Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Big Maps Project
Re: Big Maps Project[message #246893] Sat, 13 March 2010 03:40 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
Hello, friends! Sorry for my Ingrish.
Good work Big Maps Project is.
1) I have tried to create two maps. Sectors A11 and C16. A11 - 320X320; C16 - 640X640 (huge for crazies). Its fine!)
But, it was remake of Wildfire maps. All the same you can use them for testing in standart 113mod, but some objects will be incorrect. (It is not so important, all work any variants)
Here it:

http://www.ja2.su/mods/Ja2v113/Farah_Aydid/c16.rar
http://www.ja2.su/mods/Ja2v113/Farah_Aydid/a11.rar

2) Problem with radarmaps. What is not suffer with radarmaps, and simply replace small radar to one unique picture (like sub sonar or air radar)? And make enter to sectors autospread for mercs, like for NPC? It is simple idea, just in case.)

3) And yet, for what size to be guided at creation of new maps? I think, size 320x320 (or 400X400) should be normal for standart game. I must know, because i want remake all Wildfire maps.) What do you think?

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Re: Big Maps Project[message #246894] Sat, 13 March 2010 04:04 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
2 smeagol

"NEWEST PROJECT: Making BIG MAPS for WF"

I will be glad to help with making new maps.)

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Private
Re: Big Maps Project[message #246910] Sat, 13 March 2010 11:23 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
@Smeagol: You have probably seen these maps before, they use the fallout style tile set, but I thought maybe you can get some general ideas from them. I especiaslly like the first one, it is so big.

@CheKa: I wasn't able to catch Smeagol on IRC today, but he tends to hang out there all the time, try to log into the IRC chat (maybe using the Web client, link is in my signature), and you should be able to talk to Smeagol. He is currently finalizing the D13 Drassen Mine map, it is a lot of work, I am sure he will be happy to have someone help him.

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Sergeant Major

Re: Big Maps Project[message #246972] Sat, 13 March 2010 21:27 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
One more map for WF. A12 - 360X360

http://www.ja2.su/mods/Ja2v113/Farah_Aydid/a12.rar

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Private
Re: Big Maps Project[message #246973] Sat, 13 March 2010 21:28 Go to previous messageGo to next message
cdudau
post screenshot please Cheka

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Re: Big Maps Project[message #247076] Mon, 15 March 2010 12:05 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
Two more real maps!

360x360 both. All maps for WF.

http://www.ja2.su/mods/Ja2v113/Farah_Aydid/b9.rar
http://www.ja2.su/mods/Ja2v113/Farah_Aydid/b10.rar


2 taoteching

You can see it here:
http://forum.ja2.su/cgi-bin/yabb/YaBB.pl?board=ja2v113;action=display;num=1268470612
Thumb through a theme and click preview images. =)

[Updated on: Mon, 15 March 2010 12:14] by Moderator

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Private
Re: Big Maps Project[message #247078] Mon, 15 March 2010 12:29 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
"I forget. Has again forgotten."

About bugs:
1) Crash when using granadelaunchers at the big maps. This problem is absent on normal maps.
2) Malfunction with hand granades, sometimes. Blows up in hands. ))

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Private
Re: Big Maps Project[message #247091] Mon, 15 March 2010 19:46 Go to previous messageGo to next message
cdudau
CheKa
Two more real maps!

360x360 both. All maps for WF.

http://www.ja2.su/mods/Ja2v113/Farah_Aydid/b9.rar
http://www.ja2.su/mods/Ja2v113/Farah_Aydid/b10.rar


2 taoteching

You can see it here:
http://forum.ja2.su/cgi-bin/yabb/YaBB.pl?board=ja2v113;action=display;num=1268470612
Thumb through a theme and click preview images. =)



The maps at the bottom of that page? You are Farah_Aydid?

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Re: Big Maps Project[message #247100] Mon, 15 March 2010 21:36 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
Yes. Ok.
Here it. =)

Genocid

http://s52.radikal.ru/i137/1003/d2/9938a4c7c650t.jpg


Broken houses around Omerta

http://s46.radikal.ru/i112/1003/b6/8addbb78396bt.jpg


Broken farm - 1

http://i003.radikal.ru/1003/4f/3c03c6f3b3a6t.jpg


Broken farm - 2

http://s43.radikal.ru/i101/1003/a7/b62aacfd4880t.jpg


Road hotel - 1

http://s55.radikal.ru/i149/1003/6d/b708de49f1f1t.jpg


Road hotel - 2

http://s45.radikal.ru/i107/1003/1b/d6b4169c224ft.jpg

[Updated on: Mon, 15 March 2010 21:41] by Moderator

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Private
Re: Big Maps Project[message #247141] Tue, 16 March 2010 19:53 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
Last sector. Road Hotel. Work is temporarily suspended before elimination of programm problems.

http://www.ja2.su/mods/Ja2v113/Farah_Aydid/b11.rar

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Private
Re: Big Maps Project[message #247142] Tue, 16 March 2010 20:11 Go to previous messageGo to next message
cdudau
Yes those are the ones.

Looks very nicely made CheKa.

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Re: Big Maps Project[message #247281] Thu, 18 March 2010 16:31 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
Hey, someanybody herrrre? Where you are, Lalien? If you have possibility, read thread about Big Maps on Russian Forum. There are some information about bugs and other things. I think, if errors have been corrected, then there would be many new maps already now. Summer soon.)

And yet, there is an idea (and main thing, is desire and time to make it)! I dont know, whether somebody tried to make it here before, but the idea is that:
necessary expand in the source code the colums/slots for sti-files for mapeditor or allow more numbers for sti-tilesets. Then we can mix all styles of map editor. It will be realy cool! More variety on the big maps! Editor of Bugmonster has such possibility already in his JA2005. He said that it can be made selectiv in INI.
I dont understand yours programmers featuressss...)))

Sorry for my monstrous Ingrish. =)

[Updated on: Thu, 18 March 2010 17:16] by Moderator

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Private
Re: Big Maps Project[message #247336] Fri, 19 March 2010 16:32 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@CheKa: I have already informed Lalien and Inshy that they should look in the Russian forum.

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Sergeant Major

Re: Big Maps Project[message #247938] Sat, 27 March 2010 13:32 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
I make new Mod basis of the big maps.
Here:
http://forum.ja2.su/cgi-bin/yabb/YaBB.pl?board=ja2v113;action=display;num=1269103157

In a week-one or one-half I will make test assemblage from 25-30 sectors.

I waiting bugfixes with granades and Gridno.))

New Modific. "Horn of Africa". More than 185 sectors absolutely new. New tilesets, new mapstiles for Africa. Size 360X360.

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Private
Re: Big Maps Project[message #247942] Sat, 27 March 2010 15:23 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
This will be the first mod with large sectors. I am looking forward to test how it will play. I wish you success in creating fashion.
Smile

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Master Sergeant
Re: Big Maps Project[message #248316] Thu, 01 April 2010 08:12 Go to previous messageGo to next message
Horatio is currently offline Horatio

 
Messages:8
Registered:March 2010
Are you sure 160x160 is the max size in standard ja2, or has it been put in the latest svn? I tried 320x320 in the editor and it loaded in game. 320 felt pretty large, and that was with 40 tile sight.

Cheka, are your towns going to be single or multiple sector?

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Re: Big Maps Project[message #248347] Thu, 01 April 2010 17:36 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
Horatio
Cheka, are your towns going to be single or multiple sector?


Multiple.

The idea is that:
There is one huge town (with suburbs)! (By analogy to Mogadishu.) That in the original game was cities, in my version will be key areas. Like Military Base, Central Market, Stadium, Hospital, Air Sea Ports, Traning Camp, Fisherman Quarters, Factory Area, Palace, Piracy Island etc... The basic part of Map will be occupied by inhabited slums.
The basic label of sectors will be Road. And time of transitions in conformity. But time in key quarters will be like in towns in original (5 sec).
Places where it will be possible to train milicia it is limited (DBlue label in a corners of sectors on the Map Plane). Fights for every quarter will be hard. =)

20 sectors from 185 are done. On next week i can make testing assamblage for free test of big maps.

Plan| Horn of Africa:
http://s44.radikal.ru/i103/1004/87/a9240ef3a499t.jpg

[Updated on: Thu, 01 April 2010 17:47] by Moderator

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Private
Re: Big Maps Project[message #248356] Thu, 01 April 2010 19:27 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
I will be happy to try mercenaries to the new, large maps.
Smile

[Updated on: Thu, 01 April 2010 19:29] by Moderator

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Master Sergeant
Re: Big Maps Project[message #248537] Mon, 05 April 2010 03:33 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
CheKa
Horatio
Cheka, are your towns going to be single or multiple sector?


Multiple.

The idea is that:
There is one huge town (with suburbs)! (By analogy to Mogadishu.) That in the original game was cities, in my version will be key areas. Like Military Base, Central Market, Stadium, Hospital, Air Sea Ports, Traning Camp, Fisherman Quarters, Factory Area, Palace, Piracy Island etc... The basic part of Map will be occupied by inhabited slums.
The basic label of sectors will be Road. And time of transitions in conformity. But time in key quarters will be like in towns in original (5 sec).
Places where it will be possible to train milicia it is limited (DBlue label in a corners of sectors on the Map Plane). Fights for every quarter will be hard. =)

20 sectors from 185 are done. On next week i can make testing assamblage for free test of big maps.

Plan| Horn of Africa:
http://s44.radikal.ru/i103/1004/87/a9240ef3a499t.jpg


say CheKa, is bigger maps and the editor already stable and bugfree enough for you to do proper mapping? because i think the guys are still working on it to get to a halfway stable release.

but anyways, i bet they are thankful for every tester that helps them out. and someone will always have to be the first to deliver a working proof of concept for any new feature anyways.
so thank you for your work.

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First Sergeant
Re: Big Maps Project[message #248559] Mon, 05 April 2010 14:35 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
2Mauser: thx
Yeah, some problems with maps are available. But I hope that when bugs will be corrected it is not necessary to me to begin work with zero. At present time I make only geography and dont use Gridno coordinats (for transitions and tasks/scripts to NPC).
Now, maps work so:
1) enter to sector - normal (all variants - with/without enemy)
2) arrows scroll of radarmaps - normal
3) firearms mechanics of fights - normal
4) lay-down-explosives - normal
5) tasks like rnd/point patrol/sleep for NPC - normal (Despite problems with Gridno)

Problems:
6) Gridno Destination (restriction by 25600)
7) Use grenadelaunchers - crash
Cool Use grenades - incorrect
9) Use mortars - incorrect
10) Sometimes Merc cannot lay down on the earth at clear place. (But rare)

I not the programmer, and not understand some things. But I hope that I make not simple test assemblage, but present Mod.))And it will be very bad, if my work in this direction appears vain.
At present I have time to make 185 large sectors, but after... i dont know.
Whether my sectors after bugfixes will work?


ps One more problem with Map Editor. The choice of objects works bad. I cannot choose at once some objects for field pouring (like in old versions of MEditor). Only one tileset.
Does work very slowly. Necessary to put a layer behind a layer, instead of one step.

[Updated on: Mon, 05 April 2010 14:54] by Moderator

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Re: Big Maps Project[message #249500] Fri, 16 April 2010 20:16 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
allrighty, any news on this feature?

is the bugfixing on bigger maps code going well? is progress made?

how

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First Sergeant
Re: Big Maps Project[message #250210] Sun, 25 April 2010 01:26 Go to previous messageGo to next message
bugmonster is currently offline bugmonster

 
Messages:15
Registered:November 2006
There are fixed 7), Cool and I suppose 9) too.
Source code in svn main branch updated.

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Re: Big Maps Project[message #250737] Fri, 30 April 2010 17:36 Go to previous messageGo to next message
Sot is currently offline Sot

 
Messages:85
Registered:April 2009
Nobody interested? Maybe need to update exe?

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Corporal 1st Class
Re: Big Maps Project[message #251691] Sun, 16 May 2010 19:09 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Recently started to work again on some bigmaps.

Another problem I encountered is that I can't place any sandbags on rooftops with the newer map editors (this worked fine with the Map editor_2222.exe).


Could someone take a look at this, plz?




Also any news about a working bigmaps exe for test reasons?

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Lieutenant

Re: Big Maps Project[message #252020] Sat, 22 May 2010 16:35 Go to previous messageGo to next message
bugmonster is currently offline bugmonster

 
Messages:15
Registered:November 2006
smeagol

Another problem I encountered is that I can't place any sandbags on rooftops with the newer map editors (this worked fine with the Map editor_2222.exe).

AFAIK sandbags on rooftop isn't sourcecode issue, but tileset issue.

smeagol
Also any news about a working bigmaps exe for test reasons?

BM code is in main branch now. I uploaded game exe and map editor exe with latest BM fixes here:
http://ja2.h758491.serverkompetenz.net/Bugmonster/MapEditor_EN_3512.7z
http://ja2.h758491.serverkompetenz.net/Bugmonster/JA2_112_EN_3512.7z

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Re: Big Maps Project[message #252099] Sun, 23 May 2010 22:53 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Registered:June 2008
Location: Bremen, Germany
Got no idea about coding, but as mentioned above, the sandbags on rooftops (which use a modified tileset) could be placed with older map ediotrs without any problems. Newer editors don't place them, though. Sad


Edit:
What exactly has been fixed?

[Updated on: Sun, 23 May 2010 22:57] by Moderator

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Lieutenant

Re: Big Maps Project[message #252122] Mon, 24 May 2010 08:02 Go to previous messageGo to next message
bugmonster is currently offline bugmonster

 
Messages:15
Registered:November 2006
smeagol
Got no idea about coding, but as mentioned above, the sandbags on rooftops (which use a modified tileset) could be placed with older map ediotrs without any problems. Newer editors don't place them, though. Sad

Sandbags on rooftops is a feauture of WF or NOps tilesets. I suppose if you use such tileset with any accessible mapeditor, you'll be able to place sanbags on rooftops. What exactly doesn't work for now? Did you see rooftop sandbags in the editor? Can you select them?

smeagol
Edit:
What exactly has been fixed?

gameplay: grenade throwing, grenade launcher, mortar invalid physics and crashes
editor: bug with road and other ground textures placing

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Re: Big Maps Project[message #252143] Mon, 24 May 2010 14:56 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
bugmonster
Sandbags on rooftops is a feauture of WF or NOps tilesets. I suppose if you use such tileset with any accessible mapeditor, you'll be able to place sanbags on rooftops. What exactly doesn't work for now? Did you see rooftop sandbags in the editor? Can you select them?



Yeah, I know that sandbags are a WF feature (as I'm the guy who added them with the help of the Scorpion...).

The sandbags show up in the mapeditor, but if you select them and try to place them in the map, the sandbags only blink briefly but are not placed. what exactly happens when you try to place them is hard to explain... you press the LMB as usual to place objects, but instead of actually placing them into the map, the item simply isn't placed (only blinks in the cursor, but nothing really happens). Older editors placed them just fine, however there also was a problem: when you deleted one sandbag and tried to add it again later at the same tile, the sandbag wasn't placed (with similiar blinking as in the newer editors). You had to restart the editor to be able to place the sandbags on tiles that previously had a sandbag.

Dunno... it's just annoying, building a bigmap 360x360 just to discover that it won't work because you can't place sandbags where they should be. :/


Maybe someone could take a look at that with the WF tileset? I haven't too much knowledge about modifying tilesets and coding, I just can build decent maps and edit items... for all the background stuff I'm always dependent on someone who knows it better than me. Wink

[Updated on: Mon, 24 May 2010 14:57] by Moderator

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Lieutenant

Re: Big Maps Project[message #252147] Mon, 24 May 2010 15:48 Go to previous messageGo to next message
bugmonster is currently offline bugmonster

 
Messages:15
Registered:November 2006
sounds like a bug. Ill check it.

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Re: Big Maps Project[message #252174] Mon, 24 May 2010 22:34 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@bugmonster: I have talked to Lalien that you should get write access in the latest development trunk. This trunk contains the latest 1.13 source code.

https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP

I have merged your code changes into that trunk. If you do any more changes please use the trunk mentioned above. BTW, there are also bug and feature files, which contains stuff that needs to be fixed/improved in 1.13 (for editor, mp and big maps).

Happy coding Wink

I write you a PM ASAPLalien has given you write access to the trunk.

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Sergeant Major

Re: Big Maps Project[message #252216] Tue, 25 May 2010 07:37 Go to previous messageGo to next message
bugmonster is currently offline bugmonster

 
Messages:15
Registered:November 2006
I thought you talked me MP code has merged to main branch and after that I checked out my fixes in main branch, my mistake. As for write access to MP branch, can't remember, maybe I already have it.

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Re: Big Maps Project[message #255787] Fri, 09 July 2010 16:37 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
allright guys, this seems dead for quite some time now.

any infos or updates on this project or where and why there

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First Sergeant
Re: Big Maps Project[message #256206] Wed, 14 July 2010 14:00 Go to previous messageGo to next message
bugmonster is currently offline bugmonster

 
Messages:15
Registered:November 2006
progress update:
1. Turns out what grenade physics works right only on 160x160 (old) and 360x360 maps. Other sizes, like 300x300 make physics invalid and even crash exe. The best result I've reached is when there was no crush, but grenade throwing distance was halved, GL distance was correct when "High angle launching" option was on, and halved when last one was off.
2. Rooftop sandbags problem: looks like NightOps rooftop sandbags can be placed in editor, while Wildfire rooftop sandbags most of time can't. Problem with Wildfire sandbags is not solved.
3. Now we have editor which can create (or convert) .npc scripts working on big maps. The problem is editor only in Russian now. See http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=255546#Post255546 for details.

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Private
Re: Big Maps Project[message #256207] Wed, 14 July 2010 14:02 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Any idea as to why Grenade physics are map size dependant?

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Lieutenant

Re: Big Maps Project[message #256227] Wed, 14 July 2010 17:38 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
bugmonster

2. Rooftop sandbags problem: looks like NightOps rooftop sandbags can be placed in editor, while Wildfire rooftop sandbags most of time can't. Problem with Wildfire sandbags is not solved.



I can place roofbags just normally with an older non-bigmaps editor (though not not with each editor). It works with Map Editor version 2222 for example.

Dunno, maybe something got changed in the code between versions.



Anyways, glad there is progress on the bigmaps bug fixing. Looking forward to get a working editor and exe. Smile



Edit:

I'm also eager to know, if there is someone capable of revisiting tilesets.

A very useful, if not necessary feature would be to combine all tilesets into one big one. At the moment the limitations on tilesets are a real pain. Without larger tilesets big maps won't be that useful.

Example: I just wanted to start work on the Chitzena harbor map. It uses the Coastal 1 tileset, which would be fine and all, if the surrounding sectors wouldn't use the Tropical tileset (which has completly different vegetation and ground textures. It simply looks awkward, if you move from map A1 to B1 and suddenly the palm trees from A1 are now pine trees).

The only tilesets with the same vegation as the rest of Chitzena are Tropical 1 and Tropical SAM, switching the tileset of the harbour from coastal to either of them causes a lot of trouble, as several stuff needed for a harbour is neither in Tropical 1 or Tropical SAM (like wooden crates for example, or those wheels in water... the list goes on...). Same is true for all kinds of other tilesets.

If however the tileset for a map had each and every tileset combined into one, those problems wouldn't be an issue. Wouldn't it be quite useful to have different types of fences in the same map for example (atm you can have only wirefence OR only wooden fence in one map due to tileset limitations)?


I know this has been asked for several times before, but only answers this question gets is either "not doable" or "wait for SMP". My skills at working with JSDs are unfortunatly rather limited, so any help on this would be highly appreciated.


[Updated on: Wed, 14 July 2010 18:39] by Moderator

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Lieutenant

Re: Big Maps Project[message #256257] Wed, 14 July 2010 23:38 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
This is a question you should ask BirdFlu directly.

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Sergeant Major

Re: Big Maps Project[message #256297] Thu, 15 July 2010 16:09 Go to previous messageGo to next message
Tiler_Durdan

 
Messages:18
Registered:February 2009
Location: orbiting planet mindless
@smeagol

i'm afraid merging all tilesets into one won't work because of tileset slot limitation, remember?

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=237080#Post237080

making it short:

every slot where you put a tileset
e.g. truck.sti in slot FIRSTVEHICLE
is limited to a certain amount of frames
in this example frames=12

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Private
Re: Big Maps Project[message #256300] Thu, 15 July 2010 16:19 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Tiler_Durdan
@smeagol

i'm afraid merging all tilesets into one won't work because of tileset slot limitation, remember?

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=237080#Post237080

making it short:

every slot where you put a tileset
e.g. truck.sti in slot FIRSTVEHICLE
is limited to a certain amount of frames
in this example frames=12



Exactly. And in my opinion this needs to be fixed.

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Lieutenant

Re: Big Maps Project[message #256301] Thu, 15 July 2010 16:38 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
smeagol
Tiler_Durdan
@smeagol

i'm afraid merging all tilesets into one won't work because of tileset slot limitation, remember?

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=237080#Post237080

making it short:

every slot where you put a tileset
e.g. truck.sti in slot FIRSTVEHICLE
is limited to a certain amount of frames
in this example frames=12



Exactly. And in my opinion this needs to be fixed.


indeed, this is a severe limitation for mappers and modders which severely impacts the usefullness and variability of bigger maps.

and since the tileset restrictions are only codewise and artificial, lifting them should be well possible.

i suggest someone capable takes a look at this asap to evaluate how complicated that would be and what kinds of implications with the rest of the engine this would bring.

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First Sergeant
Re: Big Maps Project[message #256313] Thu, 15 July 2010 17:14 Go to previous messageGo to previous message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
We are looking into that with SMP, but it's not going to be in the next few weeks that we can bring a fix to the party. Maybe someone could look at removing some of those limitations in a quick and dirty way Wink

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Lieutenant

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