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I know the order doesn't matter, but I was just saying that the first item and the camera are both given the ID 1, and when the the camera is actually placed, then it skips ID #'s.

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I know the order doesn't matter, but I was just saying that the first item and the camera are both given the ID 1, and when the the camera is actually placed, then it skips ID #'s.

This was an issue with Final 1, not Final 2 which I just released. Are you sure you downloaded the latest version? The camera object is just named "Camera" it doesn't have a number. I cannot get it to duplicate in Final 2.

Here is an example of how it comes up with you add them in an off order:

You will see object 4 is missing. That is because it's renamed to 'camera'.


Lego* {

Object1 {
type TeleportPad
xPos 7.500000
yPos 4.500000
heading 90.000000
}

Object2 {
type Barracks
xPos 8.500000
yPos 6.500000
heading 90.000000
}

Object3 {
type TeleportBIG
xPos 3.500000
yPos 4.500000
heading 90.000000
}

Camera {
type TVCamera
xPos 5.500000
yPos 6.500000
heading 90.000000
}

Object5 {
type Barracks
xPos 2.500000
yPos 9.500000
heading 90.000000
}

Object6 {
type TeleportBIG
xPos 7.500000
yPos 8.500000
heading 90.000000
}

}

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I haven't tried Final2 yet. Will test now.

	Object1 {

		type	Toolstation

		xPos	3.500000

		yPos	8.500000

		heading	90.000000

	}


	Object2 {

		type	Pilot

		xPos	6.500000

		yPos	6.500000

		heading	90.000000

	}


	Camera {

		type	TVCamera

		xPos	4.500000

		yPos	5.500000

		heading	90.000000

	}


	Object4 {

		type	Powerstation

		xPos	7.500000

		yPos	3.500000

		heading	90.000000

	}


}

It skipped a number.

Yeah; but in the last release it seemed to crash the game. Lemme test again with an OL....some other time. For now, I'm going to do homework. *sighs*

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I haven't tried Final2 yet. Will test now.

	Object1 {
type Toolstation
xPos 3.500000
yPos 8.500000
heading 90.000000
}

Object2 {
type Pilot
xPos 6.500000
yPos 6.500000
heading 90.000000
}

Camera {
type TVCamera
xPos 4.500000
yPos 5.500000
heading 90.000000
}

Object4 {
type Powerstation
xPos 7.500000
yPos 3.500000
heading 90.000000
}

}

It skipped a number.

Yeah; but in the last release it seemed to crash the game. Lemme test again with an OL....some other time. For now, I'm going to do homework. *sighs*

Did you read my previous comment in the spoiler?

Duplicate objects id's will crash the game. However the maps themselves of Final 1 also have issues that contribute to the crashing of the game. To do a proper test you'll need to re-make you level entirely, just swapping over the OL may not work because of an issue with the map.

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looks like i'm going to need to remake my map then. oh well i'm glad the bugs have been fixed. keep up the good work Cyrem.:)

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Duplicate objects id's will crash the game. However the maps themselves of Final 1 also have issues that contribute to the crashing of the game. To do a proper test you'll need to re-make you level entirely, just swapping over the OL may not work because of an issue with the map.

The map worked fine after I fixed the OL. Will test with final2 in an hour or two when I get home.

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  • Hex is wrong on dugg editor

New bug in the new version, you fixed this bug or you're planning to fix this bug? :/

And how is it wrong?

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  • Hex is wrong on dugg editor

New bug in the new version, you fixed this bug or you're planning to fix this bug? :/

And how is it wrong?

Sorry, I should have wrote "Fixed the wrong hex". I believe it was showing the wrong hex in the editor.

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  • 3 weeks later...

Cyrem, I placed a toolstore, then I placed a Camera, but I deleted it almost instantly because I didn't like the position, but I couldn't use the Game Camera function because it locked. I had to place one using the "Other" function.

I am using Version 0.9 FINAL 2.

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Well I've finally managed to find some time to play around with the latest Map Creator. Has been awhile since I last did this, and was a bit out of habit, but I've still managed to acquire my usual list: ;)

Bug:

  • Export > To Zip doesn't quite work. The Creator gets stuck not responding and in place of the zip file in the destination folder, is a Temp folder (e.g. Temp260, Temp 849), which does have all the map files in it. Can't really provide much more detail, except that it happens with all maps I try to export as zip, be it my own map, or an original game map. I see the command line flicker, and then the Creator gets stuck.

Suggestions:

  • For consistency, the dugg editor should have the surface layer go dark like all the other map file editors, and just the surf editor should be bright.
  • It would be good if there was the ability to have a ring of x solid rock around the outside of the map. Maybe this could be implemented by default when starting a new map, or have the option to set a ring by x squares in the options? It's pretty standard for maps to have rings of solid rock around the edges and it is a bit of a hassle doing this manually when you're starting a huge map.
  • It would also be good if the exporting of map files in bulk returned to being able to have a number after the map file. It is a hassle to have to manually type in the "_X" for each map file if you're just trying to quickly test a map. I remember that when you did have this in effect, for single digit numbers, the creator didn't put the 0 in front of it, which is required syntax. Is there anyway you're able to implement this now? Just a menu screen that asks if you want a map number after each map file, and if so, what is that number?

There's also a few things that I have mentioned to you over time, but have seen no recent plan or mention of them. So here they are in case you've forgotten about them, and if not, can you clarify which ones are still possible/in the making?:

  • Highlight function - the ability to click and drag over several squares to highlight just some of the map at a time. You could then be able to do certain things to just these squares such as fill as a certain rock or height.
  • Undo function - the good ol' Ctrl+Z is always handy to have.
  • Zoom function - the ability to change the size of the squares, even if you can alternate between just two map square sizes.

So nothing too major, just the usual suggestions to improve the User Interface. While I haven't had the time lately, I look forward to having the ability to make some great maps from scratch. :)

~Matt

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Export > To Zip doesn't quite work. The Creator gets stuck not responding and in place of the zip file in the destination folder, is a Temp folder (e.g. Temp260, Temp 849), which does have all the map files in it. Can't really provide much more detail, except that it happens with all maps I try to export as zip, be it my own map, or an original game map. I see the command line flicker, and then the Creator gets stuck.

Oh hey, I got that bug too. I thought it was WINE's fault (I was running it on linux, via WINE. WOO THAT WORKS). You can fix it by canceling the ZIP process by pressing Ctrl-C in the console window (I do think the Map Creator makes one...)

Suggestions:

  1. For consistency, the dugg editor should have the surface layer go dark like all the other map file editors, and just the surf editor should be bright.
  2. It would be good if there was the ability to have a ring of x solid rock around the outside of the map. Maybe this could be implemented by default when starting a new map, or have the option to set a ring by x squares in the options? It's pretty standard for maps to have rings of solid rock around the edges and it is a bit of a hassle doing this manually when you're starting a huge map.
  3. It would also be good if the exporting of map files in bulk returned to being able to have a number after the map file. It is a hassle to have to manually type in the "_X" for each map file if you're just trying to quickly test a map. I remember that when you did have this in effect, for single digit numbers, the creator didn't put the 0 in front of it, which is required syntax. Is there anyway you're able to implement this now? Just a menu screen that asks if you want a map number after each map file, and if so, what is that number?

  1. Quite a nice idea, I don't think it's necessary but I guess it'd be useful :)
  2. Yes. Just yes. But not just Solid Rock - also Water, Lava, etc. would be good. I did the solid rock ring manually on a map I made for Cirevam.
  3. I know that
    sprintf("MapType_%02i.map", number_here, string_to_put_it_in)

    should zero-pad the number into a string correctly.

There's also a few things that I have mentioned to you over time, but have seen no recent plan or mention of them. So here they are in case you've forgotten about them, and if not, can you clarify which ones are still possible/in the making?:

  1. Highlight function - the ability to click and drag over several squares to highlight just some of the map at a time. You could then be able to do certain things to just these squares such as fill as a certain rock or height.
  2. Undo function - the good ol' Ctrl+Z is always handy to have.
  3. Zoom function - the ability to change the size of the squares, even if you can alternate between just two map square sizes.

  1. That would be nice IMO too :D
  2. Absolutely.
  3. Probably difficult to implement, but yes, this would be nice.
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  • 3 weeks later...

Well I've finally managed to find some time to play around with the latest Map Creator. Has been awhile since I last did this, and was a bit out of habit, but I've still managed to acquire my usual list: ;)

Thank-you, as always!

  • Export > To Zip doesn't quite work. The Creator gets stuck not responding and in place of the zip file in the destination folder, is a Temp folder (e.g. Temp260, Temp 849), which does have all the map files in it. Can't really provide much more detail, except that it happens with all maps I try to export as zip, be it my own map, or an original game map. I see the command line flicker, and then the Creator gets stuck.

Strange. I cannot duplicate this on my end, however I think I know the cause.

  • For consistency, the dugg editor should have the surface layer go dark like all the other map file editors, and just the surf editor should be bright.
  • It would be good if there was the ability to have a ring of x solid rock around the outside of the map. Maybe this could be implemented by default when starting a new map, or have the option to set a ring by x squares in the options? It's pretty standard for maps to have rings of solid rock around the edges and it is a bit of a hassle doing this manually when you're starting a huge map.
  • It would also be good if the exporting of map files in bulk returned to being able to have a number after the map file. It is a hassle to have to manually type in the "_X" for each map file if you're just trying to quickly test a map. I remember that when you did have this in effect, for single digit numbers, the creator didn't put the 0 in front of it, which is required syntax. Is there anyway you're able to implement this now? Just a menu screen that asks if you want a map number after each map file, and if so, what is that number?

1. Thanks for the suggestion.

2. The old editor did this, perhaps I should put it in again.

3. I'm trying to rule out the number extensions as they don't really have a purpose (especially now that we know we can add more then 25 levels). In the next beta it will generate a level configuration code. It should just be a matter of copy and paste and you shouldn't have to do the renaming any more unless you still want to do map file swapping.

There's also a few things that I have mentioned to you over time, but have seen no recent plan or mention of them. So here they are in case you've forgotten about them, and if not, can you clarify which ones are still possible/in the making?

Don't worry I haven't forgotten those suggestions. I will look into them once the first version is complete.

Thanks again.

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imperial officer

I have downloaded this, but when I try to open it with a compressed/zipped folder, an error message comes up. It reads:

The compressed (zipped) folder is invalid or corrupted.

Any suggestions?

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I have downloaded this, but when I try to open it with a compressed/zipped folder, an error message comes up. It reads:

The compressed (zipped) folder is invalid or corrupted.

Any suggestions?

It just means your download software has not fully downloaded the file. Just attempt to re-download it or try a different browser. The original ZIP uploaded is not corrupt.

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  • 3 weeks later...

I'm too lazy to reread the whole topic to see if this was suggested, but I'll suggest it anyway.

It's very annoying having to keep clicking to set, for example, trigger point numbers.

So, for stuff like this, can you add a little box where we can type in a "brush value"?

Should be self explanatory.

So, if we tick the "use value in brush value box", it will paint the tile with the number we type in there.

Let's say I am setting triggers. I tick the option, and type 9 as the brush value.

Wherever I click, the value will be changed to.

Got it?

Please add it in.

Thanks!

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I'm too lazy to reread the whole topic to see if this was suggested, but I'll suggest it anyway.

It's very annoying having to keep clicking to set, for example, trigger point numbers.

So, for stuff like this, can you add a little box where we can type in a "brush value"?

Should be self explanatory.

So, if we tick the "use value in brush value box", it will paint the tile with the number we type in there.

Let's say I am setting triggers. I tick the option, and type 9 as the brush value.

Wherever I click, the value will be changed to.

Got it?

Please add it in.

Thanks!

No, thats a new suggestion.

Thanks, I'll consider it.

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On Karnanga (Not the old version, the new version, which hasn't been uploaded yet), no monsters emerge. Despite the fact I have triggers and emerges everywhere.

Are you sure emerge is working in final beta 2?

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On Karnanga (Not the old version, the new version, which hasn't been uploaded yet), no monsters emerge. Despite the fact I have triggers and emerges everywhere.

Are you sure emerge is working in final beta 2?

It was last time I checked, send the map over to me.

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  • 1 month later...

Will it have drag boxes for multiple selection and have EVERY layer visible so you don't inadvertantly put a building in a wall or something like that?

A menu for objects other then buildings would be nice.

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EVERY layer visible so you don't inadvertantly put a building in a wall or something like that?

A menu for objects other then buildings would be nice.

1) The surf layer is visible when in the OL editor. I just checked again to make sure.

2) To be fair, unless the MC can scan the CFG for objects, it can't predict any new stuff that modders put in. This is why the Custom Object... option exists. MCB3 should have the vehicle menu done, but for right now the custom object function is good enough.

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Unless you are not sure what the game calls an object. and the layers that give me the most trouble because I can't have them both up at the same time, erosion and hightmap, as they are somewhat related in real life.

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Unless you are not sure what the game calls an object. and the layers that give me the most trouble because I can't have them both up at the same time, erosion and hightmap, as they are somewhat related in real life.

First off, learn what the game calls them. It is one of the essential elements of modding.

Second off, being able to see height and erosion at the same time when editing them would indeed be nice :)

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  • Cyrem changed the title to Map Creator (0.9.11)
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