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#editor

adrientd
One theory could be that each line was associated with two strings: one which is for displayed text, and the other is the spoken dialogue which is given to the voice actors?
adrientd
And Osome actually exported in the KText the voice actor script instead of the game text.
forgotten_in_abyss
Maybe. No one knows except developers.
forgotten_in_abyss
Funny that these lines were taken from english localization.
mrm.77
I'm trying to change some enemy numbers and placements in the Olympics game but struggling to figure out how squads work (and if it's even feasible to tweak these values for JO) *Linked image not available*
mrm.77
My ultimate goal is to try and make JO a more well rounded experience (i.e. more combat in an otherwise pretty barebones game) and I'd appreciate any help!
mrm.77
It'd also be great if there was some way to bring in squads from different levels into other ones so that the Paper and Realistic Romans aren't all stuck only on the final boss for some confounding reason 🤔
pegperegogaucho
Unfortunately you will not be able to do much editing :/
pegperegogaucho
As OG is based on the XXL2 engine, and not even that game is in a particularly editable state, there is still many unknown values and relationships between the classes and documentation is sparse. Only XXL1 has fully-fledged squad editing as of right now (with the possibility of adding enemies from other levels as well!)
pegperegogaucho
In your screenshot, the game says there are "65535 total enemies" but in the game only around 6 or so enemies will actually spawn. This is because the spawn behavior is likely controlled by the game scripting (even more unknown :Obelul:)
forgotten_in_abyss
I still wondering if i can actually add sounds to XXL1. Because of romaster there's some music and sounds that would be good to add to level.
pegperegogaucho
However I would not let this discourage you. Just because no one has not done it before does not mean it is impossible. I would suggest tinkering around with the different stuff and documenting what changes in-game, and in future this knowledge might be useful for more advanced mods.
pegperegogaucho
Because many years ago I also looked at the squad editor and had "65535 unknown1, 7581 unknown2, ..." in front of me, but I was still able to figure out some stuff and make interesting mods nontheless :Obelul:
pegperegogaucho
And now, like 4(?) years later, many new modding opportunities opened up (for XXL1) :Pogelix:
pegperegogaucho
You cannot add sounds right now, only Import(Replace)/Export them. It should definitely be possible to add a way to add new sounds with the current codebase, though
mrm.77
Thank you so much for the detailed response! I'll definitely go through some trial and error and see if I can find some sort of pattern eventually
mrm.77
It's a shame that JO is like this cause the only reason I'm going out of my way to do is cause it's the only one with co op natively in the game lol
mrm.77
I've tinkered around before with the idea of attempting to add co op to XXL1 and 2 but that just sounds like it'd be more trouble than it's worth unfortunately
pegperegogaucho
Oh, you would have to patch the game code a lot for that to work :Obelul:
pegperegogaucho
And also all the level files since it is always assumed what character the player is controlling right now