Removing ingame text (console modding) (Solved)
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- xII DM IIx
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Removing ingame text (console modding) (Solved)
Is it possible to remove the ingame popup text such as: "Player 1 killed Unit 790", or "Republic captured the NE Main Platform"?
I apologize if this topic has already been answered, and thanks in advance.
I apologize if this topic has already been answered, and thanks in advance.
Last edited by xII DM IIx on Sat Sep 05, 2009 7:48 pm, edited 1 time in total.
- Par3210
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Re: Removing ingame text
yep.
Just go to editlocalize.bat and then game then keep customizing the sub-sub text to make it blank.
Just go to editlocalize.bat and then game then keep customizing the sub-sub text to make it blank.
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RogueKnight
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Re: Removing ingame text
It can't be done for the game itself, but you can do it in any mod you make.
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Re: Removing ingame text
I'm not exactly sure what you meant by that statement. Every string used by the game is stored in the localisation files. If you mess with those, you can mess with any string. If you're lucky enough to get your mod's addme.lua loaded by the game last, you will even change any non-built shell string.DarthRogueKnight wrote:It can't be done for the game itself...
The game merges all the map's strings together when it processes the addmes (when you read in your core.lvl). This is how it gets your map's name and description. New localisations are added to the game (such as your map's name) and any existing strings are overwritten with the new read strings (everything else you see from editlocalize). If a key doesn't exist in your localisation files, then that string isn't overwritten. By default, all the other localisation strings are exactly the same, so it appears that your map didn't change anything, when in fact it changed almost everything.
However, a bunch of the shell screens are already created before the addmes are processed, so you can't get your strings loaded before the game reads its localisation database. If you attempted to rebuild those screens after all the maps were processed, they would display the strings from the combined addmes.
One way to reduce your map's file size is to delete all strings for the localisation files that aren't displayed ingame.
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RogueKnight
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Re: Removing ingame text
Wait, so does that mean we can re-localize stock sides to have more accurate names?
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Re: Removing ingame text
[RDH]Zerted wrote:If you're lucky enough to get your mod's addme.lua loaded by the game last...
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Re: Removing ingame text
So when you munge it, which .lvl file does it appear in?
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AQT
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Re: Removing ingame text
The core.lvl file.
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Re: Removing ingame text
You control all the strings from the point when your map's loading screen is built to when another map is loaded or when you return to the shell. Use editlocalize.bat to change them.DarthRogueKnight wrote:...we can re-localize stock sides to have more accurate names?
So yes xII DM IIx, just delete those related strings from your localisation files.
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Re: Removing ingame text
Thank you guys for all your help. However, I can't use, let alone even try, the suggestions you all...well...suggested to me. I can only modify the mission.lvl (pretty much) as I'm doing console modding.
This brings me to the following questions:
Instead of editing the localization files to say nothing, is there some string that tells the game to access the localization files when an event occurs (If Player kills Unit X, then display game.infomsg.killed) that I can remove?
OR
Is there a specific gamefont type the game uses to display the infomsgs that I can simply delete?
This brings me to the following questions:
Instead of editing the localization files to say nothing, is there some string that tells the game to access the localization files when an event occurs (If Player kills Unit X, then display game.infomsg.killed) that I can remove?
OR
Is there a specific gamefont type the game uses to display the infomsgs that I can simply delete?
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Re: Removing ingame text (console modding)
I wish we could edit events like that, but we can't. I've never looked at console modding. Can you add files? If so, you could try creating a core.lvl (which contains all the strings) and reading it in in the map's ScriptInit function. I don't know if that will work, but it might.
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Re: Removing ingame text (console modding)
What do you mean by adding files? Do you mean side.lvls and stuff like that? If so, then no, I don't think so. The only thing I've been able to add in is the mission.lvl.
Just to clarify, I'm trying to get these settings to apply to the original game, like the stock maps and such. I'm not even trying to add in a new map.
Just to clarify, I'm trying to get these settings to apply to the original game, like the stock maps and such. I'm not even trying to add in a new map.
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Re: Removing ingame text (console modding)
I meant instead of replacing an existing file, you add a one to where ever the game is stored.
- xII DM IIx
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Re: Removing ingame text (console modding)
I'm afraid I don't understand. Wouldn't adding the file overwrite the existing one, which would be the same as replacing it?
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Re: Removing ingame text (console modding)
replacing: the original file is gone, it is being replaced by the new file
overriding: the original file is loaded, but afterwards the new file which overrides the original file because it is loaded afterwards
overriding: the original file is loaded, but afterwards the new file which overrides the original file because it is loaded afterwards
- xII DM IIx
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Re: Removing ingame text (console modding)
I still don't get this. I think I understand that you edit the strings in editlocalize.bat, then you munge it, and...I'm pretty much lost after that.
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Re: Removing ingame text (console modding)
...and the file VisualMunge creates is named core.lvl. Put this file anywhere on console. Now in the map's mission script, use ReadDataFile and load that core.lvl. Try loading it from ScriptInit(). If that doesn't work, try loading it in the first lines of the map's Lua script.
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Re: Removing ingame text (console modding)
Well, I tried what you suggested (probably not correctly), but the level crashed before even loading halfway. I can think of many potential things that went wrong:
1) My core.lvl is only 2.2 mb, while the original core.lvl is 3.07 mb. This is because I don't know what files are necessary, nor where to place said files, in order to recreate a core.lvl similar to the original
2) I renamed my core.lvl to core1.lvl and placed it in the SIDE folder
3) I entered the script ReadDataFile("core1.lvl") underneath ReadDataFile("ingame.lvl") and before ReadDataFile("sound\\myg.lvl;myg1cw"), so it looks like this:
ReadDataFile("ingame.lvl")
ReadDataFile("core1.lvl")
ReadDataFile("sound\\myg.lvl;myg1cw")
Well, that's pretty much it. Any problems you can see?
1) My core.lvl is only 2.2 mb, while the original core.lvl is 3.07 mb. This is because I don't know what files are necessary, nor where to place said files, in order to recreate a core.lvl similar to the original
2) I renamed my core.lvl to core1.lvl and placed it in the SIDE folder
3) I entered the script ReadDataFile("core1.lvl") underneath ReadDataFile("ingame.lvl") and before ReadDataFile("sound\\myg.lvl;myg1cw"), so it looks like this:
ReadDataFile("ingame.lvl")
ReadDataFile("core1.lvl")
ReadDataFile("sound\\myg.lvl;myg1cw")
Well, that's pretty much it. Any problems you can see?
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Re: Removing ingame text (console modding)
The different core.lvl sizes isn't a problem as your custom core only has the localization strings.
Rename the core1.lvl back to core.lvl. I'm not sure if it matters, but it is best to be safe.
Your ReadDataFile line is wrong. If your core is in sides, then you have to read it from there: ReadDataFile("SIDE\\core.lvl")
Rename the core1.lvl back to core.lvl. I'm not sure if it matters, but it is best to be safe.
Your ReadDataFile line is wrong. If your core is in sides, then you have to read it from there: ReadDataFile("SIDE\\core.lvl")
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Re: Removing ingame text (console modding)
Well, it didn't crash this time, however the text still displayed while in game. I hope I'm doing the munge process right...
*EDIT*
For some reason it isn't reading the localizations that I've set up in the modified core.lvl, if it's even reading the modified core.lvl itself at all. Any ideas on what could be wrong?
*EDIT* *EDIT*
Figured out an alternative way to modify the localization files. I just Hex-Edited the original core.lvl file.
Thank you all for your helpful suggestions! 
*EDIT*
For some reason it isn't reading the localizations that I've set up in the modified core.lvl, if it's even reading the modified core.lvl itself at all. Any ideas on what could be wrong?
*EDIT* *EDIT*
Figured out an alternative way to modify the localization files. I just Hex-Edited the original core.lvl file.
