Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Big Maps Project
Re: Big Maps Project[message #264849] Thu, 14 October 2010 20:46 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
Kirill
RoWa21
How can I put an enemy on a flat roof???

Whenever I switch to the enemy placement, the roofs disappear, so I cannot add them on roofs. Give me a step by step instruction how I can do that, than there is a good chance I can fix the bug.


use -

INSERT or PageUp\PageDown buttons, to get roof cursor ... and place enemy on roof ..
(when you at enemy's menu in editor)

try make it on standart map,
then open big map - and you see the bug ..
Wink

"no cursor"


did you find error ?
Re: Big Maps Project[message #265841] Thu, 28 October 2010 20:59 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
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

Re: Big Maps Project[message #265844] Thu, 28 October 2010 21:07 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
Some of those bugs, especially the grenade physics stuff, was fixed in newer versions, there should be a newer Editor too.


Re: Big Maps Project[message #265845] Thu, 28 October 2010 21:27 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
I found 3749 editor but it says I need binkw32.dll so I installed "JA2 1.13 3111 exe SVN@1194 Full.exe"... hmm, seems I ned a newer installer too, this one is too old it seems, hehe

Re: Big Maps Project[message #265846] Thu, 28 October 2010 21:29 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
Yeah, you need that one (just the Beta SCI is enough, the others contain additional mods.


Re: Big Maps Project[message #265847] Thu, 28 October 2010 21:34 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
Thanks again
Re: Big Maps Project[message #265852] Thu, 28 October 2010 22:20 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Any news on the speed issue?


Re: Big Maps Project[message #265853] Thu, 28 October 2010 22:44 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
DepressivesBrot
Yeah, 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

Re: Big Maps Project[message #265855] Thu, 28 October 2010 23:06 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@smeagol: Could not reproduce the speed issue. Worked fine on my huge testmap with maximum enemies. Did you run a debug or release EXE??

@mindnut: Latest map editor does not crash on startup. Which one are u using?


Re: Big Maps Project[message #265857] Thu, 28 October 2010 23:12 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
the downloaded 3749... but I started using the original that was in the one click installer and it works fine. the version flashes so fast that I cant notice which one it is... I take it it's 3821 just like the ja2.exe?
Re: Big Maps Project[message #265865] Thu, 28 October 2010 23:47 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@mindnut: Just tested Mapeditor with latest source code and it starts fine.
I also tested the throwing range of grenades/flares and this is the same maximum range than on "normal" maps. It seems you have an outdated version.


Re: Big Maps Project[message #265876] Fri, 29 October 2010 04:16 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
I used the exe from Tais SCI, so probably a regular release exe and not a debug one... dunno what's going on there.


Re: Big Maps Project[message #265929] Fri, 29 October 2010 17:22 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Mindnut
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


can you upload some of your bigger maps, I would like to test them and reproduce the bugs you mentioned.


Re: Big Maps Project[message #265937] Fri, 29 October 2010 21:36 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
Sure, I'll try this with the 3821 version first though. Yesterday I messed something up and had to start clean today.
Re: Big Maps Project[message #265949] Fri, 29 October 2010 23:17 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
Hi again,
I tested everything in the 3821 version.

1. Still can't enter a 6 digit number for the exit grid. I'm guessing this problem hasn't been addressed yet.

2. The problem with the highlited grid under the cursor is still the same. In the right bottom section of the map the highlited square goes under the tree's and structures and becomes invisible.
Sorry for the confusion, the cursor stays on top it's the red square highlight that goes under the structure image...

3. Granades are working fine now.

4. Before, in the 3356 version I had a crash in the middle of the enemy turn. Now in 3821 the game crashes when I hit the "end turn" button. Happens always after my first turn. I tested this on 2 maps 500x500 and 640x640. Both were entered in combat and I had to pick the entery location.
When I entered the 260x260 map (empty) the game crashed when I pushed "tactical" button. Couldn't enter the sector that way.

This is one of the maps:
http://www.4shared.com/file/cmwWBiWa/C9_online.html
I'm using modified tilesets so expect a big mess in there.
Re: Big Maps Project[message #265975] Sat, 30 October 2010 16:50 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
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
Re: Big Maps Project[message #265986] Sat, 30 October 2010 20:00 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
I tested the 260x260 map again and created annother 260x260 map. Seems that I can now enter the sector through tactical. It fixed after I opened it placed all entery points again and saved it in 3821 editor. This time while testing I had 3 cats in the sector and no enemies. Once again the game crashed when I ended my first turn.
Re: Big Maps Project[message #265987] Sat, 30 October 2010 20:08 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
One more bug I noticed...

After placing banks & cliffs one can fix the edge using "cliff_l.sti" set...
That doesn't work, when you save the map the edge of the cliff is reverted to the graphicaly bugged version.
Re: Big Maps Project[message #265989] Sat, 30 October 2010 20:25 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Mindnut
Hi again,
I tested everything in the 3821 version.

1. Still can't enter a 6 digit number for the exit grid. I'm guessing this problem hasn't been addressed yet.

2. The problem with the highlited grid under the cursor is still the same. In the right bottom section of the map the highlited square goes under the tree's and structures and becomes invisible.
Sorry for the confusion, the cursor stays on top it's the red square highlight that goes under the structure image...

3. Granades are working fine now.

4. Before, in the 3356 version I had a crash in the middle of the enemy turn. Now in 3821 the game crashes when I hit the "end turn" button. Happens always after my first turn. I tested this on 2 maps 500x500 and 640x640. Both were entered in combat and I had to pick the entery location.
When I entered the 260x260 map (empty) the game crashed when I pushed "tactical" button. Couldn't enter the sector that way.

This is one of the maps:
http://www.4shared.com/file/cmwWBiWa/C9_online.html
I'm using modified tilesets so expect a big mess in there.


I can confirm Bug #1 and #2. Bug #1 should be easy to fix, but Bug #2 will be harder, but its only a graphical display bug, so it is not that important.

I think Bug #4 (and other crashes) are fixed with Revision 3843.

Thanks for map. I will try it out.

EDIT: Bugmonster is writing a tool in which we can convert grid-numbers from normal maps to "bigger" maps.

[Updated on: Sat, 30 October 2010 20:28] by Moderator



Re: Big Maps Project[message #265992] Sat, 30 October 2010 20:56 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
is that revision (3843) available for download somewhere? I'm losing track with so many changes, hehe
Re: Big Maps Project[message #265995] Sat, 30 October 2010 21:24 Go to previous messageGo to next message
tais

 
Messages:807
Registered:February 2008
Location: NL
compile an exe yourself or wait for me to make a new sci Razz


Re: Big Maps Project[message #266008] Sun, 31 October 2010 00:44 Go to previous messageGo to next message
marcinfp

 
Messages:20
Registered:June 2009
Location: Poland
No, thank you... I'll practise patience Wink

If I start compiling stuff with my "no experience" we'll be reverted back to stone age.
I'm good with map making, but that's it.
Re: Big Maps Project[message #266431] Sun, 07 November 2010 20:28 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
RoWa21
Mindnut
Hi again,
I tested everything in the 3821 version.

1. Still can't enter a 6 digit number for the exit grid. I'm guessing this problem hasn't been addressed yet.

2. The problem with the highlited grid under the cursor is still the same. In the right bottom section of the map the highlited square goes under the tree's and structures and becomes invisible.
Sorry for the confusion, the cursor stays on top it's the red square highlight that goes under the structure image...

3. Granades are working fine now.

4. Before, in the 3356 version I had a crash in the middle of the enemy turn. Now in 3821 the game crashes when I hit the "end turn" button. Happens always after my first turn. I tested this on 2 maps 500x500 and 640x640. Both were entered in combat and I had to pick the entery location.
When I entered the 260x260 map (empty) the game crashed when I pushed "tactical" button. Couldn't enter the sector that way.

This is one of the maps:
http://www.4shared.com/file/cmwWBiWa/C9_online.html
I'm using modified tilesets so expect a big mess in there.


I can confirm Bug #1 and #2. Bug #1 should be easy to fix, but Bug #2 will be harder, but its only a graphical display bug, so it is not that important.

I think Bug #4 (and other crashes) are fixed with Revision 3843.

Thanks for map. I will try it out.

EDIT: Bugmonster is writing a tool in which we can convert grid-numbers from normal maps to "bigger" maps.


good news !
Re: Big Maps Project[message #266915] Mon, 15 November 2010 13:49 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
I just fixed the following 2 bugs:

- Cannot enter a 6 digit number for the exit grid.
- Game crashes when selecting grid numbers for schedule actions on civilians

There is no new EXE yet available. You have to wait for next single click installer.


Re: Big Maps Project[message #267501] Sun, 28 November 2010 19:27 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
RoWa21
I just fixed the following 2 bugs:

- Cannot enter a 6 digit number for the exit grid.
- Game crashes when selecting grid numbers for schedule actions on civilians

There is no new EXE yet available. You have to wait for next single click installer.


good news !
Re: Big Maps Project[message #268307] Wed, 15 December 2010 03:18 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Well... the D13 map seems to work fine now (don't know why, but the speed is good and also didn't have a single crash during the DCA).

Now I would like to continue work on some more big maps, next map I wanted to do is Drassen Airport (as I really would like to finish Drassen first before moving on to the next city).

I found the appropriate xml for the location of the BR crate, but I can't locate the tiles needed for the Skyrider and the Tourist Quests. So, if there's a capable coder out there who can bring light into this dark matter, I'd highly appreciate it.


Re: Big Maps Project[message #268308] Wed, 15 December 2010 03:39 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
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

[Updated on: Wed, 15 December 2010 03:39] by Moderator

Re: Big Maps Project[message #268309] Wed, 15 December 2010 03:46 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
so how to hell to we change that?

not just the grid, but also the sector

Re: Big Maps Project[message #268310] Wed, 15 December 2010 03:47 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Sounds great. Where is that lua file located?


K, solved the prob... more or less... I'll take a look at this in the 0.7 SCI once I installed it.

[Updated on: Wed, 15 December 2010 04:17] by Moderator



Re: Big Maps Project[message #268334] Wed, 15 December 2010 13:47 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
i think its pretty self explanatory when you look at overhead.lua(the things i posted are just a snippet but they contain the interesting things)

ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B and ProfileIdbSectorZ == 0

defines the sector

PythSpacesAway( ID,8228) < 40

defines the radius around a certain grid point thats it not too hard to figure out isnt it Wink
Re: Big Maps Project[message #268335] Wed, 15 December 2010 14:04 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
thx

Re: Big Maps Project[message #268336] Wed, 15 December 2010 14:17 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
your welcome Smile
Re: Big Maps Project[message #268341] Wed, 15 December 2010 16:39 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Shadow21
i think its pretty self explanatory when you look at overhead.lua(the things i posted are just a snippet but they contain the interesting things)

ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B and ProfileIdbSectorZ == 0

defines the sector

PythSpacesAway( ID,8228) < 40

defines the radius around a certain grid point thats it not too hard to figure out isnt it Wink


Nope, not hard to figure out. Hard part was to actually locate the file (as I hadn't installed the beta 0.7 before). Rest will be easy to figure out, I guess... If more questions arise, I'll know where to look for answers. Wink


Re: Big Maps Project[message #268714] Tue, 21 December 2010 17:47 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Any chance to get the wrong radarmaps issue for bigmaps solved anytime soon?

Kind of sucks that the radarmap generated for a bigmap is only the upper left corner of the entire map.


Re: Big Maps Project[message #268734] Tue, 21 December 2010 23:39 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
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



Re: Big Maps Project[message #268740] Wed, 22 December 2010 03:30 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
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:

http://img31.imageshack.us/img31/2718/helierror.gif



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.


Re: Big Maps Project[message #275509] Fri, 11 March 2011 10:01 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
CheKa
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)


Yo CheKa, Most of not all of these problems have been fixed by now, Smeagol please correct me if I am wrong. When can we hope to see an early test version of the Horn of Africa? Looks like you did some very nice modding and I am looking forward to playtesting.


Re: Big Maps Project[message #275683] Sun, 13 March 2011 19:36 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
Dieter
CheKa
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)


Yo CheKa, Most of not all of these problems have been fixed by now, Smeagol please correct me if I am wrong. When can we hope to see an early test version of the Horn of Africa? Looks like you did some very nice modding and I am looking forward to playtesting.



[color:#FF6666]Horn of Africa 1.13 [/color]

are you talking about that ? -

http://forum.ja2.su/cgi-bin/yabb/YaBB.pl?board=ja2v113;action=display;num=1269103157;start=300#300

[Updated on: Sun, 13 March 2011 19:37] by Moderator

Re: Big Maps Project[message #275746] Tue, 15 March 2011 07:08 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
Yes, I read that forum, several times actually.

Unfortunately there is no download link. Do you have a link for the beta?

If CheKa froze all development because of big maps problems, then most of these problems have been fixed by now as far as I know, this means CheKa can release the beta.


Re: Big Maps Project[message #328135] Thu, 14 November 2013 11:42 Go to previous messageGo to previous message
niculinux

 
Messages:83
Registered:January 2012
Location: Italy
At the momemtn Big Maps project is merged into AIMNAS mod.

Unfortunately it won't be avaialbe as a separate and interchangable mod, as ZombieHunter stated here. :bawling:
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