Mission Editor
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Mission Editor
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.
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.
Re: Mission Editor
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.
Re: Mission Editor
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.Besides, most of those files you don't need to merge in, because the mission maker doesn't care about their contents.
Re: Mission Editor
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.So, to use this, I'd have to dump everything in P.U.R.E. into one huge SDZ?
That said, I wouldn't mind if you switched to png

Yeah, supporting all the formats mods are using (I saw pcx, dds, tiff, tga) is more work than modders simply converting them to png.Forboding Angel wrote:Is the pcx format something that is more difficult to use due to one thing or another?
If a mod works with the mission editor, let me know! I'll add it to the list.
Re: Mission Editor
Ok, I'll take a thorough look at this tomorrow afternoon.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.
Re: Mission Editor
The huge slider on the bottom of the window zooms the mapOtherside wrote:- Zoomable map (for better unit placement on big maps) if not 3D XD

Re: Mission Editor
Do unit images scale down when one zooms in now?
Re: Mission Editor
Mod + springcontentlurker wrote:What does it use? The mod and springcontent? The mod and hardcoding?
Nope, I forgot about that.MidKnight wrote:Do unit images scale down when one zooms in now?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Mission Editor
unfortunately im still stuck in the same spot, not real sure where to go from here.
Re: Mission Editor
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.
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.
Re: Mission Editor
spring inherited pcx from Total annihilation
Re: Mission Editor
it fails for vista 64bit
Fix that !
Fix that !
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Mission Editor
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.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Mission Editor
... please perhaps?LordLemmi wrote:it fails for vista 64bit
Fix that !
Re: Mission Editor
Forboding Angel wrote:... please perhaps?LordLemmi wrote:it fails for vista 64bit
Fix that !

! = plz
! = i want to use/love to use it
And at req: only stands Windows.
- Winows 64bit atm wont work, should be added than

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

if you can make it so it see's if /cheat has been used so people cant rig it
would be cool
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Mission Editor
Or make a springie that hosts missions. That's probably what Licho meant.
Re: Mission Editor
Thus far, no luck getting it to run.
First off, I get this error:
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.
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()
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.