Question: Worldbuilder

Question: Worldbuilder

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Question: Worldbuilder

Post by SirArtturi »

How to use it?
Have to content and editor, but have no idea what to do with them...

oh, and btw. Argh, where is the tdf files. I'd like to take a look some of the features, but cant find the tdfs anywhere...
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Question: Worldbuilder

Post by MidKnight »

Imo argh should make a worldbuilder post in his subforum with download links, documentation, etc.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Question: Worldbuilder

Post by Forboding Angel »

Should be in this forum tbh.
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Question: Worldbuilder

Post by SirArtturi »

I agree. Should be here, in mapping...
Argh is bragging and promoting it but offers nothing :/
Not even readme in source...
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Question: Worldbuilder

Post by Beherith »

But argh made it so it must be easy to use! :twisted:
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Question: Worldbuilder

Post by Tribulex »

i dont think instructions are really necessary. If you use the search feature of this forum, you can find pleanty of informations and also when you load up world builder its very easy to know what to do just start building. is it in wrong language or maybe your spring is crash because even a 2 year old can do i have seen it im serious.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Question: Worldbuilder

Post by Argh »

To use:

1. Run the Editor (it's a "game").

2. Place stuff with the Editor Daemon. Helps to use /cheat /nocost (I scripted that in Lua for the next version, along with pretty buildpics and some other stuff).

3. Hit button in Editor's menu that says, "save world".

4. Copy 0001WorldBuilder.lua into your map's LuaRules/Gadgets folder (used to be LuaGaia, IIRC, that's no longer necessary).

Really, that's about it, other than making the game you're wanting it to work with ready. Making a game compatible with World Builder takes maybe half an hour, it's some simple copy-pasta to build a mutator that's ready to use.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Question: Worldbuilder

Post by lurker »

You're deliberately avoiding the designated map lua environment.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Question: Worldbuilder

Post by Argh »

Eh? Oh, you mean, "put it in LuaGaia please". That's fine, but tbh as a practical issue, it doesn't matter a lot with WB- if the game isn't compliant with the rest of the features you're going to see error spammage regardless.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Question: Worldbuilder

Post by lurker »

Could you give me a quick overview of why a WB map will have an error spam if you don't use a compat game?

Why not put it somewhere that WB itself loads it, so the map still half works with all games?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Question: Worldbuilder

Post by AF »

Map stuff goes in lua gaia

That it works atm with gadgets is not because it doesnt matter, its actually an engine bug, one thats recognized by the devs too, they just havent gotten around to correcting it

So at some point youll have to redo every single world builder based map
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Question: Worldbuilder

Post by Argh »

Could you give me a quick overview of why a WB map will have an error spam if you don't use a compat game?
1. It uses Units for the most part, not Features.

2. The Units expect a fair amount of Lua support. Those files could be thrown into LuaGaia, ofc, but...

3. The Units call special effects and soundcode, and as such reference CEG and sounds.

So... since Maps aren't allowed to call dependencies, and you can't have multiple Resources.tdf files or Sounds.lua, you are going to see a lot of stuff not working if your game isn't compatible.

These issues are all fixable, but they aren't a priority for me because integrating WB with a game is pretty trivial stuff.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Question: Worldbuilder

Post by Auswaschbar »

Argh wrote:So... since Maps aren't allowed to call dependencies, and you can't have multiple Resources.tdf files or Sounds.lua, you are going to see a lot of stuff not working if your game isn't compatible.
Maps calling dependencies: iirc this should be possible
multiple Ressources.tdf: dunno
multiple sounds.lua: definitely possible (LoadSoundDef in lua unsynced)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Question: Worldbuilder

Post by Argh »

I will test the dependencies thing. If that works, that's most of the problem there, other than CEG errors. CEG is going the way of the dinosaur for WB as soon as I can <sigh> finish converting all of my CEGs into P.O.P.S. / LUPS events.

As for resources, no that doesn't work. That's a solvable problem, I am sure, but I don't know how to go about that. If multiple resources.tdfs could just "merge" at runtime, that would take care of that problem.

LoadSoundDef? What is that, and how do I use it?
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Question: Worldbuilder

Post by Auswaschbar »

Argh wrote:LoadSoundDef? What is that, and how do I use it?
Takes one argument, path to a sounds.lua style file. which then is used in the same way.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Question: Worldbuilder

Post by Argh »

OK, so basically I can just move the Sounds.lua in my SoundModule, and use a run-once Widget to populate the soundDefs? Sweet. I'll test that out right away. That means that the only real obstacle is Resources. I guess I'd better get serious about removing CEGs then, I'll do that after I've finished the savegame stuff...
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Question: Worldbuilder

Post by lurker »

Use a (Gaia if you're using Gaia) gadget to do it if at all possible, even if PURE requires luaui.
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Question: Worldbuilder

Post by SirArtturi »

Thanks Argh!

And d_b, shame on you not helping in first place but rather waste your time for being asshole...

Some people just dont have time to figure out how every one another program works or should work...
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Question: Worldbuilder

Post by lurker »

Psst, d_b's post doesn't look serious to me. Does it look serious to you?
AF wrote:That it works atm with gadgets is not because it doesnt matter, its actually an engine bug, one thats recognized by the devs too, they just havent gotten around to correcting it
As far as I'm aware of the only bugs are that map overrides mod and that you can't tell the source of a file. I don't think it's a bug that the gadget handler is *able* to load laurules gadgets out of a map, just that it can't tell the difference. Also, both systems are 'gadgets'. If you want to distinguish, use LuaRules and LuaGaia.


And Argh, if do as I suggested in part of my post you didn't respond to, put the 001 file somewhere worldbuilder and only worldbuilder reads, then there will be no units and no errors with a generic game.


But if you want to make it work, that's easy too. Map gets resources.tdf, worldbuilder-using mod gets resources2.tdf and an adjusted resources loader in lua. And saying that worldbuilder is easy to add is not a valid argument, because dependencies like that aren't optional.
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Question: Worldbuilder

Post by SirArtturi »

lurker wrote:Psst, d_b's post doesn't look serious to me. Does it look serious to you?
Yea, I c that. Thats why I wanted to pay him back :/
Post Reply

Return to “Map Creation”