Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Big Maps Project
Re: Big Maps Project[message #170667] Sun, 13 January 2008 22:34 Go to previous messageGo to next message
afp

 
Messages:75
Registered:November 2007
you changed the ranges?
there may also be some limitation into the code, like the bullet distance over 200 means out of the map or something..

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Corporal
Re: Big Maps Project[message #170669] Sun, 13 January 2008 22:39 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
I changed the ranges. it worked perfectly in a standard size map A9 (110x110) but it wouldn't work with the new map A10 (880x880) which was just a plain desert floor testmap.

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Staff Sergeant
Re: Big Maps Project[message #170671] Sun, 13 January 2008 22:49 Go to previous messageGo to next message
afp

 
Messages:75
Registered:November 2007
There are some limitations in 1.13 code related to the map dimension, for future references here they are:

los.cpp - line 3067:
if ( pBullet->iCurrTileX < 0 || pBullet->iCurrTileX >= WORLD_COLS || pBullet->iCurrTileY < 0 || pBullet->iCurrTileY >= WORLD_ROWS )

worlddef.h definitions:
#define WORLD_COLS 160
#define WORLD_ROWS 160
#define WORLD_COORD_COLS 1600
#define WORLD_COORD_ROWS 1600
#define WORLD_MAX 25600
#define CELL_X_SIZE 10
#define CELL_Y_SIZE 10

There may be a lot others, but this seems to be enough to know that is unlikely to work without performing chages at code level. I think these are related to map dimensions.

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Corporal
Re: Big Maps Project[message #170674] Sun, 13 January 2008 23:02 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
thank you for your help afp.
I was using the big-maps exe which should get rid of all these limitations (at least that's what i thought it would)

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Staff Sergeant
Re: Big Maps Project[message #170768] Mon, 14 January 2008 14:52 Go to previous messageGo to next message
lalienxx is currently offline lalienxx

 
Messages:86
Registered:February 2006
We've changed those defines to resize the maps, but probably didn't find everything.

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Corporal 1st Class

Re: Big Maps Project[message #170771] Mon, 14 January 2008 14:58 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
I guess, right now there are more important things to fix?

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Staff Sergeant
Re: Big Maps Project[message #170773] Mon, 14 January 2008 15:01 Go to previous messageGo to next message
afp

 
Messages:75
Registered:November 2007
lalienxx
We've changed those defines to resize the maps, but probably didn't find everything.

It's very hard to find all references, I can understand, some others may be hardcoded elswhere...

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Corporal
Re: Big Maps Project[message #173406] Mon, 28 January 2008 18:40 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
tbird94lx
good god i agree with majek..if a map goes from 1600 metres to 16000 metres(example) it dosnt mean your weapon that say a C7 for example..400 metres...dosnt suddenly get to shoot 4000 metres..but..fine tuning that 400 metres to actaully represent 400 metres is cool..you wouldnt notice range difference much but it would be fine tuned in ways only the turbo-nerds would notice Very Happy

Yeah but with a 1:2 perspective the game would be more fun and allow for much higher resolutions (except for those with eyesight probs Wink

I for one would love to see the game in 1280x1024 res. But a lot of gaming rigs are 1600x1200 or higher now! with 1600x1200 you could see a huge amount of the sector (double 800x600 funnily enough) and it would allow the widescreens to get a look it too. The biggest issue would be sight range and the lower resolutions. If sight range was scaled to resolution and the modifier per sector too (so you can change between 1:10, 1:5, and 1:2) then it would be a lot more effective.

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Lieutenant

Re: Big Maps Project[message #173409] Mon, 28 January 2008 18:52 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
IN 1600x1200 or even 1080p HD ( 1920

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Master Sergeant
Re: Big Maps Project[message #173413] Mon, 28 January 2008 19:00 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Yeah I know what ya mean Majek Wink

The biggest being the image sizes and GUI.

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Lieutenant

Re: Big Maps Project[message #173416] Mon, 28 January 2008 19:06 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Actually the biggest problem is the accuracy of the cursor when handling doors, containers,... especially in smaller rooms where they're next to each other.

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Master Sergeant
Re: Big Maps Project[message #173420] Mon, 28 January 2008 19:19 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
If you want small, then play microsofts Close Combat series of games. Which btw were very good games and fun to play.

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Sergeant Major

Re: Big Maps Project[message #173469] Tue, 29 January 2008 00:17 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
I'd absolutely love to see a 3840x1024 or a 3072x768 resolution. but i also know that it is noth worth the effort, unless it was realy easy to add new resolutions.

i'm still for a 1:1 scale, or as the best solution a range modifier in the ini.

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Staff Sergeant
Re: Big Maps Project[message #173486] Tue, 29 January 2008 02:58 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Because the interface doesn't scale new resolutions have to be hand made each time. I don't see why the Sector map can't be enlarged though...

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Lieutenant

Re: Big Maps Project[message #180540] Tue, 08 April 2008 16:06 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
so guys, is this bigger maps thingie going anywhere lately? is progress made in any form?

and if massively larger maps (8x - 10x) might be problematic, why not try to make double sized maps possible first?

after all, a doubled map size would allow for far more possibilities for modders to create much more realistic maps and town sectors. the bigger scale would allow for much better sniper maps and bigger battles in general. proper bases, camps and fortifications could be modeled, as well as better and bigger airports etc.

can anyone say if this is doable?

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First Sergeant
Re: Big Maps Project[message #180986] Sat, 12 April 2008 04:27 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
@Mauser, the larger maps are already doable. lalienx already released a map editor capable of 320x320 which is exactly double the map size.

I don't think his version is compatible with the latest SVN releases though. I beleive he was waiting on the NIV project to be merged in and released, before he continued work. So... if you've got a version from roughly Aug-07, it should be compatable with his EXE's and you can test and help further this project by making some maps, and noting any bugs, etc...

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First Sergeant

Re: Big Maps Project[message #181018] Sat, 12 April 2008 10:20 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
If anyone does a bigmap editor, let me know how you did this so I can maybe plunk around with it myself.

I will be out on the road again and will need something else to occupy my time.


Thanx

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Sergeant Major
Re: Big Maps Project[message #181040] Sat, 12 April 2008 14:42 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Khor1255
If anyone does a bigmap editor, let me know how you did this so I can maybe plunk around with it myself.

I will be out on the road again and will need something else to occupy my time.


Thanx


Download it from Lalien's 1st post of this thread.

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Sergeant Major

Re: Big Maps Project[message #181053] Sat, 12 April 2008 15:51 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I'm guessing the Ja2 v1.13.1111BM En.rar refers to the earliest big map .exe that needs the 1111 build of the v1.13 to run and that others need that corresponding .exe so I am asking who has all of this or what version is the right one to build this map editor on?


I do not want to start reporting bugs because of a faulty install and when I am out on the road will likely not be able to download big files so I need to get this running in the next week or I am probably a no go here.


Thanx for any tips or especially full install links.

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Sergeant Major
Re: Big Maps Project[message #181060] Sat, 12 April 2008 16:04 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
@ Kaiden: ok, thanks for the info. i

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First Sergeant
Re: Big Maps Project[message #181064] Sat, 12 April 2008 16:26 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Khor1255
I'm guessing the Ja2 v1.13.1111BM En.rar refers to the earliest big map .exe that needs the 1111 build of the v1.13 to run and that others need that corresponding .exe so I am asking who has all of this or what version is the right one to build this map editor on?


I do not want to start reporting bugs because of a faulty install and when I am out on the road will likely not be able to download big files so I need to get this running in the next week or I am probably a no go here.


Thanx for any tips or especially full install links.



Now that NIV is part of SVN, maybe Lalien will do a new .exe soon. But as to your other questions, I don't know because I have not had anytime to play around with it.

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Sergeant Major

Re: Big Maps Project[message #181066] Sat, 12 April 2008 16:37 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
would be good to get the big maps editor up to latest version.



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Sergeant Major
Re: Big Maps Project[message #181075] Sat, 12 April 2008 17:28 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
@Mauser, it was posted earlier in this thread, that the maps don't have to be the same size.

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First Sergeant

Re: Big Maps Project[message #181267] Sun, 13 April 2008 22:36 Go to previous messageGo to next message
lalienxx is currently offline lalienxx

 
Messages:86
Registered:February 2006
Mauser
@ Kaiden: ok, thanks for the info. i

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Corporal 1st Class

Re: Big Maps Project[message #181289] Mon, 14 April 2008 04:31 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
@lalienxx, is this in your branch? And if so, is there any other code there other than the big maps project?

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First Sergeant

Re: Big Maps Project[message #181389] Mon, 14 April 2008 22:36 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
@ Kauden & lalienxx: thanks for the info. i will look into it in due time.

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First Sergeant
Re: Big Maps Project[message #181747] Wed, 16 April 2008 22:30 Go to previous messageGo to next message
lalienxx is currently offline lalienxx

 
Messages:86
Registered:February 2006
Kaiden
@lalienxx, is this in your branch? And if so, is there any other code there other than the big maps project?


No it's in NewMaps branch: https://81.169.133.124/source/ja2/branches/NewMaps/

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Corporal 1st Class

Re: Big Maps Project[message #182405] Mon, 21 April 2008 21:50 Go to previous messageGo to next message
storytime is currently offline storytime

 
Messages:19
Registered:March 2004
Location: Ontario
I would test, but I use SVN. Crying or Very Sad

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Private
Re: Big Maps Project[message #182441] Tue, 22 April 2008 12:18 Go to previous messageGo to next message
lalienxx is currently offline lalienxx

 
Messages:86
Registered:February 2006
I've started updating the code to a revision before NIV merge. When it goes well I'll put a new exe for you to test. If someone wants to help out in coding mail me or posta message here.

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Corporal 1st Class

Re: Big Maps Project[message #182442] Tue, 22 April 2008 12:46 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Hi
I have idea for my big mod. Can you to do it for:
- biger sector 5 scrrens x 4 screens ( 1024x768 ) - now is about 3 screens x 2 screens
- biger map 16 sectors ( horizontally ) x 40 sectors ( vertical )
Thanks for answer.

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Master Sergeant
Re: Big Maps Project[message #182444] Tue, 22 April 2008 12:57 Go to previous messageGo to next message
lalienxx is currently offline lalienxx

 
Messages:86
Registered:February 2006
The mod is still not finished, but you can already create maps of any size.

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Corporal 1st Class

Re: Big Maps Project[message #182445] Tue, 22 April 2008 13:04 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Where is/are ( every ) place/s in which I must change parametrs for sector and maps?

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Master Sergeant
Re: Big Maps Project[message #182588] Wed, 23 April 2008 15:36 Go to previous messageGo to next message
lalienxx is currently offline lalienxx

 
Messages:86
Registered:February 2006
Randok
Where is/are ( every ) place/s in which I must change parametrs for sector and maps?


In map editor when creating a new map you can select map size.

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Corporal 1st Class

Re: Big Maps Project[message #182589] Wed, 23 April 2008 15:38 Go to previous messageGo to next message
lalienxx is currently offline lalienxx

 
Messages:86
Registered:February 2006
New (still buggy) exe:

http://81.169.133.124/~lalien/release/New_exes/JA2%20v1.13.1870BM_EN.rar
http://81.169.133.124/~lalien/release/New_exes/ja2_debug_v1.13_BM_en.rar

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Corporal 1st Class

Re: Big Maps Project[message #191338] Mon, 21 July 2008 00:59 Go to previous messageGo to next message
codin is currently offline codin
Messages:3
Registered:October 2006
Location: Romania

Is this mod going to be 'default' in newer versions of the 1.3 project, or a side-project? Being default will def be cool!

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Civilian
Re: Big Maps Project[message #191481] Tue, 22 July 2008 10:28 Go to previous messageGo to next message
BulletSix is currently offline BulletSix

 
Messages:44
Registered:October 2005
Location: Germany
yep ... in conjunction with a stable and crash-resistand map editor Wink with expanded Templates (e.g. sandbags and fences and barbed wire in more of them) Wink

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Corporal
Re: Big Maps Project[message #191843] Sat, 26 July 2008 14:43 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
what map editor to i use in order to create bigger maps?

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Staff Sergeant
Re: Big Maps Project[message #194256] Sun, 17 August 2008 17:08 Go to previous messageGo to next message
Arquebus is currently offline Arquebus

 
Messages:68
Registered:June 2008
Location: Oslo Norway
Is this Project still alive and kicking?

Is the aim of this one tile = one square meter?

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Corporal
Re: Big Maps Project[message #194311] Mon, 18 August 2008 12:01 Go to previous messageGo to next message
lalienxx is currently offline lalienxx

 
Messages:86
Registered:February 2006
redgun
what map editor to i use in order to create bigger maps?

Editor with big maps support: Map_Editor_v1.13.1292BM in http://81.169.133.124/~lalien/release/New_exes

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Corporal 1st Class

Re: Big Maps Project[message #194314] Mon, 18 August 2008 12:20 Go to previous messageGo to previous message
lalienxx is currently offline lalienxx

 
Messages:86
Registered:February 2006
Arquebus
Is this Project still alive and kicking?

The project is frozen until I have more time for it or somebody wants to help.

Arquebus
Is the aim of this one tile = one square meter?

Yes, to make the game more realistic. Well actually one tile is = one square meter in almost all calculations except of weapon and sight ranges. When big maps are working weapon and sight ranges could be increased to be more realistic.

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