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Re: Big Maps Project[message #265841]
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Thu, 28 October 2010 20:59
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marcinfp |
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Messages:19
Registered:June 2009 Location: Poland |
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Hi all,
I've been using the 3356 map editor and the latest version from svn. I made over 250 new maps from scratch and finaly found time working towards resizing the whole mod. The smallest size will be 260x260 (for irrelevant maps) and 500x500 for all cities and key locations.
So far I've enlarged 3 maps...
500x500, 260x260 and 640x640 for the Queens Palace.
When making the maps and testing I encountered a few problems. Atm I'm downloading the latest one click installer to try out the new exe's so I'm not sure if any of these problems have been solved allready.
1. When making the big map I couldn't enter a 6 digit number for exit grid. It only accepts 5 digit and caps higher numbers to 25000 or so.
2. In the bottom right section of the map the cursor goes under the walls and other structure elements making it invisible.
3. When testing the 500x500 map I noticed that I can throw any type of granade/light to any place on the map. The range limit isn't working. I also get a crash when using the granade launchers.
4. While testing the Palace 640x640 map. The game crashed in the middle of the enemy turn multiple times in the same moment. Maybe I should mention that I'm using 64 enemies on my maps and there is a trap with 32 cats in the palace map. Still it was working smoothly - just crashed.
I couldn't find the crash report. The file that I checked isn't showing the information. If some one could please tell me where the propper report can be found I'll post it in here.
Take care and keep up the good work guys... This thing has to be finished, otherwise I'm in for a lot of wasted work on resizing all of my maps, hehe
Mindnut
[Updated on: Thu, 28 October 2010 21:02] by Moderator Report message to a moderator
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Re: Big Maps Project[message #265853]
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Thu, 28 October 2010 22:44
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marcinfp |
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Messages:19
Registered:June 2009 Location: Poland |
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DepressivesBrotYeah, you need that one (just the Beta SCI is enough, the others contain additional mods.
The game is working but the 3749 map editor crashes on startup...
Bummer =(
[Updated on: Thu, 28 October 2010 22:47] by Moderator Report message to a moderator
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Re: Big Maps Project[message #265975]
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Sat, 30 October 2010 16:50
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marcinfp |
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Messages:19
Registered:June 2009 Location: Poland |
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Annother problem,
when placing civilians, I couldn't use the schedule mode in detailed placements.
The editor crashes when I click to enter a grid number for any of the available options (ie. "sleep", "move to grid number", unlock door").
When I was remapping the Arulco in it's original secror sizes 160x160 I used a lot of these options for civilians, especially the shop keepers who open the shops at day, close and go home to sleep at night. I even used it for cows that go eat on the field at day and go back to the barn at night.
I understand that these options will be all fubar'ed when I resize the maps as they will have old grid numbers...
Hope it's possible to fix this.
I know that this maybe too much to ask for, but...
It would be great if the editor could recalculate the allready entered grid numbers in schedules when resizing the maps from original size. That way we wouldn't have to reset all the schedules.
Same problems will accur with information from the NPC data files. Doctors, Fatima, Dimitri... they all have to walk to a specific grid number at some point. Haven't tried to change any of that yet but I'm guessing I won't be able to enter a 6 digit grid number in there.
Take care,
Mind
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Re: Big Maps Project[message #268308]
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Wed, 15 December 2010 03:39
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Shadow21 |
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Messages:328
Registered:November 2001 Location: on route to San Hermanos |
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quest used to be stord in the code but have been externalized to overhead.lua
for john&mary it's in a 40 tile radis arounf 8228 for skyrider 8842
Toggle Spoiler
if ( not ID ) then
ID = FindSoldierByProfileID (Profil.MARY)
if ( not ID ) then
return
end
end
if ( CheckFact( Facts.FACT_JOHN_ALIVE,0) == true ) then
return
--new requirements: player close by
elseif ( PythSpacesAway( ID,8228) < 40 ) then
if ( not TileIsOutOfBounds ( ClosestPC( ID, sDist )) and sDist > NPC_TALK_RADIUS * 2 ) then
--too far away
return
end
SetFactTrue( Facts.FACT_MARY_OR_JOHN_ARRIVED )
ActionStopMerc(ID)
TriggerNPCRecord( ID, 13 )
end
end
-- end local function
function HandleAtNewGridNo( ProfileId )
TeamSoldier = FindSoldierTeam (ProfileId)
if ( TeamSoldier == Team.OUR_TEAM ) then -- Team
if ( WhatKindOfMercAmI (ProfileId) == What.MERC_TYPE__EPC ) then -- what EPC
-- Skyrider
if ( ProfileId == Profil.SKYRIDER and CheckNPCSectorBool( Profil.SKYRIDER, 13, SectorY.MAP_ROW_B, 0 ) == true and PythSpacesAway( Profil.SKYRIDER,8842 ) < 11 ) then
ActionStopMerc(Profil.SKYRIDER)
SetFactTrue( Facts.FACT_SKYRIDER_CLOSE_TO_CHOPPER )
TriggerNPCRecord( Profil.SKYRIDER, 15 )
SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B )
elseif ( ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B and ProfileIdbSectorZ == 0 ) then
-- Mary
if ( ProfileId == Profil.MARY ) then
HandleMaryArrival( Profil.MARY )
-- John
elseif ( ProfileId == Profil.JOHN ) then
HandleJohnArrival( Profil.JOHN )
end
end
[Updated on: Wed, 15 December 2010 03:39] by Moderator Report message to a moderator
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Master Sergeant
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Re: Big Maps Project[message #268734]
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Tue, 21 December 2010 23:39
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Also a bit annoying are those random crashes on big maps.
Happens quite often during enemy turns, when an enemy turns around to change direction. Don't know what's going on there, but would be nice, if someone could look into that.
I can provide a testmap for this (new landingzone sector in A8).
Edit:
My guess is, that the crashes are somehow related to the "jump on a fence" feature. Once I delted the fence from the map, it seems to run stable for now.
Edit:
Well, with the jump on fences feature turned off in the ini, I could play a bit longer, but the map still eventually crashed on me.
Also it seems that the AI is pretty much clueless on big maps, especially if you have a sniper on your team, that picks out one enemy a turn while being away more than 50 tiles.
I think the AI needs to develop special counter meassures when under attack by a sniper (move into buildings, use smoke grenades defensively, etc...). Otherwise it will be much too easy to defeat large enemy groups on big maps (survive the initial rush, then find the place where the rest is hiding... usually behind a fence... and conveniently pick them out one for one).
Experimented a bit more with the new big map:
Jumping over fences in the big map is huge trouble.
Either it causes a ctd right away (if enemies are in the sector//turn based). This happens with mercs and enemies a like.
If you do the same in a sector without enmies, the merc vanishes (as if put outside the map by the jump). If you try to shoot a gun while the merc is somewhere in out-of-map edges nirvana, the game crashes. The merc can however get recused by the GABBI transport cheat.
[Updated on: Wed, 22 December 2010 02:15] by Moderator Report message to a moderator
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Re: Big Maps Project[message #268740]
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Wed, 22 December 2010 03:30
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Yeah, sorry abot double posting and spamming this thread... what ever... maybe this gets things rolling again, who knows....
Anyways, began with my first attempts of building a bigmap for Drassen Airport (very basic... just copied the regular map into a 360 map and set the entry points). Just wanted to test if the lua scripts for John&Mary and Skyrider worked or not.
Wrote down the tile locations of the necessary tiles for the quests and changed that accordingly in the lua file.
Finishing the Skyrider Quest works fine (well, except for the heli not showing up at all... guess there's some other file that palces the heli to the proper location? If so, why isn't the heli location in the very same lua file?). Moving Skyrider close to the tile where he is supposed to go finished the quest, he gave his Speech and everything worked as it should.
Except when actually flying around with the heli and returning to Drassen Airport yielded this nice little line:
The tourist quest is screwed up altogether it seems. I changed the tile much the same as I did with the skyrider tile, turns out, whenerver i enter Drassen after recruiting John&Mary (even when they are not in the team) crashes the game, once Itry to move someone around.
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