Re: ja2MapTool[message #354039 is a reply to message #354037]
|
Sun, 15 July 2018 14:33
|
|
The_Bob |
|
Messages:415
Registered:May 2009 Location: Behind you. |
|
|
It should just work when you do on the top level project. Unless I broke it somehow of course.
I started coding it in Netbeans, which was fine I guess, and later switched to IntelliJ Idea, which I can recommend for more serious Java work. Both have excellent support for Maven projects.
Edit: also, here's the method that does the remapping, you can start looking for issues around that point. I think the problem is that the code doesn't do enough when removing items, it sets item stacks as nonexistent but leaves all of the content data intact, which may save more data than necessary, resulting in a corrupt file. Have a look at the asset loader code for how items are loaded, properly removing world items probably requires rebuilding that structure, or at least adding some checks to the method that later saves the data.
[Updated on: Sun, 15 July 2018 14:51] Report message to a moderator
|
|
|
|
Re: ja2MapTool[message #354040 is a reply to message #354039]
|
Sun, 15 July 2018 16:47
|
|
Neitronus |
|
Messages:34
Registered:October 2014 |
|
|
Well still didn't work for me with that clean install thing... Same error about missing plugin for xml handling.
About that bug: Seems like some of Wildfire maps do have more item IDs on a map than xml config of 1.13 has and due to that issue it just stps remapping. Also thing is that this issue seems to be located within NPCs so i figured why just not to leave this intact since the very same IDs work for Wildfire without remapping. I just wanted to implement a simple plug with null check in remapping function. Like if we get null here:
int itemId = stack.getStack().getObject().usItem.get();
Then just ignore this iteration of cycle and do no remaping. If that would work for me, i'd look into NPC data on the maps themselves with itemset full of placeholders with IDs to see which IDs are missing and so on.
[Updated on: Sun, 15 July 2018 16:49] Report message to a moderator
|
Private 1st Class
|
|
|
|
|
|
|
|
|
|
|
Re: ja2MapTool[message #357016 is a reply to message #356985]
|
Tue, 19 March 2019 13:23
|
|
SecretStamos |
|
Messages:29
Registered:October 2015 |
|
|
That's fantastic! Any chance of the item UI indexes being displayed in the item mapper?
I'm dealing with a lot of placeholder objects, so it's difficult to tell which ones I've already mapped or not since they're all visually identical in the item mapper.
To put it more clearly:
Placeholder -> Baseball
Placeholder -> First Aid Kit
would be a lot easier to look at if it was:
Placeholder (57) -> Baseball (41)
Placeholder (58) -> First Aid Kit (81)
[Updated on: Tue, 19 March 2019 13:28] Report message to a moderator
|
Private 1st Class
|
|
|
|
|
|
|
|
Re: ja2MapTool[message #357114 is a reply to message #357066]
|
Sat, 30 March 2019 12:14
|
|
LupinoArts |
|
Messages:5
Registered:March 2015 |
|
|
Thanks for the fix. I did try a little more and noted that other inis worked, it was indeed a problem with the aimnas configs. I think in general it would be nice if the tool could give feedback when it counters problems reading an xml file (e.g. validation errors, missing dependencies as in this case...). Maybe a log of sorts or a simple message box that hints to the problem. Sorry, i didn't read the last sentence in your reply...
I also have another suggestion, but a big one: As the tool already reads the maps and detects what items are used in this maps, it would be nice to have a feature that does a real merge of items in a way that those items hardwired into the maps can be used in the other setup. For instance, i have UC113 -- which comes with its own maps -- and AIM which comes only with new items (i'm not talking about bigmaps here, just the weapons from AIM). So the tool could parse the maps from UC and copies the used items into AIM's item list with the correct ID. Items from AIM, which occupy the needed slot points, are automatically moved to a position that is "free" (e.g. points to the NADA image). The script would be smart enough to automatically update all references to those items in the AIM tabledata xmls. The result is a merged mod folder, which includes all AIM items, and a small subset of the items used in the UC maps. Then the mapping can occur where the user only needs to manually remap the items that are hard-wired in the UC maps. Or she can leave it be and the game should work out of the box by using items from both mods simultaneously. Does that make sense?
[Updated on: Sat, 30 March 2019 12:21] Report message to a moderator
|
Private
|
|
|
|
|
|
|
|