Easiest way to relocate player start positions?

Easiest way to relocate player start positions?

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Paul-in-Devon-UK
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Joined: 28 Apr 2007, 18:48

Easiest way to relocate player start positions?

Post by Paul-in-Devon-UK »

Hi,

I am using SpringSP to explore the hundreds of maps available. I play alone at the moment as I don't yet feel competent enough to play on-line.

Unfortunately quite a few of what look like good maps are unusable because the player starts are either on top of each other or too close together to make for decent gaming. I can walk my commander to the other side of the map but loose valuable build time.

With the original TA editor it was a piece of cake to do this simple edit.

I started to look into the process here but quickly formed the opinion that it as going to be TOO much effort for such a simple edit. Am I missing something?

I did see that SM3 maps are a 'script' that might make moving easier (change co-ordinate values) or use the startpoint editor that I saw mentioned. Unfortunately all the maps I have are .SD7 files and I haven't yet found mention of importing Sd7 to SM3 files.

I am not trying to be lazy, it just appears that I need to do a LOT of work for this simple requirement.

So, my basic question is - What is the SIMPLEST way to relocate player startpoints?
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Forboding Angel
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Post by Forboding Angel »

unpackace the map, and look in the smd file in notepad. You will see start position coordinates in there at the bottom. Repackage, and you're good :P
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rattle
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Post by rattle »

The maps are either 7zip (sd7) or zip (sdz) archives. Open them and exctract "<mapname>.smd". Load this file up in any text editor as it is a plain text file.
At the bottom you will find entries for the starting positions.

Code: Select all

[TEAM0]
{
	StartPosX=300;
	StartPosZ=400;
}
[TEAM1]
{
	StartPosX=7700;
	StartPosZ=7700;
}
...
When you're done editing simply save the <mapname>.smd and put it in the maps directory. It will override the one from the map. Remember to remove it for online play though.
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Runecrafter
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Post by Runecrafter »

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Paul-in-Devon-UK
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Post by Paul-in-Devon-UK »

Cheers! (Forboding Angel)

That seems too easy :P

Mind you, WinRar will not do it so I have to install 7zip as well. :evil:

I did a quick searc and found that "startpoints correspond to the pixel coordinates on the texture map" which I can deal with.

Off to find 7Zip.

Thanks (rattle),

That look like a better solution to repacking as it keeps on-line compatibility.

Runecrafter - I will have a look at this. Totally new to me so let's hope there is documentation with it.

Tee Hee - every time I preview this response there is a new post to include a response to. THANKS all for the prompt attention!

Off to play......
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PicassoCT
Journeywar Developer & Mapper
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Post by PicassoCT »

Checksum will not take this Maps if you fight in Multiplayer afterwards! So you have to redl those edited...
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Paul-in-Devon-UK
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Joined: 28 Apr 2007, 18:48

Post by Paul-in-Devon-UK »

PicassoCT wrote:Checksum will not take this Maps if you fight in Multiplayer afterwards! So you have to redl those edited...
OK on that.
rattle wrote:Remember to remove it for online play though.
I have extracted every .smd file (450!) to the maps directory and written 2 batch files to move the files out of maps for on-line or move them back for single player.

I got the Start Position Editor, that may make the whole process a lot simpler.

I think it is going to take me a while to work my way through this lot!
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Neddie
Community Lead
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Post by Neddie »

Well, good luck with this, then. Can't wait to see you online, some day. Whenever you are comfortable, the community is waiting.
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

YEAH! I@LL RIP OFF YOUR HEAD AND SPi... err don't worry about it, come play online :P
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Day
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Post by Day »

just stay the hell away from me
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KDR_11k
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Post by KDR_11k »

Just go online, the only thing AIs can teach you is how some units fare against other units if they aren't microed and if your opponent doesn't care what you are building. Means that a unit may pwn against the AI but fail in a real match because the AI didn't build the counter or didn't use it properly.
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Forboding Angel
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Post by Forboding Angel »

Start pos editor is not going to help him. He needs a minimap image to use that well.
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Paul-in-Devon-UK
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Post by Paul-in-Devon-UK »

Forboding Angel wrote:Start pos editor is not going to help him. He needs a minimap image to use that well.
It works indirectly.

Run SPE with SpringSP Skirmish runnung - look at the minimap for the 'duff' level, determine desired start point, move startpoint in SPE and watch the coordinates. Remember to account for true map size as the SPE only works with a 500x500 minimap. This will not work as well with non-rectangular maps.

The above is not perfect as I am not loading the minimap into SPE but it is often good enough.

This all makes me wonder - Do map creators test their latest creation and if so how? My personal method would be to use SpringSP but from what I have seen this is evidently not the case.

Having looked at a few of the 'duff' maps it looks as if the startpoints are approximately correct for single player. It is the order of the startpoints that is wrong. When checking a map for the first time I play against one AI as it gives more time to evaluate the terrain, resources, defence possibilities etc. The 1st AI takes [Team1] slot but often the most appropriate start has been allocated to [Team4]. This makes it simple to just swap the X and Z values to fix it.

* Aside * I WILL be on-line. But not just yet 8)
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Forboding Angel
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Post by Forboding Angel »

you know, you're going to a lot of trouble for nothing really...

All you have to do is use choose start position, then do .cheat and then .team "x" (1-16, host is always team 0) and set starts for the bots. It's a lot easier than what you're trying to do.
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Paul-in-Devon-UK
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Joined: 28 Apr 2007, 18:48

Post by Paul-in-Devon-UK »

Forboding Angel wrote:you know, you're going to a lot of trouble for nothing really...

All you have to do is use choose start position, then do .cheat and then .team "x" (1-16, host is always team 0) and set starts for the bots. It's a lot easier than what you're trying to do.
I sort of agree. The trouble (for me) with that approach is that I then have to remember, or make notes, which start to use for a specific map. My personal preference is to mod the map so that it starts the way I want every time. With 450 in the maps folder I think I might forget (I am 52 and the old noggin aint quite as wizzy as you youngens :oops: ).
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rattle
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Post by rattle »

You could host a game through the lobby and set the placement mode to choose start positions. Once ingame enable cheats (.cheat) , .team through every other team (.team 1, .team 2 etc.) and set their start positions, then switch back to your own (.team 0) and you're all set.
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Paul-in-Devon-UK
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Post by Paul-in-Devon-UK »

Whoosh, straight over my head but I get the gist of it.

Maybe once I have got the feel of this as I have only just downloaded and installe it a few weeks ago. Maybe I will go and get my arse kicked a few times.

To be honest, I hope I get trashed because if I don't I will get addicted. I just know I will. I have loved this game since the original TA and it just keeps getting better. As it is I am having time issues due to it now. If I get into on-line play I will have real problems.

However, the lure is strong so maybe in a few weeks.

*edit* I hate typo's!
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