The Settlers 4 - modding forum

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#1 2016-07-23 01:14:50

MakusieQ
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From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 38.0.2220.41

The Settlers 4 Editor - questions

Here you can ask, share some info, help us, write sth about the settlers 4 editor project [dblpt])


Check out my youtube channel : http://www.youtube.com/MakusieQ


Any questions? Just write me a private message [dblpt])

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#2 2017-01-15 19:32:22

Gobiś
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Windows 7Chrome 52.0.2743.117

Re: The Settlers 4 Editor - questions

Is it still alive? [dblpt]P

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#3 2017-01-22 21:59:00

MakusieQ
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Registered: 2016-07-22
Posts: 40
Windows 7Opera 42.0.2393.137

Re: The Settlers 4 Editor - questions

Yes it is. I hope i will finish my editor program soon, test it and i can make it public then [dblpt])


Check out my youtube channel : http://www.youtube.com/MakusieQ


Any questions? Just write me a private message [dblpt])

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#4 2017-02-18 15:26:43

Tarvanis
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Registered: 2017-02-15
Posts: 11
Windows 7Firefox 49.0

Re: The Settlers 4 Editor - questions

Hi there.

So what will the possibilities of this editor be? Or in other words, what will people be able to do with it (in the first version)?

Regards
Tarvanis

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#5 2017-02-23 02:22:46

MakusieQ
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From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 43.0.2442.806

Re: The Settlers 4 Editor - questions

You will be able to manage default transport priority for each race, set the goods what you want to be converted from and to for each race (so you can now for example convert coal to gold or wood to swords [dblpt]D), manage spells power (i mean roman's lightning(?) (forgot the name), viking's fear(?) (also forgot the name), and viking's attack buff (forgot the name again xD) here i mean the duration time), you can also change the ground spell so you can now for example change normall grass to rock but you are not going to have any resources on that, for each race of course. Moreover, in future i plan to add an external library to the settlers, i tested it already and I'm a little bit afarid. You can for example add youself or every player some mana by pressing for example ctrl+] (it's changeable of course) at every moment of the game, every amount you would like to. You can also decrese mana soo.. but i tested it in multiplayer and it's not working so... I feel better about that. However, you can receive informations what your opponents are building right now and where, i'm still testing it but it looks like it is working on multiplayer so... It never gonna be public to avoid cheats. If you have any questions just let me know [dblpt])


Check out my youtube channel : http://www.youtube.com/MakusieQ


Any questions? Just write me a private message [dblpt])

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#6 2017-02-27 19:17:22

mva
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Registered: 2017-02-27
Posts: 2
UbuntuFirefox 51.0

Re: The Settlers 4 Editor - questions

Sounds really great! I look forward to this editor.
Is there any chance to modify "Convert Barbarians" spell to make it work not only for soldiers but also for priests, pioneers and other specialists?

Last edited by mva (2017-02-27 19:25:50)

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#7 2017-03-02 20:08:25

MakusieQ
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From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 43.0.2442.1144

Re: The Settlers 4 Editor - questions

Well i haven't tried that but I suppose it can be too hard for now [dblpt][slash]


Check out my youtube channel : http://www.youtube.com/MakusieQ


Any questions? Just write me a private message [dblpt])

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#8 2017-03-05 18:05:33

mva
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Registered: 2017-02-27
Posts: 2
UbuntuFirefox 51.0

Re: The Settlers 4 Editor - questions

I see. Thank you for information.

Few more questions about Shortcut spell. What exactly will be possible? For example, Roman's Shortcut has two effects: Snow -> Rock and Swamp -> Ground. Will it be possible to add a new additional transformation (for example Desert -> Ground) to have three effects at the same time? If no, will it be possible to change both effects (to make it possible to transform Desert -> Ground and Mud -> Ground at the same time)? Will it be possible to transform water to ground?

Also is there any way to allow to build on different terrains (to build on desert tiles for Romans etc.)?

Last edited by mva (2017-03-05 18:12:01)

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#9 2017-03-18 02:19:18

MakusieQ
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From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 43.0.2442.1144

Re: The Settlers 4 Editor - questions

For now adding a new third transformation is too hard. But i have to check if the snow transformation is changeable.
As far as building on desert is concerned imo it could be changeable but i don't know how for now.


Check out my youtube channel : http://www.youtube.com/MakusieQ


Any questions? Just write me a private message [dblpt])

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#10 2017-03-19 12:21:38

royalux
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Registered: 2017-03-14
Posts: 9
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

Hi! MakusieQ
So glad to hear you still working for this old game. I love this game. And I hope you can really finish this great work.
For last 15 years. I always looking for someone can decode or hack this great game. As you know, it is very disappointing. I also tried the tweak files, but there are too many limitation inside. And my friend also tried to decode this game. But we are Taiwanese with poor English. The code is including English and Deutsch. English is still ok, but the Deutsch is a big issue. Because it is too hard for us, and we gave it up.
Anyway, I wanna thank you for this great work, and wish can hear any great news from you.

About the building on somewhere problem, I have a suggestion: Try to mod the "xxxxxPoslines" option inside the "BuildingInfo.xml" file. For example, you can copy all the Roman's "WaterWorkerHut" codes to the "SulfurMine". And the sulfur miner will become the waterworker. Then just change the "good" code, you can get anything directly form river. Also the building now can place on the ground nearby river, not on the mountain. Here has some issues :
    1.The both size for choosing buildings must almost same, and the change will working. Otherwise, you will get fatal error.
    2.The both building must from same Race, Different Race also caused error.

Regards
RoyRua

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#11 2017-03-19 15:46:02

Tarvanis
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Registered: 2017-02-15
Posts: 11
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

Hello royalux

Do you still have the decoded files? Maybe I could help you with the German texts, for example translate them for you.

Regards
Tarvanis

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#12 2017-03-20 09:17:58

royalux
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Registered: 2017-03-14
Posts: 9
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

Hello Tarvanis
Thanks for your kindly asking. I must say sorry, because me and my friend have no more files for you. (It's over 10 yrs, I think.) So sorry for that!

Regards
RoyRua

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#13 2017-03-21 01:40:31

MakusieQ
Administrator
From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 43.0.2442.1144

Re: The Settlers 4 Editor - questions

royalux wrote:

Hi! MakusieQ
So glad to hear you still working for this old game. I love this game. And I hope you can really finish this great work.
For last 15 years. I always looking for someone can decode or hack this great game. As you know, it is very disappointing. I also tried the tweak files, but there are too many limitation inside. And my friend also tried to decode this game. But we are Taiwanese with poor English. The code is including English and Deutsch. English is still ok, but the Deutsch is a big issue. Because it is too hard for us, and we gave it up.
Anyway, I wanna thank you for this great work, and wish can hear any great news from you.

About the building on somewhere problem, I have a suggestion: Try to mod the "xxxxxPoslines" option inside the "BuildingInfo.xml" file. For example, you can copy all the Roman's "WaterWorkerHut" codes to the "SulfurMine". And the sulfur miner will become the waterworker. Then just change the "good" code, you can get anything directly form river. Also the building now can place on the ground nearby river, not on the mountain. Here has some issues :
    1.The both size for choosing buildings must almost same, and the change will working. Otherwise, you will get fatal error.
    2.The both building must from same Race, Different Race also caused error.

Regards
RoyRua

Hi!
Thanks for your advice! That's interesing. I went into my gamedata files and i tried to verify what those numbers really mean but i still don't know. Do you remember anything about that, have you decoded that too? Let me know, just tell all the things you know that can help us, it will be a lot more easier with your help [dblpt])


Check out my youtube channel : http://www.youtube.com/MakusieQ


Any questions? Just write me a private message [dblpt])

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#14 2017-03-21 15:53:02

royalux
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Registered: 2017-03-14
Posts: 9
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

Hi MakusieQ
Well, that is one of problems when we decoding it. I am not know so much. But here is what I found
https://photos.google.com/photo/AF1QipN … XuqXdDMr_b
(I don't know how to paste the pic.)

If you can see, you will know that is a "Binary Map" of the "WaterWorkerHut". First translate the dec code to hex, then hex to bin. I shift each binary line, just for matching what we can see in the game. I call it "Mask Pattern". I think that is what the code actually working for.

That pattern is matched to the building's base ground shape and direction. So you can not change it as your will, unless you know the main "Mask pattern" of each building. Because the size and shape are so different on each one, that will cause the 1st issue as I said.

I just remember there is a function using the "builingposline" pattern and recognizing where to put the building. and it is Deutsch. Sorry I forget where can find it.

Regards
RoyRua

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#15 2017-03-22 00:42:25

MakusieQ
Administrator
From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 43.0.2442.1144

Re: The Settlers 4 Editor - questions

Well the link is dead, try to upload it on imageshack.us [dblpt])

It's interesting, I'm almost sure that this mask can be decoded but it's a lot of work. I'm looking forward to this pic you found [dblpt]D


Check out my youtube channel : http://www.youtube.com/MakusieQ


Any questions? Just write me a private message [dblpt])

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#16 2017-03-22 10:50:47

royalux
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Registered: 2017-03-14
Posts: 9
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

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#17 2017-03-22 18:27:49

Tarvanis
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Registered: 2017-02-15
Posts: 11
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

royalux wrote:

L9d7lK.jpg

Is it ok now?

(I just displayed the picture here to make reference easier. If you want me to put in inside a spoiler just tell me. [dblpt]) )

Oh, I see what you mean now.
I guess this is the same pattern for any "PosLines". That would at least make sense to me.
I assume WaterPosLines is where the building needs water to be in order to build it (e. g. the port needs water somewhere to be placed).
So with this info people would be able to create their own building patterns IF they wanted.

Actually, I guess a binary <-> decimal calculator would be enough. However, we need one that's able to calculate with negative binary numbers. (I mean ... I could calculate it by myself ... but that would just take me ages. [dblpt]) )

Last edited by Tarvanis (2017-03-22 18:31:17)

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#18 2017-03-23 14:54:20

royalux
Member
Registered: 2017-03-14
Posts: 9
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

Hi
You're right! WaterPosLines is using for the building on shore, and also indicate the direction of pier. The size of each Poslines defined by "lines" are all the same, but the pattern for different PosLines may not be the same shape.

Yes, we need a tool to edit those codes. (Maybe you can help us. [dblpt]please[dblpt] ) There has another thing I know is the "bitBoundingRect". Inside the "bitBoundingRect", you will get "minX", "maxX", "minY" and "maxY".
    "maxY" - "minY" + 1 = "lines" (pattern height)
    "maxX" - "minX" + 1 = (pattern width)
Those codes also caused error when they don't match the pattern size.

Regards
RoyRua

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#19 2017-03-24 18:43:45

royalux
Member
Registered: 2017-03-14
Posts: 9
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

[dblpt]cry[dblpt]  [dblpt]cry[dblpt]  [dblpt]cry[dblpt]
oops! So Sorry, I made a big trouble! My friend just reminded me : The "Poslines" options can not decide where to put the building.

The actually option is the "kind".

So Sorry for my worst memory!

RoyRua

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#20 2017-03-26 00:22:52

Tarvanis
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Registered: 2017-02-15
Posts: 11
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

I'm afraid I can't create a tool for encoding self-made PosLines into Settlers 4 script text. I guess this binary converter must be enough for now:

http://www.binaryconvert.com/convert_signed_int.html

If you want to convert a decimal number into a binary one, simply insert it and hit "convert to binary". If you want to convert your binary PosLine pattern into a decimal number for the Settlers 4 code, insert the number into the right box under the "Binary" sign and hit "Convert to decimal". Copy the result out of the box under "Decimal".
Have a try with the numbers from your screenshot to get the idea!  [dblpt])

royalux wrote:

The "Poslines" options can not decide where to put the building.

The actually option is the "kind".

What exactly do you mean by "where to put the building"?
So far I thought that "kind" only describes the role of the building in some way (in other words, links to some role in another file that we don't have). With this role assignment the game knows that a castle is supposed to increase your controlled ground and is able to contain soldiers, that kind of stuff.

Another thing: Does anyone know what RepealingPosLines is for?
I'm wondering what BitBoundingRect describes. I mean, I see the maths you described, but what is it for...  [dblpt]huh[dblpt]

Last edited by Tarvanis (2017-03-26 00:32:43)

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#21 2017-03-26 12:20:41

royalux
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Registered: 2017-03-14
Posts: 9
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

Well, as I know, there are 21 of  "kind"s inside the game.(maybe more) I assumed those are all constants
For example, just change the "kind" of GuardTowerSmall from "HOUSE_KIND_MILITARY" to "HOUSE_KIND_MINE".  Then you will found the small guard tower only can be put on the mountain.
They are also relative to the role, as you said.

About the "repealingPosLines", it could be using after you destroyed a building. (some materials left on the area)

The "BitBoundingRect" is using for calculating the memory size of the pattern, and defining the center of the patterns.
For example, you point somewhere for building by mouse. The point value is always (X:0, Y:0) in the "BitBoundingRect".
As you can see, all the size of "PosLines" never bigger than the "BitBoundingRect" size.

Regards
RoyRua

Added later 3 h 26 min 30 s:
7lQlJH.jpg

Hope this helpful

RoyRua

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#22 2017-03-27 18:53:46

Tarvanis
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Registered: 2017-02-15
Posts: 11
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

Before we go on I would recommend moving onto another thread in a more suiting forum area. We have to keep in mind this is the thread on questions for MakusieQ's editor. [dblpt])
I've created a thread unter "Settlers 4 discussion" just for buildings, their PosLines and everything else regarding buildings:
http://www.thesettlers4mods.vhn.pl/view … pid=26#p26

Regards,
Tarvanis

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#23 2017-03-27 20:56:02

MakusieQ
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From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 44.0.2510.857

Re: The Settlers 4 Editor - questions

Tarvanis wrote:

Before we go on I would recommend moving onto another thread in a more suiting forum area. We have to keep in mind this is the thread on questions for MakusieQ's editor. [dblpt])

Chill it's not a problem for me but thanks for keeping everything orderly [dblpt])


Check out my youtube channel : http://www.youtube.com/MakusieQ


Any questions? Just write me a private message [dblpt])

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#24 2017-04-07 17:49:57

royalux
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Registered: 2017-03-14
Posts: 9
Windows 7Firefox 52.0

Re: The Settlers 4 Editor - questions

Hi MakusieQ
I tested your s4editor. It's working fine. Thank you for this great work!

After using the tool on some of the customize maps, I can finally fix the problem of overloading resources. That's big bug inside the game.

About the editor, my suggestion is : Could you make it like CheatEngine? So we can use it to mod the memory code of game directly when we are playing. That will be more convenience.

Regards
RoyRua

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#25 2017-04-08 01:46:24

MakusieQ
Administrator
From: Poland
Registered: 2016-07-22
Posts: 40
Windows 7Opera 44.0.2510.857

Re: The Settlers 4 Editor - questions

royalux wrote:

Hi MakusieQ
I tested your s4editor. It's working fine. Thank you for this great work!

After using the tool on some of the customize maps, I can finally fix the problem of overloading resources. That's big bug inside the game.

About the editor, my suggestion is : Could you make it like CheatEngine? So we can use it to mod the memory code of game directly when we are playing. That will be more convenience.

Regards
RoyRua


Hi! I tried that type, but the game is loading this data at the beginning so you cannot change it while playing for now.


Check out my youtube channel : http://www.youtube.com/MakusieQ


Any questions? Just write me a private message [dblpt])

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