How to edit the english.dat file?

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{RaheeXF}
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Re: How to edit the english.dat file?

Post by {RaheeXF} »

Thanks a lot! I have more questions and more things to know. Can I add my own secret codes like "Zap Me 1000" or something else and tell the game to give me 10000 electricity or something else when that code is written? Thanks again. :GAME: :PB
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TommyCD1
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Re: How to edit the english.dat file?

Post by TommyCD1 »

Once again no. This is directly coded into the source code itself, and cannot be modified in a meaningful way. You could theoretically adjust the multipliers provided by cheats, but I honestly don't know. You can read a bit more about it here:
viewtopic.php?p=14459#p14459
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
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{RaheeXF}
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Re: How to edit the english.dat file?

Post by {RaheeXF} »

Holy fu**, I am not a expert at programming C or C++ or whatever the code's name is used to make the game. I don't care. Anyway, do you have answer that, why does it say These Bananas Make Me Thirsty while I try to start the console? I have no clue why does it say. Also, I have saw some topics about this...

(By the way, I am a website developer tho....)
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Re: How to edit the english.dat file?

Post by TommyCD1 »

We don't know why it does this. We only know that it is intentionally put in by the developers of the game. For now, it's the same reason. It's intentionally coded into the source code and is being worked on by smarter minds such as DavidTheTech.

You might recall a similar "forced" crash with "chunks are dead baby". But this issue still technically exists, I just modified the problematic .god files to circumvent even encountering this crash. So before you ask, no that solution cannot even remotely be applied in this scenario, nor would I eve know how to begin actually solving the issue instead of just skirting around it.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
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{RaheeXF}
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Re: How to edit the english.dat file?

Post by {RaheeXF} »

I see.... By the way, thanks for the information tho. Anyway, I used the AI Debugging Panel and I wanna know that, how is it used and why did the developers make this? Also, what is the Ctrl+Win+B (BLAM! In command, it is called blastthosebatards.)? Also, can you give me a list of the CMD commands like Iface.setteam Tan Enemy Green Ally, etc. Thanks again.
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List of Dark Reign 2 console commands

Post by TommyCD1 »

The AI Debugging Menu in its current state only lets you view the AI's brain. You can use it to see which orders are, for example, currently on order, which orders are waiting for prereqs or resources, which orderers are considered "complete", and such. You can use it to view pretty much anything about an AI's logic, but any CMDs that actually modify anything are left out when the game is compiled, so most of the actual functionallity of the menu is lost. However it's still an excellent tool for AI programming.

As for a list of CMDs, unfortunately there is no "list all" cmd in the game like /help or something, so the only way to find out this list is to search through the game .exe manually using a editor or something similar. You understand why I don't want to do that. What I can offer you is a list of every CMD in Dark Reign 2. Most of them should still work in Army Men RTS, and we can get a list of them much easier since we have the full source code to that game instead. Hope this helps instead.
Console CMDS
  • coregame.cre.display
  • coregame.cre.hide
  • coregame.cre.traction
  • coregame.cre.recalc
  • coregame.cre.uploadtractions
  • coregame.cre.region
  • coregame.sizeof
  • coregame.worldinfo
  • coregame.listtypes
  • coregame.terraingroups
  • coregame.listarmourclasses
  • coregame.listdamages
  • coregame.damagetable
  • coregame.movetable
  • coregame.tractiontypes
  • coregame.loadresources
  • coregame.createobj
  • coregame.listobjs
  • coregame.listoffmap
  • coregame.listbyclassid
  • coregame.listclusters
  • coregame.listunits
  • coregame.removeobj
  • coregame.addobj
  • coregame.tag.create
  • coregame.tag.list
  • coregame.region.create
  • coregame.region.list
  • coregame.bookmark.create
  • coregame.bookmark.destroy
  • coregame.bookmark.list
  • coregame.bookmark.jumpto
  • coregame.bookmark.swoopto
  • environment.report
  • quake.listtypes
  • rain.splat.report
  • rain.splat.listtypes
  • rain.splat.create
  • rain.splat.delete
  • rain.popup.setup
  • rain.report
  • rain.strike
  • rain.listtypes
  • rain.create
  • rain.delete
  • effect.listtypes
  • effect.create
  • sys.game.runcode
  • sys.game.migrate.start
  • sys.game.migrate.resync
  • sys.game.migrate.end
  • message.game.list
  • message.game.trigger
  • message.location.list
  • message.location.trigger
  • message.obj.list
  • message.obj.trigger
  • message.gotolast
  • message.return
  • coregame.psearch.cellspercycle
  • coregame.psearch.pathwatch
  • player.list
  • player.reset
  • coregame.sight.info
  • coregame.sight.map
  • team.list
  • team.setrelation
  • team.objectives.current
  • team.objectives.list
  • team.objectives.new
  • team.objectives.complete
  • team.objectives.abandon
  • team.displayobjectives.list
  • team.displayobjectives.remove
  • team.displayobjectives.complete
  • team.displayobjectives.abandon
  • team.listunits
  • camera.set
  • camera.list
  • camera.toggleheight
  • camera.nexttarget
  • camera.prevtarget
  • camera.setyaw
  • camera.setheight
  • camera.rotateto
  • camera.rotateby
  • ai.tactical.showall
  • client.clustermap.create
  • client.clustermap.ai.addthreat
  • client.clustermap.ai.removethreat
  • client.clustermap.ai.adddefense
  • client.clustermap.ai.removedefense
  • client.groupop
  • client.event
  • client.triggermode
  • client.selected
  • client.giveunits
  • client.giveresource
  • client.pause
  • client.steponce
  • client.listselected
  • client.showsettings
  • client.settactical
  • client.savegame
  • client.loadgame
  • client.viewregion
  • client.clearview
  • client.autopilot
  • client.development.setteam
  • client.development.blastthosebastards
  • client.development.money
  • client.development.tasks
  • client.development.directmodeon
  • client.development.directmodeoff
  • client.development.directturn
  • client.development.debug
  • common.debug.lookat
  • common.cycle.listselected
  • studio.quicksave
  • studio.usebrush
  • studio.undo
  • studio.redo
  • studio.brushevent
  • studio.settactical
  • studio.importbitmap
  • studio.development.nerftheground
  • order.spam
  • order.blip
  • order.oos
  • order.abort
  • coregame.particle.listtypes
  • coregame.particle.create
  • coregame.particle.track
  • coregame.particle.delete
  • demo.save
  • demo.play
  • demo.benchmark
  • demo.stop
  • demo.buildlist
  • demo.random
  • gamegod.verify
  • gamegod.dosafeload
  • gamegod.setterraingroup
  • gamegod.setnewmapsize
  • gamegod.missions.select
  • gamegod.missions.launch
  • gamegod.missions.replay
  • gamegod.missions.next
  • gamegod.missions.current
  • gamegod.missions.progress
  • sound.digital.play2d
  • sound.digital.cpu
  • sound.player.load
  • sound.player.add
  • sound.player.clear
  • sound.player.play
  • sound.player.stop
  • sound.player.next
  • sound.player.prev
  • sound.player.random
  • sound.player.tracks
  • sound.player.info
  • sound.redbook.playtrack
  • sound.redbook.nexttrack
  • sound.redbook.randomtrack
  • sound.redbook.stop
  • sound.redbook.info
  • timing.reset
  • timing.report
  • timing.pause
  • timing.steponce
  • timing.readjust
  • god.save
  • god.anim.fpsinc
  • god.anim.fpsdec
  • app.control.toggle
  • app.control.reset
  • app.dialog
  • app.list.fill
  • app.list.god
  • app.list.xsi
  • app.list.gfg
  • app.list.next
  • app.list.rebuild
  • app.list.delete
  • app.delete
  • app.quit
  • app.view.reset
  • app.view.x
  • app.view.y
  • app.view.z
  • app.view.cam
  • app.anim.play
  • app.anim.toggle
  • app.anim.steptoggle
  • app.anim.nextcycle
  • app.mrm.reset
  • app.mrm.gen
  • app.diffuse
  • app.specular
  • app.specinc
  • app.toggle.sunlight
  • app.toggle.camlight
  • app.toggle.lighttype
  • app.toggle.ground
  • app.toggle.res
  • app.toggle.interface
  • app.groundcolor
  • app.stickcolor
  • app.boundscolor
  • app.saved
  • app.attach.light
  • app.select.all
  • brush.next
  • brush.toggle
  • brush.vert.selectnone
  • brush.vert.selectall
  • terrain.render.render
  • terrain.toggle.shroud
  • terrain.toggle.water
  • terrain.shadefactorinc
  • terrain.textures.purge
  • terrain.textures.report
  • terrain.report
  • terrain.sky.levelinc
  • vid.dialog.detail.reset
  • vid.farplaneinc
  • vid.fogdepthinc
  • vid.fogcolor
  • vid.toggle.wireframe
  • vid.toggle.texture
  • vid.toggle.mutitext
  • vid.toggle.specular
  • vid.toggle.dither
  • vid.toggle.movie
  • vid.toggle.filter
  • vid.toggle.mipmap
  • vid.toggle.mipfilter
  • vid.toggle.fog
  • vid.toggle.waitretrace
  • vid.toggle.transort
  • vid.toggle.xmm
  • vid.driver.next
  • vid.mode.report
  • vid.mode.next
  • vid.mode.prev
  • vid.mode.set
  • vid.report.material
  • vid.report.light
  • vid.report.tex
  • vid.report.mesh
  • vid.report.mesheffect
  • vid.report.terrain
  • vid.report.all
  • vid.report.quick
  • vid.report.modes
  • vid.fullscreen
  • vid.windowed
  • vid.bucket
  • vid.ambient
  • vid.options
  • vid.tex.report.all
  • vid.tex.report.frame
  • vid.tex.report.bink
  • vid.tex.report.surf
  • vid.tex.report.manage
  • vid.tex.report.usage
  • vid.tex.replace
  • vid.tex.reload
  • vid.tex.restore
  • vid.movie.start
  • vid.movie.stop
  • vid.heap.max
  • vid.letterbox
  • mesh.dump.offset
  • mesh.dump.offsetall
  • mesh.dump.heirarchy
  • mesh.toggle.basepose
  • mesh.toggle.mrm
  • mesh.toggle.weighting
  • mesh.toggle.interpolation
  • mesh.toggle.bounds
  • mesh.toggle.normals
  • mesh.toggle.hardpoints
  • mesh.toggle.origins
  • mesh.shadow.nightcolor
  • mesh.translucency
  • mesh.diffuse
  • mesh.envmap
  • mesh.report
  • iface.activate
  • iface.deactivate
  • iface.toggleactive
  • iface.closedialog
  • iface.resize
  • iface.listclasses
  • iface.listcontrols
  • iface.listfonts
  • iface.writefonts
  • iface.screenshot
  • iface.setlocale
  • iface.disabledraw
  • iface.disableactivate
  • iface.sendnotifyevent
  • iface.ifconsolemsg
  • iface.deactivatemodals
  • iface.setalpha
  • iface.fadeup
  • iface.testmodechange
  • iface.testmsgbox
  • iface.input.keynames
  • iface.keybind.dump
  • iface.keybind.names
  • iface.keybind.modifiers
  • iface.keybind.hold
  • iface.keybind.press
  • quit
  • ls
  • op
  • help
  • ?
  • bind
  • unbind
  • exec
  • echo
  • sys.info
  • sys.uptime
  • sys.ver
  • sys.runcode
  • sys.runonce
  • sys.buildfileindexes
  • profile.init
  • profile.reset
  • profile.start
  • profile.stop
  • sys.framecap
  • debug.break
  • debug.assert
  • debug.filesys
  • debug.stackoverflow
  • debug.infiniteloop
  • debug.loop
  • debug.zerodiv
  • debug.intzerodiv
  • debug.overflow
  • debug.underflow
  • debug.dircrc
  • debug.dumpsymbols
  • debug.memory.accessviolation
  • debug.memory.overwritehead
  • debug.memory.overwritetail
  • debug.memory.useall
  • debug.memory.snapshot
  • debug.memory.report
  • debug.memory.flushcache
  • debug.memory.validateall
  • debug.memory.examine
  • multiplayer.lookupname
  • multiplayer.lookupaddress
  • multiplayer.abort
  • multiplayer.instant
  • multiplayer.login
  • multiplayer.launch
  • multiplayer.migrate
  • multiplayer.checkfirewall
  • multiplayer.sizeof
  • multiplayer.register.client
  • multiplayer.register.server
  • multiplayer.register.setup
  • multiplayer.register.transfer
  • multiplayer.register.transferlist
  • multiplayer.register.players
  • multiplayer.register.chat
  • multiplayer.register.updates
  • multiplayer.register.download
  • multiplayer.register.info
  • multiplayer.server.start
  • multiplayer.server.connect
  • multiplayer.server.joinconnect
  • multiplayer.session.connect
  • multiplayer.session.joinpassword
  • multiplayer.session.joindownload
  • multiplayer.session.createdownload
  • multiplayer.setup.created
  • multiplayer.setup.joined
  • multiplayer.setup.leaving
  • multiplayer.setup.addai
  • multiplayer.setup.removeai
  • multiplayer.setup.fillai
  • multiplayer.setup.activated
  • multiplayer.setup.launch
  • multiplayer.setup.suggestmission
  • multiplayer.setup.getmission
  • multiplayer.setup.setmission
  • multiplayer.setup.setrandommission
  • multiplayer.setup.clearmission
  • multiplayer.cmd.me
  • multiplayer.cmd.msg
  • multiplayer.cmd.broadcast
  • multiplayer.cmd.team
  • multiplayer.cmd.t
  • multiplayer.cmd.enemies
  • multiplayer.cmd.e
  • multiplayer.cmd.allies
  • multiplayer.cmd.a
  • multiplayer.cmd.won
  • multiplayer.cmd.kick
  • multiplayer.cmd.k
  • multiplayer.cmd.help
  • multiplayer.download.motd
  • multiplayer.download.updates
  • won.register.connect
  • won.register.players
  • won.register.games
  • won.register.chat
  • won.log
  • won.abort
  • won.setup
  • won.connect
  • won.disconnect
  • won.login
  • won.createaccount
  • won.changepassword
  • won.updaterooms
  • won.rebuildrooms
  • won.rebuildgames
  • won.rebuildplayers
  • won.createroom
  • won.joinroom
  • won.joinroompassword
  • won.joingame
  • won.ignore
  • won.unignore
  • won.pingallgames
  • won.keepalive
  • won.checkkey
  • won.cmd.broadcast
  • won.cmd.me
  • won.cmd.msg
  • won.cmd.ignore
  • won.cmd.ig
  • won.cmd.unignore
  • won.cmd.unig
  • won.cmd.help
  • perfstats.reset
  • perfstats.sort
  • perfstats.monitor.start
  • perfstats.monitor.stop
  • terrain.toggle.shroud
  • terrain.toggle.water
  • terrain.toggle.offmap
  • terrain.shadefactorinc
Again, there's no "list" or guide on what each of these do and how they are used, so the only way to find that is to go through each and test them, which again I am not going to do for you. BE CAREFUL WITH THESE! They are very powerful tools that directly influence the game's functioning, and most work with parameters, so using them without caution could crash your game. Also, most if not all of these commands are explicitly added with the intention of typing them manually into a console, which Army Men currently doesn't have. That means that in order to use these, you'll have to execute them some other way through code, whether that be keybinds, interface, or objectives is up to you; whichever is most convenient for the situation.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
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{RaheeXF}
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Re: How to edit the english.dat file?

Post by {RaheeXF} »

Thanks a lot man! You are awesome. 🏆
*RaheeXF*
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{RaheeXF}
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Re: How to edit the english.dat file?

Post by {RaheeXF} »

I have some questions. Please, answer whenever you can.
  • Can I make a scroll bar for greater than 10 missions in the Great Battles box/tab?
  • Is there any other way to render the terrain color for the minimap? I mean, more easier way? I am asking this because when I even create a small change to the terrain and save it, the AMRTS minimap just replaces the terrain.tga and the DR2 terrain.tga is gone. That's why I am asking this.
  • How can I make a uninstaller (I dont know how to do this) and also installer (I know how to do that but for better explanation...) for my custom missions?
  • How can I use the CMD Commands using .cfg files or anything else?
Thanks a lot. I hope you will understand and answer. Bye.

:GAME: :PB :blah:
*RaheeXF*
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Re: How to edit the english.dat file?

Post by TommyCD1 »

  • You can do it the same way the campaign does. It displays a single image and updates that according to the mission index. It's located in if_shell_campaign_story.cfg so take a look and see how it's done. Don't ask me because I haven't messed with it so I don't know.
  • Yes, save the Dark Reign 2 terrain as terrain_custom.tga and then it will no longer be overwritten. Then, you can allow studio to update the normal terrain.tga and then combine them when you are done, or otherwise. As of right now, the Dark Reign 2 studio is the ONLY way to get the terrain colors rendered for you. Otherwise you will have to color your mini-map manually.
  • I do not know either. My .exe for the Special Operations replaces the entire shell.x archive along with base.x, so I do not recommend looking at that for a solution.
  • Again, most if not all of the main story missions use console commands through objective code. You can look through them for examples of how console commands are used. But the three main ways are:
    1. By executing it inside an Action() modal
    2. By translating an interface event (what happens when you click a button)
    3. By binding to a key stroke
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
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{RaheeXF}
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Re: How to edit the english.dat file?

Post by {RaheeXF} »

Thanks a lot mate! 🏆
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