Mission Editor - Page 2

Mission Editor

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

It was a question, not me whining. It's not like I can't do a batch conversion in less than 30 seconds.

Let me state my question so that everyone can understand it easily...

Is the pcx format something that is more difficult to use due to one thing or another? Personally I could care less, but I am interested, cause I always thought originally that pcx was a dried up format anyway, and was somewhat surprised to find out that spring originally used it for buildpics.

Smoth, no one is throwing poo, we are expressing interest and trying to pave the way for others so that we can help answer their questions when they run into similar issues, as well as the fact that we are trying to help quantum out a bit in finding possible bugs in the program.
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Mission Editor

Post by lurker »

Merging shouldn't take more than 5-10 minutes, and I'm sure you can make a test mission quickly. Besides, most of those files you don't need to merge in, because the mission maker doesn't care about their contents.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Mission Editor

Post by Argh »

Besides, most of those files you don't need to merge in, because the mission maker doesn't care about their contents.
It just cares about UnitDefs and buildpics, basically? Okie doke, that'll be straightforward then. I thought maybe it was going to want everything-everything.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

So, to use this, I'd have to dump everything in P.U.R.E. into one huge SDZ?
No need to do something like that! It might still have other problems (like our lua being incompatible), and the mission editor is in the early stages. You'd be trying to hit a moving target. I don't even know if missions will stay mutators. But if you want to be a step ahead, you can tell me if the huge sdz works, so we'll know if there are other problems, besides the dependencies.

That said, I wouldn't mind if you switched to png :wink:
Forboding Angel wrote:Is the pcx format something that is more difficult to use due to one thing or another?
Yeah, supporting all the formats mods are using (I saw pcx, dds, tiff, tga) is more work than modders simply converting them to png.

If a mod works with the mission editor, let me know! I'll add it to the list.
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Argh
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Re: Mission Editor

Post by Argh »

But if you want to be a step ahead, you can tell me if the huge sdz works, so we'll know if there are other problems, besides the dependencies.
Ok, I'll take a thorough look at this tomorrow afternoon.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

Otherside wrote:- Zoomable map (for better unit placement on big maps) if not 3D XD
The huge slider on the bottom of the window zooms the map :-)
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MidKnight
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Re: Mission Editor

Post by MidKnight »

Do unit images scale down when one zooms in now?
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

lurker wrote:What does it use? The mod and springcontent? The mod and hardcoding?
Mod + springcontent
MidKnight wrote:Do unit images scale down when one zooms in now?
Nope, I forgot about that.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Mission Editor

Post by Beherith »

WOOT! This thing rocks!
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

unfortunately im still stuck in the same spot, not real sure where to go from here.
LordMuffe
Posts: 286
Joined: 13 Mar 2005, 15:39

Re: Mission Editor

Post by LordMuffe »

thats a great tool...but i have some problems:

I tried to create a mission with

EternalStruggle0.514

Everything worked while building the mission ( pictures usw). But trying to start the mission with "Test Mission" gives me a strange error:

Unable to load a commander for side: arm

Now i want to aks, if that is a spring-thing or is there something missing/wrong wiht the mod besides not being XA ..?

Missions based on CA are fully functional.

i´m aware of the problems mentioned in this thread so far, just wonder why the S44 mission works.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Mission Editor

Post by AF »

spring inherited pcx from Total annihilation
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: Mission Editor

Post by LordLemmi »

it fails for vista 64bit
Fix that !
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Mission Editor

Post by CarRepairer »

Photoshop can batch convert your images to png. Find/replace in files under your units folder in Notepad++ "pcx"->"png". Less than 5 mins and worth it.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

LordLemmi wrote:it fails for vista 64bit
Fix that !
... please perhaps?
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: Mission Editor

Post by LordLemmi »

Forboding Angel wrote:
LordLemmi wrote:it fails for vista 64bit
Fix that !
... please perhaps?
:roll:
! = plz
! = i want to use/love to use it
And at req: only stands Windows.
- Winows 64bit atm wont work, should be added than :P
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Mission Editor

Post by Licho »

Do you think it would be interesting to store something like top 10 players?

We could track time needed to win the mission or units killed/saved and make some online scoretable.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Mission Editor

Post by Otherside »

Licho wrote:Do you think it would be interesting to store something like top 10 players?

We could track time needed to win the mission or units killed/saved and make some online scoretable.
people can just /cheat to win the mission :P

if you can make it so it see's if /cheat has been used so people cant rig it

would be cool
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Mission Editor

Post by CarRepairer »

Or make a springie that hosts missions. That's probably what Licho meant.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mission Editor

Post by Argh »

Thus far, no luck getting it to run.

First off, I get this error:

Code: Select all

FailureException
[string "-- gamedata/armordefs.lua..."]:20: Error parsing armor.txt: not found
stack traceback:
	[C]: in function 'error'
	[string "-- gamedata/armordefs.lua..."]:20: in main chunk
	[C]: ?
	[C]: in function 'pcall'
	[string "-- gamedata/defs.lua..."]:23: in function 'LoadDefs'
	[string "-- gamedata/defs.lua..."]:46: in function <[string "-- gamedata/defs.lua..."]:38>
	[C]: in function 'TimeCheck'
	[string "-- gamedata/defs.lua..."]:38: in main chunk: Runtime Error
   at FLua.clo@142.Invoke(String message@1228_4)
   at Microsoft.FSharp.Text.PrintfImpl.go@487@487[B,C,D](String fmt@487, Int32 len@487, FastFunc`2 outputChar@487, FastFunc`2 outa@487, B os@487, FastFunc`2 finalize@487, List`1 args, Int32 i)
   at <StartupCode$FSharp.Core>.$Reflect.clo@545.Invoke(A inp)
   at FLua.checkError(IntPtr L, Int32 status)
   at Defs.VFS_Include@30@30(Map`2 fileMap@30, IntPtr L)
   at Tao.Lua.Lua.lua_pcall(IntPtr L, Int32 nargs, Int32 nresults, Int32 errfunc)
   at FLua.traceCallPushReturn(IntPtr L, List`1 arguments, ResultCount resultCount)
   at Defs.Spring_TimeCheck@69@69(IntPtr L)
   at Tao.Lua.Lua.lua_pcall(IntPtr L, Int32 nargs, Int32 nresults, Int32 errfunc)
   at FLua.traceCallPushReturn(IntPtr L, List`1 arguments, ResultCount resultCount)
   at FLua.traceCall(IntPtr L, List`1 arguments, Int32 resultCount)
   at Defs.getModInfo(Map`2 fileMap)
   at ModBrowser.ModBrowser.GetUnits[T](FastFunc`2 invoker)
   at IO.loadGame[T](FastFunc`2 invoker, FastFunc`2 setStatusText, UnitSync unitSync, String gameName)
   at IO.clo@70_2.Invoke(Unit _arg3)
   at Utils.clo@26.Invoke()
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()
I've had Armor.txt in the game's root directory since forever. Moving it all to Armor.lua using S'44's format didn't make a difference at all.

Secondly, it doesn't know that unitsync is installed elsewhere- it's not reading that config string, and it won't store that location if entered manually.
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