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Scroll blockers?!? Or anything of the like..(solved!)[message #365902] Sat, 17 February 2024 21:46 Go to next message
Marcus is currently offline Marcus

 
Messages:110
Registered:November 2014
I managed to put a working test map in game, but I can see the jagged map borders. I remember I read somewhere there's a scroll blocker of some sort, but I can't find anything about it in the tutorials (or the mapper). Any pointers?

[Updated on: Sun, 18 February 2024 08:25]

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Sergeant
Re: Scroll blockers?!? Or anything of the like..[message #365903 is a reply to message #365902] Sun, 18 February 2024 02:02 Go to previous messageGo to next message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
What comes to mind for seeing the outer borders of a map (the jagged outlines) is:

- did you may change the values in row/collums to something unusual?
- if so, did you use "enable enlarge maps" as well?

- did you uncheck the "save in vanilla mapformat"?

- did you place all entry-points? (N,S,W,E,C and, if nescessary for map, also I)

Those very outlines ain't suppossed to be seen, in usual mapsize (160/160) they are rather far away and shouldn't show at all
If you try to make a bigmap, that is 320/320, iirc
When working with standard sized maps, that issue never happened for me, that might be related to bigmaps

The mapformat matters, there are several ones (vanilla, 1.13, UB, some russian one (maybe for NO-maps?), etc)
The entry points are important for many calculations the game needs to do, expect the I (which is a special case), all 5 should be allways used

For scrolling, I only know what can be used in mapeditor to scroll beyond borders, that would be pressing SHIFT (do a mouseover on "options" in mapeditor to see description)
But ingame, no clue.
I'd rather would try to adjust the map itself so that it doesn't show those borders

If it is indeed a bigmap you try your hands on, I daresay, the only one that realy got them to work was Smeagol and sadly I'm not aware of him sharing anything about how to do it
Even if the map itself works, there are plenty of other issues that still need to be addressed, like the higher GridNo's used in bigmaps don't mesh well with anything that needs to know them (like, i.e., some entries in NPC-scripts, the NPCScript_Editors I know just don't accept that large digits ...)

I recall trying bigmaps myselve some years ago, but failed to create working radarmaps, so that might also be another issue to address

If anyone knows a "How-to-do-bigmaps", please share

[Updated on: Sun, 18 February 2024 02:11]




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Master Sergeant
Re: Scroll blockers?!? Or anything of the like..[message #365904 is a reply to message #365903] Sun, 18 February 2024 03:33 Go to previous messageGo to next message
Marcus is currently offline Marcus

 
Messages:110
Registered:November 2014
I agree that maybe it's better to make the map in a way that borders can't be seen, anyway let's go with order:

Nope, my map size is 160x160 as per default.

No, enlarge map at start is desabled.

Yep, in the beginning JA 2 format was desabled. I tested my map in the correct format.

W point was actually missing and MAYBE I as well. I added them but nothing changed.

In the meantime I did more testing in game and there are more problems/glitches: some containers are semi-functional and can be accessed via control click only, if I put the mouse pointer on a pine I can see the trunk like I was hitting t and above all: If I enter a building I can see the indoors only after I leave the map and I get back. It's a problem I had in game years ago with non flat roofing, but unseen recently.
At this point I'll do more testing with a new map built with a vanilla tileset and not an UB one.
Thanks for your answer Kitty.

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Sergeant
Re: Scroll blockers?!? Or anything of the like..[message #365905 is a reply to message #365904] Sun, 18 February 2024 06:39 Go to previous messageGo to next message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
The tree-tops vanishing when doing a mouseover or getting close with merc is actually a rather recently added feature (~ about 1 or 2 years ago), not a glitch
You can toggle it within ingame-options (the ones under that disc-symbol), it's called "Smart Tree Tops"
(or in Profiles/UserProfile JA2 113/Ja2_Settings.ini)

For roofs to allow view of rooms below when we enter, check wether you have placed "roomnumbers" on all tiles inside that room. If those are missing, the roof won't get hidden upon entering of room, iirc.

About containers, I don't get what's meant by semi-functional? If the graphic is the closed variation, it is reasonable that we first must open them
Probably I misunderstood what you tried to say, can you elaborate a little on that?



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Master Sergeant
Re: Scroll blockers?!? Or anything of the like..[message #365906 is a reply to message #365905] Sun, 18 February 2024 08:00 Go to previous messageGo to next message
Marcus is currently offline Marcus

 
Messages:110
Registered:November 2014
By semifunctional I mean: they can be interacted only by control click, mercs will say "nothing" when they find nothing, there is no opening animation and no sound effects. Thanks about the rest. I was actually wandering what was it all abbout room numbers..

Oh by the way: even if the editor is temeperamental, I'm still positively impressed by it. When you know what you're doing it's powerfull and effective..

EDIT: fixing the roof also fixed the containers!

[Updated on: Sun, 18 February 2024 08:17]

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Sergeant
Re: Scroll blockers?!? Or anything of the like..[message #365907 is a reply to message #365903] Sun, 18 February 2024 08:48 Go to previous messageGo to next message
Asdow is currently offline Asdow

 
Messages:141
Registered:August 2010
Kitty wrote on Sun, 18 February 2024 00:02
What comes to mind for seeing the outer borders of a map (the jagged outlines) is:
Even if the map itself works, there are plenty of other issues that still need to be addressed, like the higher GridNo's used in bigmaps don't mesh well with anything that needs to know them (like, i.e., some entries in NPC-scripts, the NPCScript_Editors I know just don't accept that large digits ...)
This sounds like a new issue should be added on github

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Sergeant
Re: Scroll blockers?!? Or anything of the like..[message #365908 is a reply to message #365907] Sun, 18 February 2024 11:40 Go to previous messageGo to next message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
Asdow wrote on Sun, 18 February 2024 08:48
Kitty wrote on Sun, 18 February 2024 00:02
What comes to mind for seeing the outer borders of a map (the jagged outlines) is:
Even if the map itself works, there are plenty of other issues that still need to be addressed, like the higher GridNo's used in bigmaps don't mesh well with anything that needs to know them (like, i.e., some entries in NPC-scripts, the NPCScript_Editors I know just don't accept that large digits ...)
This sounds like a new issue should be added on github
Yes, probably. But I'm not sure if that can't be solved with 1.13-code alone

It's those NPC-Editors for .npc-files that don't accept higher digits and I don't think any source-code for those is available, sadly.

But yeah, why not opening one, maybe it's easier than I think it is.






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Master Sergeant
Re: Scroll blockers?!? Or anything of the like..[message #365909 is a reply to message #365906] Sun, 18 February 2024 12:07 Go to previous message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
Marcus wrote on Sun, 18 February 2024 08:00
By semifunctional I mean: they can be interacted only by control click, mercs will say "nothing" when they find nothing, there is no opening animation and no sound effects. Thanks about the rest. I was actually wandering what was it all abbout room numbers..

Oh by the way: even if the editor is temeperamental, I'm still positively impressed by it. When you know what you're doing it's powerfull and effective..

EDIT: fixing the roof also fixed the containers!
-

Probably you're already aware of, but just in case, in "Docs\Manuals" are two pdf about the MapEditor which can be usefull




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