Mission Editor - Page 3

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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User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

New version!

Changes:
  • Support for setting unit heading.
  • Support for sound effects added.
  • Units can be deleted and tags can be set by right-clicking on units.
  • S44 compatibility: victory and defeat effects transfer units to Gaia instead of destroying them.
  • Fix: the side is now set correctly (might make Eternal Struggle work).
Mission projects are not compatible with version 9.

Tip: CA comes with loads of useful sound clips! Find them in /LuaUI/Sounds and /Sounds in the mod, which is just a zip archive.
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

Forboding Angel wrote:unfortunately im still stuck in the same spot, not real sure where to go from here.
It works for me. I just merged EvolutionRTS-v10, EvolutionRTS-v108-Update, used the modinfo.tdf from EvolutionRTS-v10, and zipped them. Do you still get that error after following these steps? Does it work with CA?
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

Argh wrote:Thus far, no luck getting it to run.
PURE: Huge SDZ Edition loads in the mission editor, for me. However, when I play the mission, it fails with:

Code: Select all

LuaRules/draw.lua, error = 2, LuaGadgets/gadgets.lua, [string "LuaRules/Gadgets/glsl_lighting.lua"]:43: attempt to call field 'CreateShader' (a nil value)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

quantum wrote:
Forboding Angel wrote:unfortunately im still stuck in the same spot, not real sure where to go from here.
It works for me. I just merged EvolutionRTS-v10, EvolutionRTS-v108-Update, used the modinfo.tdf from EvolutionRTS-v10, and zipped them. Do you still get that error after following these steps? Does it work with CA?
I still get the same error :-/

CA and s44 work fine. I have no idea what is causing this. The only thing that I can think of is an issue with x64. If I get a chance, I'll run a vm with windows xp and see if that works. Hate to go to all that work just to test but I dunno what else to do.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Mission Editor

Post by 1v0ry_k1ng »

quantum wrote:New version!

Changes:
  • Support for setting unit heading.
YOU WIN THE PRIIZE :-) :-) :-)
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Mission Editor

Post by TheFatController »

Feedback:
- It would be cool if when it failed to load buildpics it just used a black box with the unit name in it or nothing at all rather than crashing.

It would also be nice if you could include files which would always be bundled into the mutator when it was built (for if you wanted to add say 1 special unit ie 'capture the prototype super flash tank!').

My idea for a CA mission was where you started with only a Rector and though some logical thinking and micro you managed to wipe out a whole base via capture and resurrect, the problem was that Rectors now have a full build tree so ideally i'd like to remove their buildoptions by either:
- Including a mutated unit (without buildoptions).
- Including a custom lua gadget (which removes building).
- Editor option to block certain commands (ie building).
- Editor option to edit unitdefs.

Any of the above would be neat.
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

TheFatController wrote:Feedback:
- It would be cool if when it failed to load buildpics it just used a black box with the unit name in it or nothing at all rather than crashing.
It just places transparent boxes on the map, on my computer. When does it crash?
TheFatController wrote:Feedback:
It would also be nice if you could include files which would always be bundled into the mutator when it was built.
Everything in MissionBase, in the same folder as the mission editor executable, will end up in the mutator. You can add your files there. You can also include your modified units, which will cover the originals.
TheFatController wrote: - Editor option to block certain commands (ie building).
It's already done in my copy. It will be in the next version.
LordMuffe
Posts: 286
Joined: 13 Mar 2005, 15:39

Re: Mission Editor

Post by LordMuffe »

Great, it now works for ES. thank you very much :)

---

It seems is spoke to soon. It starts now with commanders for the aranged Players, but dont execute any trigger at all.
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

New version!

Changes:
  • New conditions: unit created, unit finished. Making tutorials should be easier now.
  • New effects: lock unit, unlock unit. These disable and enable the building of specific types of units.
Mission projects made with version 10 or below are not compatible with version 11.
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Mission Editor

Post by manolo_ »

quantum wrote:New version!

Changes:
  • New conditions: unit created, unit finished. Making tutorials should be easier now.

thx, that u include it so fast
User avatar
DavetheBrave
Posts: 281
Joined: 22 Jun 2005, 02:52

Re: Mission Editor

Post by DavetheBrave »

quantum wrote:New version!

Changes:
  • New conditions: unit created, unit finished. Making tutorials should be easier now.
  • New effects: lock unit, unlock unit. These disable and enable the building of specific types of units.
Mission projects made with version 10 or below are not compatible with version 11.
no more walling off the bridge kids!!!
(but this means i have to remake the mission completely :( )
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Mission Editor

Post by MidKnight »

Maybe a mission upconverter? How much work would that take?
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Mission Editor

Post by manolo_ »

  • NullReferenceException
    Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
    bei Microsoft.FSharp.Core.LanguagePrimitives.IntrinsicFunctions.UnboxGeneric[A](Object x)
    bei Program.arg0@570_2.Invoke(RoutedEventArgs _arg2)
    bei Program.arg0@570_1.Invoke(Object sender, RoutedEventArgs e)
    bei System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
    bei System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
    bei System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
    bei System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
    bei System.Windows.Controls.Primitives.ButtonBase.OnClick()
    bei System.Windows.Controls.Button.OnClick()
    bei System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
    bei System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)
    bei System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
    bei System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
    bei System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
    bei System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
    bei System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
    bei System.Windows.UIElement.CrackMouseButtonEventAndReRaiseEvent(DependencyObject sender, MouseButtonEventArgs e)
    bei System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
    bei System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
    bei System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
    bei System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
    bei System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
    bei System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
    bei System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
    bei System.Windows.Input.InputManager.ProcessStagingArea()
    bei System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
    bei System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
    bei System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
    bei System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
    bei System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
    bei MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
    bei MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
    bei System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter)
    bei System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)
    bei System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)
    bei System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Boolean isSingleParameter)
    bei System.Windows.Threading.Dispatcher.Invoke(DispatcherPriority priority, Delegate method, Object arg)
    bei MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
    bei MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
    bei System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
    bei System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
    bei System.Windows.Threading.Dispatcher.Run()
    bei System.Windows.Application.RunDispatcher(Object ignore)
    bei System.Windows.Application.RunInternal(Window window)
    bei System.Windows.Application.Run(Window window)
    bei <StartupCode$MissionEditor>.$Program._main()
get this error when i want to include a wav



edit1: how could i set a certain startpoint (e.g. just startpos. 1)?
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

manolo_ wrote: big error
:oops:
This calls for a new version!

Changes:
  • Fixed the sound bug.
  • Added Repeat and Attack Orders
manolo_ wrote:
edit1: how could i set a certain startpoint (e.g. just startpos. 1)?
Just place the first unit.
DavetheBrave wrote: (but this means i have to remake the mission completely :( )
Making saved projects last can potentially require a large amount of time, but it looks like it's the n. 1 most requested feature now, so I'll seriously look into it.
MidKnight wrote:Maybe a mission upconverter? How much work would that take?
It's very likely the old missions just can't feasibly be upgraded. Until I use a new save system.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

ok we nailed the issue me and argh are having tonight (thanks quantum).

THE sdz HAS TO BE MADE BY 7ZIP!!!!

I was using a prog called izarc which I like because it supports damn near every archive format on the planet (including 7zip), and 7zip only supports a few.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mission Editor

Post by Argh »

Um, I'm using 7-zip to make my zips. What compression settings are you using? A screenshot would be very helpful. I haven't tested the latest build yet. Also, is it even possible for the World Builder Gadgets to be run, so that the editing environment's properly showing where things are? Just asking... seems like World Builder and this could go hand-in-glove.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

here are the settings I used:
Image
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mission Editor

Post by Argh »

Okie doke, I'll try that when I'm done with what I'm doing. Thanks much, this was very aggravating.
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Mission Editor

Post by manolo_ »

so when i place a com somewhere, this is the startpoint?

would be nice if you would expand the triggers:

e.g.:
unit built AND THEN time elapsed


also would be nice if a this option would be added:

number unit built (e.g. 2nd solar built)
let a unit dissappear (without explo....)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mission Editor

Post by Argh »

Just tried version 12. Zipped according to Forb's settings. Tried with the latest version of P.U.R.E. Core (i.e., all of the code, including all Unit FBIs).

No dice. Still crashes.

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()
My question is... why is it loading armor.txt / armor.lua at all? Why isn't it just loading the map's minimap pic, the FBIs, and the BuildPic? I mean, that's all you need.
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