Hidden rows prevent pasting rows
Regions.esf parsing error
TSV import/export too agressive with whitespace trimming
Implement new data types in table parser
These data types are now implemented in a branch as of [r1217].
Improvements to PFM and an automated command line table decoder that is bare-bones and too slow to be practical currently.
Invalid type code when trying to edit newer saves
[r1215] should have fixed the mistake in the prior fix. This issue is closed again.
Tagging EditSF 1.2.7
Correcting mistakes found in EditSF 1.2.6
Show Node Type slows significantly in large files
Invalid type code when trying to edit newer saves
More failed Type26 nodes have been found so this issue is re-opened.
Invalid type code when trying to edit newer saves
Since there have been no more complaints since the release of this fix, I am assuming the fix worked and [r1213] fixed it. This issue is thus closed.
Tagging EditSF 1.2.6
Just wanted to share some progress of the new hex editor with automatic table deletection. So far it support brute force decoding and I am working on adding a smarter brute force decoder using the meta data provided in TWaD files. I have also massivly increase the speed of table parsing and replaced the old hex edior with a new and fancier one.
Just wanted to report that all my save files are editable as of 1.2.6, thanks @genreless!
Another attempt at fixing Type26 node parsing.
EditSF needs a message when it fails to open a file
Hey @genreless, thanks for the reply and for taking a look! Tried 1.2.5 and sadly still isn't working for me, it's a multiplayer campaign so I don't know if that makes a difference, attaching our latest save to this now :)
This was an extension of issue [#326]. Waiting to see if the fixes worked for the entire community or just our test cases.
This was an extension of issue #326 . Waiting to see if the fixes worked for the entire community or just our test cases.
Invalid type code when trying to edit newer saves
This was an extension of issue #326. Waiting to see if the fixes worked for the entire community or just our test cases.
Tagging EditSF 1.2.5
New revisions to Type26 parsing.
Add menu options from EditSF to PFM's interface
@fuzznutty Typically I'd say I haven't been working on PFM because I've been busy, but the truth today is that I was simply distracted, so I'm going to get to fixing this. It looks like the problem is the same as the last ~3 times and I've failed to properly parse type26 nodes. This means more examples are greatly appreciated. If you want to contribute a save file, you can either attach it to a post here in the issue tracker or email it to me at genreless@users.sourceforge.net. @iamdaniu I think...
@Ruairi Sinkler Typically I'd say I haven't been working on PFM because I've been busy, but the truth today is that I was simply distracted, so I'm going to get to fixing this. It looks like the problem is the same as the last ~3 times and I've failed to properly parse type26 nodes. This means more examples are greatly appreciated. If you want to contribute a save file, you can either attach it to a post here in the issue tracker or email it to me at genreless@users.sourceforge.net. @daniu I think...
The mention of AbcaCodec in the stackdump isn't encouraging; it sounds like they've created another ESF format (since AB CF is the latest we have, and I think AB CA is just the fallback if no suitable one is found). To verify, check the first two bytes in the save file in a hex editor; if it's not AB CA, AB CE or AB CF, we don't have a codec for it. In this case, it might be enough to just copy one of the existing ones (like AbcfCodec), call it after the first bytes in the file (eg AB DA -> AbdaCodec...
I'm having the same issue too, but at a different address (4b instead of 3b), can I bump this ticket or help in any way? It only occurs with EditSF, I can use SaveViewer to navigate to the value I want to change, and use SaveParser with no problems. Is there a way I can manually navigate a savefile to change a specific value without EditSF, since I can find it with SaveViewer? Would another savefile having the same issue help @genreless? If so whats the best way of sending them?
I just pushed the changes I had made to DbDecoding to the table-decoder branch. Unfortunately, I haven't finished either of the two new classes I was implementing to allow for the automation so they are currently mostly a reference for the route I was going and a partial implementation. As for the official data, what I know of is in the Assembly Kit's files in the "assembly_kit\raw_data\db folder". This contains two kinds of helpful xml files: the table files, which contain the table data in readable...
Pushing incomplete old work on the automated decoder to the decoder's working branch so team members can reference what was being worked on.
Thanks for the info. I have some ideas on how to do it, especially for tables with large number of entires. I keep seeing references to offical editor files, but I am unsure what this really is? Where can I find more info about it or maybe download it?
You may want to look into https://sourceforge.net/p/packfilemanager/code/HEAD/tree/branches/table-decoder/DbDecoding/ where I started something similar. The issue is that there is no one to one mapping between tables in the official editor files and the ones in the pack files - there are fields that don't go into the corresponding pack db files, and there are columns in the pack db files without corresponding sources in the editor files. I assume those fields are filled from other tables during pack...
This is a really cool idea and I am actually working on something kinda related. How far along have you gotten? Could you elaborate on: it should be allowed to check the official modding tools to try to get column names, key columns, and column references. Where is this data available?
This is a really cool idea. Could you elaborate on: it should be allowed to check the official modding tools to try to get column names, key columns, and column references. Where is this data available?
Hey Genreless! Ofcourse I can do that. Here's a dropbox link to the most recent save and an autosave that both give an error. I noticed that earlier saves than Grom the Paunch still work. https://www.dropbox.com/sh/f5qtx4h9fvu3pnr/AACTs_VzUXRvFCQdZKRqDCA8a?dl=0 Thanks for the effort on this! Your software is much appreciated 🙂 [https://www.dropbox.com/static/images/spectrum-icons/generated/content/content-folder_dropbox-large.png]https://www.dropbox.com/sh/f5qtx4h9fvu3pnr/AACTs_VzUXRvFCQdZKRqDCA8a?dl=0...
No probs. Very happy that it's possible, and I can wait. Thanks again!
Sorry for the delay in making that change Kaukui. I was expecting to have time to sit down and make that change in the last few days but haven't been able to make time yet. My next few days are also probably full, but I will try to make time this week.
Do you think you could forward a copy of your save that doesn't work? The more examples I have, the easier it is for me to parse the changed data format properly the first time without having to repeatedly patch it.
That's exactly why I wanted the duplicate/move/delete option, because at the mo I can duplicate a general/agent/family member or (even a faction array) to my hearts content, without restriction, but I can't do the same in the RECORDS for said duplicated character, thus guarenteeing a crash (if I want to create a new family member with children). But if that option were there I would be able to create a new character (duplicate a CHARACTER_ARRAY-X and edit) and also duplicate the characters entry...
That's exactly why I wanted the duplicate/move/delete option, because at the mo I can duplicate a general/agent/family member or (even a faction array) to my hearts content, without restriction, but I can't do the same in the RECORDS for said duplicated character, thus guarenteeing a crash (if I want to create a new family member with children). But if that option were there I would be able to create a new character (duplicate a CHARACTER_ARRAY-X and edit) and also duplicate the characters entry...
That's exactly why I wanted the duplicate/move/delete option, because at the mo I can duplicate a general/agent/family member or (even a faction array) to my hearts content, without restriction, but I can't do the same in the RECORDS for said duplicated character, thus guarenteeing a crash (if I want to create a new family member with, say ,children). But if that option were there I would be able to create a new character (duplicate a CHARACTER_ARRAY-X and edit) and also duplicate the characters...
Invalid type code when trying to edit newer saves
I also noticed that and came to the same conclusion. The specific request was to be able to use the duplicate/move/delete function on family_member RECORDs in the family_tree RECORD (for Rome 2), which at first glance seems to fill the role of a RECORD_BLOCK. I intended on simultaneously adding a toggle to the menu for something like "disable safety restrictions" so users would have to intentionally get rid of the restriction when they wanted to work around it.
Note that I intentionally did not allow RECORD entries to be edited to protect users from themselves. In all instances I can think of, the game expects the RECORD type field to have the exact format it currently has in the file; if you change it (add or remove a field, or change the type of an existing one), the game will crash. In other instances, you can edit the RECORD, but only if you edit other places referencing it (eg add a starting army to a faction, but also need to define the army itself...
Create an automated tool to try to generate schemas
Add support for Thrones of Britannia
Allow for performing move/duplicate/delete operations on "RECORD" entries
Tagging EditSF 1.2.4 in the repository.
Tagging PFM 5.2.4 in the repository.
Yet another revision to Type26 parsing.
Fix for the ESF parser to account for Type26Nodes not parsing in save files.
A problem with Type26Nodes snuck through the main release. The formatting used in save files had some differences from startpos files that weren't accounted for. Parsing has been updated so save files supposedly parse properly now.
PFM issues with latest TW:W2 version drop
Schema update is done.
THANK YOU! I WILL BE WAITING :)
That happens with each major update to a Total War game. The problem is that CA introduced new tables and changed the format of some old schemas so we have to write new schema entries to tell PFM how to read each table with a new format. I hope to get to that in a few days, but if you are impatient, I have written a tutorial on how to create new schemas yourself here: https://www.twcenter.net/forums/showthread.php?791996-A-tutorial-on-decoding-tables-for-PFM
PFM issues with latest TW:W2 version drop
The ESF Editor can't open Three Kingdoms's esf files anymore
Provided fix has been verified with minor corrections and integrated into the next build.
ESF update verification, documentation, optimization, and fixes.
The ESF Editor can't open Three Kingdoms's esf files anymore
Cobylee66 has provided a fix for the ESF parser. I'm testing it prior to releasing a patch with its changes.
Fixed an issue of decoding the .esf file of new Eight Princes DLC of Three Kingdoms Total War.
Fixed the old command line decode tool only exporting the first un-decoded PackedFile from each game.
Creating a branch to work on the table schema auto-decoder in.
PFM crashes if the startup autoupdater throws an exception
Fix for startup crash when the auto-updater fails to connect to the repository.
The ESF Editor can't open Three Kingdoms's esf files anymore
PFM crashes if the startup autoupdater throws an exception
Process CEO files
Implement import/export of esf data.
Merged revisions 1195-1198 (Three Kingdoms support and EditSF fix) from the trunk to my working branch.
Table sorting during expression application
Cells deselect when filtering tables by column value