Author Topic: scenario editor  (Read 27626 times)

Zhook

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Re: scenario editor
« Reply #75 on: 15 July 2012, 14:10:25 »
Ok. I'll wait.  :)

treba

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Re: scenario editor
« Reply #76 on: 12 October 2012, 20:56:31 »
hey

just wanted to let those of you, who would like to use this kind of editor, know that it's now quite fun to use.
i'm currently already using it for a map i'm building, but i didn't yet put a beta out as i'm always still adding small stuff.



Coldfusionstorm

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Re: scenario editor
« Reply #77 on: 13 October 2012, 10:17:05 »
This look's great! And it's going to be nice to see your footmen frenzy like map :D.
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MightyMic

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Re: scenario editor
« Reply #78 on: 13 October 2012, 22:09:15 »
:thumbup: a bo$$
It'll be cool to see once it's finished. And if this can expedite scenario editing then maybe we can make a campaign

Omega

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Re: scenario editor
« Reply #79 on: 14 October 2012, 08:38:39 »
:thumbup: a bo$$
It'll be cool to see once it's finished. And if this can expedite scenario editing then maybe we can make a campaign
To be honest, I don't really see such a program making a campaign more or less viable. The Lua syntax for scenarios is as simple as a scripting language can be (I'm STILL annoyed though, that nobody is willing to implement a way to display output without going through a language file; a scenario I made that used a timer required over 600 lines in the language file just to be able to display a timer without question marks). At any rate, the main things stopping a campaign are that (1) it's difficult to smoothly move from scenario to scenario in a lengthy campaign. (2) MegaGlest has literally no backstory. With all due respect, the MegaPack is just a bunch of totally different factions that people really liked, so decided to bundle together. They weren't made with a story in mind, and it'd be pretty hard to adapt a story involving indians, vikings, ancient egyptians, a bunch of death worshiping wizards, persians with flying carpets, and a steampunk medieval faction. (3) There's little ability for scenarios to particularly focus on specific units ("heros"). There's no way to reassign different models, stats, or names to a unit; there's no way to add new units into a techtree solely for a scenario; maps are limited to ten different objects, so no scaling a grand castle to kill an evil baron, etc etc. And (4) making a scenario takes a fair deal of effort and few people actually want to do it. In fact, recently, the entire modding community has been very slow. I don't think we've seen any new mods for a long time, just updates to a few, like Annex.

Finally, the posted image doesn't seem to show a much easier method of creating scenarios; the logic and flow is still the same, just no worries of syntax errors. The actions of the scenario in the screenshot above could be written in Lua as:
Code: [Select]
<unitDied>
if lastDeadUnitCauseOfDeath() == 1 then
  for i=1, 8 do
     player = player1
     player_ally = player2
     hero_player = hero_1
     
     if unitFaction(lastDeadUnitKiller()) == player and unitFaction(lastDeadUnit()) ~= player and unitFaction(lastDeadUnit()) ~= player_ally then
       if lastDeadUnitName() == 'swordsman' then
       
       end
     end
   end
end
</unitDied>
Though I have to admit, I've never liked how Lua uses "~=" for inequality and the use of then/do and end in place of braces.

My point is that you still have to think like a coder.
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treba

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Re: scenario editor
« Reply #80 on: 14 October 2012, 11:42:25 »
yip, that's true  :)
but for my part, this is how i learned how to think like a coder. and take a look on the wc3/sc2 modding community. most the (even quite complex) funmaps are made with the graphical interface like this, although coding it would be way faster and easier.

anyway, maybe this can motivate someone do make some nice scenarios, maybe not. for me, this whole think is just for educational purposes (and for fun)

MoLAoS

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Re: scenario editor
« Reply #81 on: 14 October 2012, 13:15:08 »
It would probably make more sense to construct scenarios or campaigns in GAE since its designed for single player. Making a single player scenario and thusly a campaign containing many single player scenarios in MG makes about as much sense as playing multi player in GAE.

Of course I doubt people would like to have to download 2 separate games.

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Re: scenario editor
« Reply #82 on: 15 October 2012, 02:14:12 »
Then maybe we can make a campaign

Actually Tiger and I have been making a campaign of 10 scenarios, they include all mega-pack factions and follow a story.
The first 9 scenarios are complete but require bug testing. As soon as the 10th is finished I will post them for you guys to test.
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Zhook

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Re: scenario editor
« Reply #83 on: 31 October 2012, 02:21:47 »
I'm waiting.
I'll test and translate it into Russian as soon as be able to download it.

Ishmaru

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Re: scenario editor
« Reply #84 on: 31 October 2012, 19:13:57 »
Treba: How is development of senario editor this going? Ill be happy to distribute this with annex releases when its complete. If its ok with you of course :)
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treba

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Re: scenario editor
« Reply #85 on: 4 November 2012, 20:07:19 »
i've been quite busy with studying lately, so i didn't feel that much like programming. however, the editor is in a good shape and pretty usable.
i'd appreciate if want to ship it, so i'll try to have a last look if there's stuff that really should be solved (didn't test on windows so far).

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Re: scenario editor
« Reply #86 on: 7 November 2012, 20:15:06 »
The screenshot above looks very nice and I think this tool would make a modders' life easier (for some). And anything which can result in having more modders due to ease of access should be welcome in my opinion. So it would be good to discuss whether Trebas' scenario editor could be added to MegaGlest (which would also help getting current versions into Annex releases, I assume), both in terms of the giving (Treba) and the receiving (Titi would have to have a say, I guess) end.
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Pizza90

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Re: scenario editor
« Reply #87 on: 20 June 2013, 17:13:19 »
Any update treba?? On sourceforge there are no alpha or beta downloadable,  i hope the project is not dead. From the screenshot it's amazing and very user friendly, once it's finished it should be included in megaglest imo.

Ps. if you need testing on windows 7 64bit i am here :)
I translated Megaglest in italian and i keep the translation updated.

 

anything