Author Topic: Map editor development  (Read 22415 times)

zombiepirate

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Re: Map editor development
« Reply #75 on: 30 March 2010, 16:06:20 »
Thank you.

I hadn't actually thought of thought of using a heightmap mask like that, it's a good idea I think. I think that book is actually at the library here at the university and I might go have a look at it.

modman

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Re: Map editor development
« Reply #76 on: 1 April 2010, 22:13:41 »
Another quick question: when will the pretty icons be implemented into the editor? :angel:

Anyways, looks good!  I like the fact that it shows me what is selected at the bottom.

Last quick question.  Will all new map features stem from this map editor, or will we need a new one?  If we will need a new one, how do I know when this one is "maxed out"?  Thanks, no more questions for now. :)

silnarm

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Re: Map editor development
« Reply #77 on: 1 April 2010, 22:26:09 »
Another quick question: when will the pretty icons be implemented into the editor? :angel:

Most of them are in already.

Quote
Last quick question.  Will all new map features stem from this map editor, or will we need a new one?  If we will need a new one, how do I know when this one is "maxed out"?  Thanks, no more questions for now. :)

Any new 'map features' will break compatibility, and the current map format has some serious flaws, so if any new features get added, my preference would be for a whole new format, not a extension. That's likely the route GAE will take, I can't speak for the mega-mob. The old map editor might be able to be adapted, but it would be as much work as a new one, so a new one would probably be created from scratch.

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modman

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Re: Map editor development
« Reply #78 on: 2 April 2010, 00:41:47 »
Quote
https://sourceforge.net/projects/glestae/files/glestae_snapshots/map_editor/map_editor_win32.7z/download
Another quick question: when will the pretty icons be implemented into the editor? :angel:
Most of them are in already.

This is the link I used.  I thought it was the newest one, but apparently not... :confused:

zombiepirate

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silnarm

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Re: Map editor development
« Reply #80 on: 2 April 2010, 02:44:58 »
Doh!

I changed the folder I was putting them in on sourceforge, and forgot to update the first post... Sorry!  :-[
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Trappin

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Re: Map editor development
« Reply #81 on: 3 May 2010, 08:23:03 »
The new editor is awesome - thanks guys.

titi

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Re: Map editor development
« Reply #82 on: 4 May 2010, 09:18:01 »
How can I edit the xpms in the icons subdirectory? I want to correct some colors in the icons and so on.
Which program did you use to edit them? Gimp can do it, but then the variable names will be different and some other things are the way the compiler doesn't like it.

Or do I have to manually change the variable name after editing it in a paint program?

« Last Edit: 4 May 2010, 21:05:10 by titi »
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Yggdrasil

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Re: Map editor development
« Reply #83 on: 4 May 2010, 20:09:27 »
Oh, this could be my fault. I just converted the png files to xpm with imagemagick and also changed slightly the names of the char** because they were ugly. I just assumed it works in Gimp. It adds "_xpm" to the name and does not make it const, so there are plenty of warnings and the error 'cause of name change. Maybe we should also add "_xpm" as suffix...

Meanwhile, have a shell script:
Code: [Select]
#!/bin/sh
# fix xpm when edited with gimp

if [ -n "$1" ]; then
sed "s/static char \* ${1/.xpm/}_xpm/static const char \*${1/.xpm/}/" -i $1
else
echo "usage: $0 file"
fi

If you only want to change some color values you can also edit it directly. Just change the hex rgb values at top.

titi

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Re: Map editor development
« Reply #84 on: 5 May 2010, 00:13:14 »
I added some frames to the object Icons ( their size is now a bit unusual 20x20) shownig the color they have in the symbolic map later.
I checked that in in megaglest now. Should I also add them to GAE and which is correct branch to do that at the moment?
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Yggdrasil

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Re: Map editor development
« Reply #85 on: 8 May 2010, 11:16:54 »
trunk is the place to work. If you think it is useful, please go ahead and add it.

Omega

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Re: Map editor development
« Reply #86 on: 10 May 2010, 16:57:46 »
By the way, I'm out of sync, does/will GAE support 8 players and all this stuff the same way MG does?
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silnarm

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Re: Map editor development
« Reply #87 on: 2 July 2010, 05:59:04 »
By the way, I'm out of sync, does/will GAE support 8 players and all this stuff the same way MG does?

It doesn't yet, but will.
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Trappin

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Re: Map editor development
« Reply #88 on: 24 November 2010, 01:14:56 »
The next editor version needs to force the .mgm file extension type when selecting player start locations higher than 4 positions.

Omega

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Re: Map editor development
« Reply #89 on: 24 November 2010, 06:21:25 »
I also think there should be a way to *hover* over a cell and be told its coordinates, as finding those out in scenarios is VERY ... undesirable. Preferably in the task bar.
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Re: Map editor development
« Reply #90 on: 24 November 2010, 06:25:05 »
how about a button you can push to bring up info on a certain cell, such as coordinates, type(tree, bush, empty), un/walkable, and any other useful stuff, it would basically be properties.
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silnarm

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Re: Map editor development
« Reply #91 on: 28 November 2010, 01:29:36 »
The next editor version needs to force the .mgm file extension type when selecting player start locations higher than 4 positions.

It does, it may not change it on the status-bar immediately, and the save box may even be set to 'gbm' when you save, but if it has 5+ players, it will save as mgm.

I also think there should be a way to *hover* over a cell and be told its coordinates, as finding those out in scenarios is VERY ... undesirable.

Can do, I guess if it's for this purpose it should tell you the cell co-ords, not tile... might seem a bit confusing to some people  :look:

Is finding the cells so hard in-game ?? Toggle debug-info, click ground, read co-ords from debug info (PosWorldObject, co-ords of last position or 'thing' clicked).
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Trappin

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Re: Map editor development
« Reply #92 on: 28 November 2010, 02:01:47 »
But Kris just made a new eight player map and it saved as .gbm.

Quote
This is my new map Swampland Islands
This map is made for 8 players and has plenty of gold around the map.
This map was made for beginners for 3 simple reasons 1. Easy to navigate 2. Lots of resources and 3. your starting spot is almost completely closed off from everyone else giving you time to set up your base yet it is easy for you to exit.

There are a total of 23 islands big and small. I have tested the map on all 8 players and all of them are easy to use.

Here is the download link.  http://www.mediafire.com/file/m2v65pn46z6d3e6/Samp%20Islands.gbm

Have fun and leave comments.

Omega

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Re: Map editor development
« Reply #93 on: 30 November 2010, 18:53:04 »
Perhaps he manually did so?
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Trappin

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Re: Map editor development
« Reply #94 on: 1 December 2010, 19:06:20 »
The editor should not allow manual file type selection for maps with more than 4 starting locations. I guess people could still edit the file name using the windows right click/rename function - but why?  Why is it no one seems concerned with maps crashing the glest client? compatibility is a core issue here.

If a gamer came to this site from lets say.. hmm.. CNET.. with a fresh install of Glest 3.2.2 and s/he downloads various factions, tilesets and maps and the first thing that happens after modding vanilla Glest are client crashes - and for no apparent reason - what do you think their reaction would be?



/uninstall glest


titi

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Re: Map editor development
« Reply #95 on: 1 December 2010, 21:08:08 »
I think different :).
I would say 8 is standard now. I see no reason to keep compatibility to the old glest. Its dead. I would say lets call all maps gbm again.
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John.d.h

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Re: Map editor development
« Reply #96 on: 1 December 2010, 21:21:07 »
I think different :).
I would say 8 is standard now. I see no reason to keep compatibility to the old glest. Its dead. I would say lets call all maps gbm again.
Its development may be dead, but it seems like a lot of people still play it because they don't know about MG or GAE.  Having their game crash through no fault of their own (just not knowing any better) is going to turn a lot of people off, I think.

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Re: Map editor development
« Reply #97 on: 2 December 2010, 01:26:32 »
I'm in full agreement with Trappin and John, I see no reason not to have compatibility.
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Omega

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Re: Map editor development
« Reply #98 on: 2 December 2010, 07:26:06 »
I think different :).
I would say 8 is standard now. I see no reason to keep compatibility to the old glest. Its dead. I would say lets call all maps gbm again.
Its development may be dead, but it seems like a lot of people still play it because they don't know about MG or GAE.  Having their game crash through no fault of their own (just not knowing any better) is going to turn a lot of people off, I think.
Full agreement with John.

Pros of keeping the formats separate:
If a gamer came to this site from lets say.. hmm.. CNET.. with a fresh install of Glest 3.2.2 and s/he downloads various factions, tilesets and maps and the first thing that happens after modding vanilla Glest are client crashes - and for no apparent reason - what do you think their reaction would be?

/uninstall glest

Cons:
[Insert sweet nothings here]
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titi

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Re: Map editor development
« Reply #99 on: 14 December 2010, 10:56:54 »
Do people who still play original glest really download maps?
If they start to think about map downloads they will quickly face MG/GAE! And thats what we all want or not?
Its like a new version of a game, I see no point to keep compatibility with the past here.
« Last Edit: 15 December 2010, 09:40:30 by titi »
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