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[Tool] Save game Editor & CAT\DAT explorer\extracter v0.1.21 (2015-02-02)
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How would you like to get the application and updates:
(current) As a Click-Once application, the application is user bound and auto updates
35%
 35%  [ 29 ]
As a Click-Once application (with a selectable install dir), the application is user bound and auto updates (Under the hood the application would create a symlink from the Click-once install dir to the destination dir, not sure if this is possible)
9%
 9%  [ 8 ]
In a zip downloadable from the internet
38%
 38%  [ 31 ]
In a installer with a selectable install path
16%
 16%  [ 13 ]
Total Votes : 81

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nemesis1982





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PostPosted: Sat, 27. Dec 14, 12:17    Post subject: [Tool] Save game Editor & CAT\DAT explorer\extracter v0.1.21 (2015-02-02) Reply with quote Print

What started as a plan to develop a simple save game editor (for my own use) has grown into quite a project.

Current state: v0.1.21; Alpha (For save games created by 3.0 and up, older versions of the game might work)

Download new version v0.1.21 from (Currently not available) http://badaeva.nl/publish/xrebirth/install.html

I'll be uploading new versions as zip once in a while for people who don't want a click once(Currently not longer available)

Status and stuff like this will now be on github:
- Main github page: https://github.com/nemesis1782/XRebirthSaveGameEditor
- Functionality wiki page: https://github.com/nemesis1782/XRebirthSaveGameEditor/wiki/Functionality

Thanks to:
- Roger L.S. Griffiths for input and assistance whith basic XML
- w.evans, for input, suggestions and testing
- NZ-Wanderer, for input, suggestions and testing
- alexalsp, for input, suggestions and testing
- YorrickVander for pointing out where to find info to make macros human readable and other assistance in various areas
- Simoom thanks for the help and for letting me use the info in http://forum.egosoft.com/viewtopic.php?t=377686
- duploli, for becoming a contributor on github and making any quality changes!
- Refferences used to be added



Last edited by nemesis1982 on Tue, 12. Dec 17, 12:17; edited 58 times in total
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w.evans





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PostPosted: Sat, 27. Dec 14, 12:40    Post subject: Re: [Tool] Save game Editor Reply with quote Print

nemesis1982 wrote:
if my kid will be born before I get to it Wink )

Congratulations!
And thanks for sharing the editor.

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D.O.S.





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PostPosted: Sat, 27. Dec 14, 13:54    Post subject: Reply with quote Print

Thanks for sharing
the only thing i can think could be usefull to add would be a function to remove MODS from the save game


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Roger L.S. Griffiths



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PostPosted: Sat, 27. Dec 14, 13:58    Post subject: Reply with quote Print

My Visual XML Editor may help with any missing functionality as a stop-gap.

As this tool and my generic tool seem to be using a similar approach perhaps we could combine our efforts, perhaps adding plug-in support to my XML Editor would be a good start?

There is also this Game Save Editor as well. I do not know what the differences are.


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Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

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"When eating an elephant take one bite at a time" - Creighton Abrams
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NZ-Wanderer





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PostPosted: Sat, 27. Dec 14, 14:07    Post subject: Reply with quote Print

Many thanks for the willingness to share with the community Smile

Couple of things I can think of to add would be:

Ability to change players employees star ratings Smile
Ability to change the numbers of Recruits/Veterans/elites. (still have to add upto 50 tho)

I know some will consider it cheating, but having the ability to do it lets people choose whether to or not. (Plus it would be very handy when testing things and you haven't got time to train up the marines, or train pilots to higher ranks etc.)

As for removing mods, all you would have to do is list the mods that are at the top of the save file, if a player ticks one then it is taken out of the file.

Another idea would be the ability to change factions relations with you.

Best I stop now before I get carried away Smile

Roger L.S. Griffiths wrote:
There is also this Game Save Editor as well. I do not know what the differences are.


Alas that save game editor is really outdated, I think from memory (without looking back over the posts in the thread) that it hasn't worked properly since 2.0


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nemesis1982





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PostPosted: Sat, 27. Dec 14, 15:22    Post subject: Reply with quote Print

Hey guys thanx for the replies. Hadn't expected this many replies this quickly.

@NZ-Wanderer: I'll add those to the list. If people think using a certain function is cheating the just shouldn't use it Wink

@Roger L.S. Griffiths: I'll check out your XML editor when I have the chance. Combining our efforts would be great. It'll be nice to have a veterans assitance Wink I use DOM and build a object model arround it. As soon as I've setup the repo I'll PM you with the details would love to get your input. Keep in mind that this is a hoby project though so it's not really up to industry standards Razz

The save game editor is deprecated I think.

@D.O.S.: I'll add it to the list (for now you can use the editor Roger L.S. Griffiths mentioned I think (not sure if it works with 3.1 saves).

@w.evans: Thanks it's an exciting time Smile

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YorrickVander





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PostPosted: Sat, 27. Dec 14, 15:44    Post subject: Reply with quote Print

A working save editor again? Superb Very Happy Depending on your internal implementation, perhaps xpath queries to the /t file for the readable names?

for instance

Code:
<identification name="{20101,8901}" description="{20101,8902}" mapicon="shipicon_freighter_l" />
from units_size_l_canteran_transporter_macro.xml would map to



Code:
<page id="20101" title="Ships" descr="Text for Ships" voice="yes">


and

Code:

<t id="8901">Lepton</t>
<t id="8902">Like most vessels in service with the Republic of Cantera, the Lepton does not quite size up with other ships of its class. This freighter has somewhat outdated hydrogen-fusion main thrusters allowing only moderate acceleration and manoeuvrability. Its token weapon is not worth mentioning.</t>



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nemesis1982





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PostPosted: Sat, 27. Dec 14, 16:16    Post subject: Reply with quote Print

Great thnx YorrickVander. I'll look into that. Working toward a stable version to release now, will add that in 0.2

Was wondering where this info was stored.

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Roger L.S. Griffiths



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PostPosted: Sat, 27. Dec 14, 20:49    Post subject: Reply with quote Print

IF you know what XML sections/sub-sections to delete, you can use my Visual XML Editor - the editing side is fully functional on a per XML file basis(just does not provide XSL support currently).


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Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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UniTrader
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PostPosted: Sat, 27. Dec 14, 20:56    Post subject: Reply with quote Print

Roger L.S. Griffiths wrote:
just does not provide XSL support currently


xsl support would be nice to have since you can do useful stuff with that by transforming xml files, but its not necessary. you probably mean xsd support to check if a file is valid. Wink


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Roger L.S. Griffiths



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PostPosted: Sat, 27. Dec 14, 21:31    Post subject: Reply with quote Print

Well, actually both - essentially it is just processing raw XML at the moment.

When XSL/XSD support is introduced, the add Element/Attribute functionality will be updated to only allow the creation/editing of XML files in compliance with the relevant XSL/XSD specifications.


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Roger (aka [SRK] Mr^Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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NZ-Wanderer





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PostPosted: Sat, 27. Dec 14, 21:52    Post subject: Reply with quote Print

On the employees star ratings, maybe have it like one of the earlier editors had it...
Display all 5 ratings eg:

boarding 3
combat 5
engineering 0
leadership 0
management 0
morale 4
navigation 5
science 0

then allow the player to just type in the value they wish Smile

Just for fun I decided the other day to change all my pilots to 5 star ratings to see what happened, having over 100 pilots you can well imagine how long it took me to edit it all by hand Razz (above settings is what I gave them all)
But having the ability to pick and choose what you give your people would be great..


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w.evans





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PostPosted: Sat, 27. Dec 14, 22:34    Post subject: Reply with quote Print

@NZ-Wanderer or you could add this:

<ware ware="inv_virtualseminarengineering" amount="4999"/>
<ware ware="inv_virtualseminarcombat" amount="5000"/>
<ware ware="inv_virtualseminarnavigation" amount="3996"/>
<ware ware="inv_virtualseminarleadership" amount="1998"/>
<ware ware="inv_virtualseminarmorale" amount="1999"/>

to your inventory! Would be nice to be able to do something like that with the editor too. For, erm, "testing" purposes. Yes, I think I'll stick with that story.

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nemesis1982





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PostPosted: Sat, 27. Dec 14, 22:54    Post subject: Reply with quote Print

@w.evans: with the current save editor that will be possible as long as it is a known type for you. In the next version you'll be able to add known types.

@NZ-Wanderer: Not sure on the visual representation yet. I am planning a option set all pilots with owner player to a given set of ratings. The problem I have with the current game is the micro managing. If you have 100 pilots it's a hurculean job to give them all a couple of virtual seminars with the current menu system in game.

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w.evans





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PostPosted: Sat, 27. Dec 14, 23:02    Post subject: Reply with quote Print

nemesis1982 wrote:
option set all pilots with owner player to a given set of ratings.

Even better! Thanks!

I was confused by this though:
nemesis1982 wrote:
with the current save editor that will be possible as long as it is a known type for you. In the next version you'll be able to add known types.

(underlines added to better describe "this.")

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