New Map: Gehenna Rising v2 - Lava map creation - Page 3

New Map: Gehenna Rising v2 - Lava map creation

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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Lava map creation

Post by FLOZi »

Maps should use resources_map.lua
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smoth
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Re: Lava map creation

Post by smoth »

IIRC that doesn't work out cleanly. did they fix that? if so I need to review gunmetal harbor.
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FLOZi
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Re: Lava map creation

Post by FLOZi »

smoth wrote:IIRC that doesn't work out cleanly. did they fix that? if so I need to review gunmetal harbor.
Vague description of possible issue doesn't help me answer much? :mrgreen:
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jK
Spring Developer
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Re: Lava map creation

Post by jK »

Beherith wrote:Is there any way I can convert a Lua CEG to TDF? I dont want to include an explosions_post.lua in my map, so that it doesnt break it with mods that have it.
The _post.lua is just needed to load the defs from effects/, not to load luadefs (it scans in 82 by default only gamedata/explosions/).
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Beherith
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Re: Lava map creation

Post by Beherith »

I put the posted ceg in gamedata/explosions, and it still doesnt show up under BA, and doesnt throw any errors in infolog either.
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jK
Spring Developer
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Re: Lava map creation

Post by jK »

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knorke
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Re: Lava map creation

Post by knorke »

making a map with cegs, they are in gamedata\explosions and it works. (with ba too)
though they are of type "explspike" and dont use any textures.
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Beherith
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Re: Lava map creation

Post by Beherith »

Ok, so its prolly the textures; Ill try it by replacing it with random textures im sure I have.
Thanks for all the help guys!
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FLOZi
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Re: Lava map creation

Post by FLOZi »

Did you make a resources_map.lua to reference the textures?
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Beherith
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Re: Lava map creation

Post by Beherith »

Added resources_map.lua:

Code: Select all

local resources = {
	graphics = {
		projectiletextures = {
		map_debris2= "debris2.tga",
		map_dirtplosion2= "dirtplosion2.tga",
		map_foam= "foam.tga",
		},
	},
}

return resources
to gamedata folder, the three images are in bitmaps folder. Still no cookie: the ceg is spawned ( it works if i use textures from base) but doesnt show textures from the above resources file.
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FLOZi
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Re: Lava map creation

Post by FLOZi »

https://github.com/spring/spring/blob/d ... r.cpp#L176

looks like in resources_map it is resources.projectiletextures, no graphics intermediary?
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smoth
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Re: Lava map creation

Post by smoth »

FLOZi wrote:
smoth wrote:IIRC that doesn't work out cleanly. did they fix that? if so I need to review gunmetal harbor.
Vague description of possible issue doesn't help me answer much? :mrgreen:
Sorry man, I don't recall exactly what was broken. IIRC there was some sort of issue with BA not showing the smoke and it was a failing of the map resources. I don't remember if they didn't work at all or it somehow conflicted. Sorry. That is why I said I need to review my map to see if there still is an issue.
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Beherith
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Re: Lava map creation

Post by Beherith »

Thanks Flozi! Works perfectly now!
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PicassoCT
Journeywar Developer & Mapper
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Re: Lava map creation

Post by PicassoCT »

If it works perfectly now, why wait for the second now to happen, and not post it instead?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Lava map creation

Post by FLOZi »

Beherith wrote:Thanks Flozi! Works perfectly now!
:-)

No idea why the discrepancy though - which raises questions over whether or not the behaviour is intended (and thus whether or not it will remain this way). :|
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Beherith
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by Beherith »

Released, updated first post.
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smoth
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by smoth »

my powered gms in gundam just lemming right into the lava.
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Beherith
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by Beherith »

needs typemap?
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smoth
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by smoth »

I hate typemaps, they only work for units that are assigned to whatever class spring decides.

even still with them..

the unit will charge at the pit, then because it has to break, slowdown either completely or partially in the typemapped area resulting in a stuck unit which cannot get out.

we really need a way to tell the pathfinder to avoid areas outright but not effect the speed, that way if a unit partially gets in there it doesn't get stuck.
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SirArtturi
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Re: New Map: Gehenna Rising v1 - Lava map creation

Post by SirArtturi »

Void water with water damage?

Looks great btw. I like the lava bursts. Layout feels good too, reminds me of good old battlezone maps, eventhough not sure how it works as teamgame. How I would see it to play well is 4-way team ffa!

+ And you haven't gone crazy with metal layout as in the last map :wink:
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