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Problems with Tilesets[message #131333] Thu, 01 March 2007 18:58 Go to next message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
Hoi Scorpion,

i have some questions to the tileset-editor. What make the tools tileinstall.exe and tileno.exe. I have create two new tilesets, she works fine. My problem is the switch from an exist map with an new tileset i can't set enemys. The editor crash permanently. Give it a chance to work with old maps an new tilesets?

Ach ja noch was anderes... Ich zock nebenbei als ausgleich! Ich habs endlich geschaft - Vengeance. Problem das "1Pn51" wird bei mir als Stoff-Fetzen angezeigt und, wenn ich in Tangart Red anspreche dann schmiert das Spiel immer ab. Hab mir den Mod und den Patch von Nitis Seite runter geladen.
Sieh auch mein posting auf der Basis.

Gru

[Updated on: Thu, 01 March 2007 19:10] by Moderator

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Re: Problems with Tilesets[message #131340] Thu, 01 March 2007 20:18 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
ich hab dir im basis forum geantwortet. einfach vengeance installieren und den patch weglassen, dann stimmen die bilder wieder

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Re: Problems with Tilesets[message #131347] Thu, 01 March 2007 20:41 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
thx Scorpion,

i try this.

PS: Ich hab grad deine postings im Map-Center von FFF gelesen. ;o)

Is ja der Hammer was alles geplant ist.

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Re: Problems with Tilesets[message #131359] Fri, 02 March 2007 00:41 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
durchaus, phantom lord hat da einige grossartige ideen... hoffentlich kann er sie im gew

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Re: Problems with Tilesets[message #131437] Fri, 02 March 2007 13:36 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
the scorpion
durchaus, phantom lord hat da einige grossartige ideen... hoffentlich kann er sie im gew

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Re: Problems with Tilesets[message #131438] Fri, 02 March 2007 14:04 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
Ich hab das gerade ausprobiert mit dem Tileset

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Re: Problems with Tilesets[message #131440] Fri, 02 March 2007 14:14 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
Messages:1012
Registered:September 2006
Location: Far far away.
Dunno Beta, but in UBEditor F5 goes to world map with your map highlighted and enemy numbers shown. They always reappear on the reload so mistakenly placing more than the 32 required (once I made map which had 64!) causes error messages or ctd.

hell I can't spell.

:evilkitty:

[Updated on: Fri, 02 March 2007 14:15] by Moderator

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Re: Problems with Tilesets[message #131451] Fri, 02 March 2007 17:15 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
Will Gates
Dunno Beta, but in UBEditor F5 goes to world map with your map highlighted and enemy numbers shown. They always reappear on the reload so mistakenly placing more than the 32 required (once I made map which had 64!) causes error messages or ctd.

hell I can't spell.

:evilkitty:


Hello Will,

sorry! I do not understand you.

Which has the ubeditor with the mapeditor from 1.13 to do? Is this a bug in your ubeditor or a answer of my question.

When replace tilesets in the mapeditor 1.13 of an existing map from ja2 classic then chrash the edtior by set new enemys. The idea from scorpion was:

load ja2 classic map
replace with new tileset
save this map with an other name ts.dat
load an existing map he works
load the map with name ts.dat
the map ts.dat has all enemys and items in map, you have the new tilest and the map works correct.

i have test this and she works so.

i not use the ubeditor for this manipulate.

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Re: Problems with Tilesets[message #132033] Thu, 08 March 2007 17:26 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
@Scorpion

Hab ich was falsches geschrieben?

oder ist meine Ausdruckswei

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Re: Problems with Tilesets[message #132036] Thu, 08 March 2007 17:35 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
in welcher hinsicht? / in what respect?

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Re: Problems with Tilesets[message #132037] Thu, 08 March 2007 17:41 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
baSti
Will Gates
Dunno Beta, but in UBEditor F5 goes to world map with your map highlighted and enemy numbers shown. They always reappear on the reload so mistakenly placing more than the 32 required (once I made map which had 64!) causes error messages or ctd.

hell I can't spell.

:evilkitty:


Hello Will,

sorry! I do not understand you.

Which has the ubeditor with the mapeditor from 1.13 to do? Is this a bug in your ubeditor or a answer of my question.

When replace tilesets in the mapeditor 1.13 of an existing map from ja2 classic then chrash the edtior by set new enemys. The idea from scorpion was:

load ja2 classic map
replace with new tileset
save this map with an other name ts.dat
load an existing map he works
load the map with name ts.dat
the map ts.dat has all enemys and items in map, you have the new tilest and the map works correct.

i have test this and she works so.

i not use the ubeditor for this manipulate.


With my own post for will...

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Re: Problems with Tilesets[message #132040] Thu, 08 March 2007 18:45 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
so you expected an answer?

his posting has to do with your problem because ubeditor, betaeditor and 1.13 mapeditor base on the same code and share certain oddities (like dissapearing enemies upon change of TS)

i think he was hinting to the same thing i wrote about. When you wrote that it works now for you (your second latest sentence) he probably thought there was no use for another posting.

but i can only speculate, i'm not fortune teller and i can't talk for other people.

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Re: Problems with Tilesets[message #132044] Thu, 08 March 2007 19:54 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
I understand.

Thanks for the clearing-up.

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Re: Problems with Tilesets[message #132107] Fri, 09 March 2007 17:50 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
Messages:1012
Registered:September 2006
Location: Far far away.
Quite; and no offence taken. Only adding to what the great & mighty Scorpion already said. F5 just a useful key in UBEditor; thought it might work in other editors.

:evilkitty:

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Re: Problems with Tilesets[message #132134] Sat, 10 March 2007 00:21 Go to previous message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
Will Gates
Only adding to what the great & mighty Scorpion already said.

:evilkitty:


:placard: I say nothing otherwise I get trouble :taskmaster:

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