add new models for units and buildings?

    ...I apologize for the same old boring questions, but those matters are VITAL for the modding community, mainly for the mod projects which cover a different era than the medieval one.

    Thanks again.
    Last edited by Luciano B; 11-01-2006 at 15:07.

    project creator & director

  6. #6
    Prussian Musketeer Member Faenaris's Avatar
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    Default Re: Tuesday's Report from Brisbane

    An excellent report, Epistolary Richard! I haven't used the battle editor in Rome, but the improved bug tracking is very handy indeed! The new mod switch is also a large step forward.

    I also like the command lines for unlocking the campaign and for the windowed resolution. A lot of people are gonna be happy (and I'm happy too. I always played Rome in windowed mode.)
    Signature by Atterdag

    "Hunde, wollt ihr ewig leben?" ("Dogs, do you want to live forever?") - Frederick II of Prussia at the battle of Kolin when adressing his fleeing Prussian soldiers.

  7. #7
    Spindly Killer Fish Member ShellShock's Avatar
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    Talking Re: Tuesday's Report from Brisbane

    Quote Originally Posted by Epistolary Richard
    Mod Switch

    Another vital feature for modders from Rome is in Med2 but again in a slightly different way. The Mod Switch allows you to have a separate directory of your modded files in your main Medieval 2 Total War directory and by launching the game with the right cfg line the game will access the files within the mod folder before looking in the main game directory – allowing you to supercede even packed files without problem.
    Thanks for this information. Based on this I have decided to develop a Medieval 2 Total War Mod Manager, called (ta da): MedModManager.

    It will be hosted at Total War Center, and you can read about it here.
    He does sit in gold, his eye red as 'twould burn Rome.

  8. #8

    Default Re: Tuesday's Report from Brisbane

    Quote Originally Posted by ShellShock
    Thanks for this information. Based on this I have decided to develop a Medieval 2 Total War Mod Manager, called (ta da): MedModManager.

    It will be hosted at Total War Center, and you can read about it here.
    Sounds interesting - just to clarify a few points from your post there:

    Quote Originally Posted by ShellShock
    unlike RTW where you have to create a complete copy of the whole install for each mod (all 11 GB!), or mod your original game files, for M2TW you can simply direct the game to pick up the modded files from a separate, mod directory.
    As I said in the report, this is possible in Rome - it's called the -mod: command line switch and it is used by most major mods that have been recently been released. There's a very good tutorial in the Scriptorium about the text file edits needed to use it - and I would assume those edits will be similar for M2.

    Quote Originally Posted by ShellShock
    Displaying a list of existing mods; clicking on one will launch M2TW to play that mod.
    Creating desktop shortcuts for mods - play the mod from an icon without having to use MedModManager.
    Each mod is just going to be run by double clicking on a bat file in your M2 folder. I guess you could create an interface that would search your M2 folder for bat files and run them on a click. Similarly desktop shortcuts would just be a matter of making a shortcut for your bat file - but again I guess you could generate them automatically.

    Quote Originally Posted by ShellShock
    Creating a new skeleton mod, with the necessary files to get you started on your own mod.
    Might be better to just write a programme that will copy the relevant files from the user's existing data folder and put them in a mod folder. For 1 it would be a lot smaller to download - and I mean a _lot_ smaller. And 2 CA don't really like us distributely pure vanilla files around - which is what these files would be.

    Good luck with it.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  9. #9
    Spindly Killer Fish Member ShellShock's Avatar
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    Default Re: Tuesday's Report from Brisbane

    Quote Originally Posted by Epistolary Richard
    Sounds interesting - just to clarify a few points from your post there:

    As I said in the report, this is possible in Rome - it's called the -mod: command line switch and it is used by most major mods that have been recently been released. There's a very good tutorial in the Scriptorium about the text file edits needed to use it - and I would assume those edits will be similar for M2.
    That's interesting - I didn't release RTW had this support as well - maybe it wasn't in the original version?

    Quote Originally Posted by Epistolary Richard
    Each mod is just going to be run by double clicking on a bat file in your M2 folder. I guess you could create an interface that would search your M2 folder for bat files and run them on a click. Similarly desktop shortcuts would just be a matter of making a shortcut for your bat file - but again I guess you could generate them automatically.
    The MedModManager removes the need to create the bat files, and it will launch M2TW directly with the correct "@mymod command" line argument. I think this will be helpful for novices, for whom even a simple thing like a bat file is perhaps asking too much. I also hope to create true Windows shortcuts for each mod, i.e., a desktop icon that launches M2TW with the @mymod parameter, so you do not have to run MedModManager first.

    Quote Originally Posted by Epistolary Richard
    Might be better to just write a programme that will copy the relevant files from the user's existing data folder and put them in a mod folder. For 1 it would be a lot smaller to download - and I mean a _lot_ smaller. And 2 CA don't really like us distributely pure vanilla files around - which is what these files would be.
    Sorry for the confusion but this is what I meant - my program will copy selected files from the original folder, or other mod folders. This would be a pick list that could be saved away, so when you create a new mod you are presented with a tree view of files, some already ticked. You can change the selection and then hit create, and the new mod directory will be generated.

    Quote Originally Posted by Epistolary Richard
    Good luck with it.
    Thanks. It is coming along nicely at the moment.
    He does sit in gold, his eye red as 'twould burn Rome.

  10. #10

    Default Re: Tuesday's Report from Brisbane

    The battle editor has been given some great new features, I can't wait to give it a try

    Edit : Just remembered a question. When setting out deployment zones, can you now place them over trees? This would not work in RTW, meaning deployment was restricted to open ground

    .....Orda
    Last edited by Orda Khan; 11-03-2006 at 18:28.

  11. #11

    Default Re: Tuesday's Report from Brisbane

    Quote Originally Posted by Orda Khan
    Edit : Just remembered a question. When setting out deployment zones, can you now place them over trees? This would not work in RTW, meaning deployment was restricted to open ground
    I didn't notice any restrictions - but I only set up the test you see in the screenshot so couldn't confirm that 100%.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  12. #12
    Senior Member Senior Member Caliban's Avatar
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    Default Re: Tuesday's Report from Brisbane

    Quote Originally Posted by Orda Khan
    Edit : Just remembered a question. When setting out deployment zones, can you now place them over trees? This would not work in RTW, meaning deployment was restricted to open ground

    .....Orda
    You can definatley set your deployment zone anywhere within the playable map area (even over vegetation). You can also set deployment zones through ambient settlements but you will find the zone may try and cut its way around it.

  13. #13

    Default Re: Tuesday's Report from Brisbane

    As with Rome, the mymod folder needs to include certain game files from the world folder to function. Currently, it also requires sounds/events.dat and sounds/events.idx to function. This should be borne in mind when writing mod installers or alternatively in install instructions.
    I have a couple of questions about this. I've followed your directions thus far, and despite looking around in other threads, I have not found an answer. Which files does the mymod folder need to function? It doesn't make much sense to me to copy the entire data folder into it. The world folder is only 491 Mb, which is not that bad, but surely it doesn't need everything in that, right?
    Last edited by Olmsted; 12-05-2006 at 00:32.

  14. #14

    Default Re: Tuesday's Report from Brisbane

    These mods are killer. Gotta love the window. No more second computer, or sticky notes late in the game. Sometimes it's the little things that just make life (even virtual) better. Looks like I got the bug.

  15. #15
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Tuesday's Report from Brisbane

    Well down here back on planet Earth, I can't add any units to an army. I tried creating the faction /alliances and then armies, but I can;t add any units to them.

    Can anyone please tell me how to do this ?

    Also is it possible to save a map "tile" (i.e ground map only) to use that in multiplayer/custom battle ?

    Thanks in advance.

    Salute!
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  16. #16

    Default Re: Tuesday's Report from Brisbane

    Quote Originally Posted by Sinan

    Also is it possible to save a map "tile" (i.e ground map only) to use that in multiplayer/custom battle ?

    Thanks in advance.

    Salute!
    Yes it is. You need to find the coordinates with the battle editor and then open the Custom_locations.txt file in data. There you can copy a location layout already there, and change the X & Y co-ordinates to the co-ordinates you chose in the battle editor and then rename it. All u need to do now is create a file first bat file and now that tile will appear in the list of custom maps in game.


    We also discovered that the battlemaps we created with it can also be re-integrated into the campaign game as custom tiles.
    How is this done, as I can't for the life of me find it written anywhere and can't quite figure out how to do it myself

  17. #17
    Host Member Maeda Path Champion, Arkanoid Champion, 3D SuperBall Champion, Simon Champion, Disc Dash Champion, Breakout Champion Zain's Avatar
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    Default Re: Tuesday's Report from Brisbane

    I feel like a complete noob, but I'm not, I know how to edit almost every aspect of the game... but I don't know what a bat file is, or how to make it. Help me please!

  18. #18
    Member Member Re Berengario I's Avatar
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    Default Re: Tuesday's Report from Brisbane

    Quote Originally Posted by Zain
    I feel like a complete noob, but I'm not, I know how to edit almost every aspect of the game... but I don't know what a bat file is, or how to make it. Help me please!
    http://en.wikipedia.org/wiki/Batch_file

    Have fun with the reading ;)

  19. #19

    Default Re: Tuesday's Report from Brisbane

    Quote Originally Posted by Sinan
    Well down here back on planet Earth, I can't add any units to an army. I tried creating the faction /alliances and then armies, but I can;t add any units to them.

    Can anyone please tell me how to do this ?
    Hello Sinan,
    After you create armies, decide on the battle description and create your alliances, you need to also create the victory scenario.
    You will notice the scroll on the left will contain the factions you chose. Now click on the arrows and each captain will be listed. By clicking on the captain's name, the deployment toggle is enabled.
    Go through each army in this way to create their deployment areas and once you have these marked out you will be allowed to pick units per army.

    I made a historical battle, Battle of Liegnitz, it's available to download here
    https://forums.totalwar.org/vb/local....php?catid=159
    Perhaps you'd care to take a look at it

    .......Orda

  20. #20
    Host Member Maeda Path Champion, Arkanoid Champion, 3D SuperBall Champion, Simon Champion, Disc Dash Champion, Breakout Champion Zain's Avatar
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    Default Re: Tuesday's Report from Brisbane

    I got it all figured out, and followed all the instructions. Then I went to this link ( https://forums.totalwar.org/vb/showthread.php?t=73971 ) and downloaded these files.

    The reason why I had to download these files Is because I can't get the unpacker I downloaded to work right. I can't figure this crap out.

    Anyway, after the second time of reinstalling the entire program and downloading the unpacker, I just gave up on the unpacker and am trying to use those txt files that I downloaded.

    The only problem is, the edits I'm making in the "mymod" folder isn't doing anything. Do I need to delete the packed files or what?

    Please help, the link for .bat's was very helpful btw!

    -Zain

  21. #21

    Default Re: Tuesday's Report from Brisbane

    Those files are from v1.0 not the patch. What unpacker are you using? If its the CA one the instructions for its use are in the patch readme, are you following these? Its just a matter of running the batch file in tools/unpacker once you've installed the patch.

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