
http://springfiles.com/spring/spring-maps/living-lands
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MapInfo: [string "maphelper/mapinfo.lua"]:69: Living Lands.sdd/maps/Living Lands.smd: missing file
Fixed.8611 wrote:Do not put the .sdd inside the zip, just the files. (compare to a working map)
Springlobby won't recognize any map that isn't "official", ie which it didn't download itself. ZK lobby does that too; I had to use standalone spring for testing and development because of it.8611 wrote:For testing I unpacked it and then it worked. Howerver in springlobby I could not select it and no mapname showed up, which is maybe related. (did not look if that was a cache/lobby problem or something in map itself)
http://springrts.com/wiki/Mapdev:mapinfo.lua8611 wrote:Lua: where did you get that? It has problems. Ask in #moddev why they do not matter.
Thanks.8611 wrote:Otherwise good choice for a remake and looks nice.
SpringLobby uses Spring to locate maps - it will find any map that Spring can find. You might sometimes have to restart SL or wipe the cache, especially if you are making maps, because then the files for the "same" map end up in multiple locations at different times and confuse the caches index.Springlobby won't recognize any map that isn't "official", ie which it didn't download itself.
Ah, well glad it's working for you.8611 wrote:springlobby definately works with not-SL-downloaded maps. After lobby restart it worked, so I guess nothing is wrong with the map itself and that it was a caching problem from first starting with broken archive and then impatiently unpacking to see the map. (archivecache.lua or whatever)
Tbh that stuff is part of the new map template. I have no idea what it does or if I even really need it.8611 wrote:By "Lua" I meant creating the features in LuaGaia\Gadgets\
No, just a lot of patience and attention to detail. I did use stamp sometimes to break up the ugly tiling artifacts that SME creates though. I want to try scened but I haven't gotten that working yet, and I've been kinda busy polishing this up.8611 wrote:Did you use custom config for SME auto-texture-script system?
Sure did. That explains some other things, too. >.< Fix#2 going up now.Orfelius wrote:My guess is that he has not made his 7zip archive non solid thus SpringFiles didn't recognize it as a map.
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[f=0000000] Loading LuaGaia
[f=0000000] Error: [GetFeatureDef] could not find FeatureDef "artmapleoldlo"
[f=0000000] Error: [GetFeatureDef] could not find FeatureDef "artbirchbiglo"
[f=0000000] Warning: could not load model "features/noize/pdrock8.s3o" (reason: [S3OParser] could not find model-file objects3d/features/noize/pdrock8.s3o)
[f=0000000] Error: [GetFeatureDef] could not find FeatureDef "artmaplebighi"
[f=0000000] Error: [GetFeatureDef] could not find FeatureDef "artmaplebiglo"
[f=0000000] Error: [GetFeatureDef] could not find FeatureDef "artmapletallhi"
[f=0000000] Error: [GetFeatureDef] could not find FeatureDef "artmapleoldlo"
[f=0000000] Error: [GetFeatureDef] could not find FeatureDef "artmapleoldlo"
[f=0000000] Error: [GetFeatureDef] could not find FeatureDef "artmaplebiglo"
[f=0000000] Error: [GetFeatureDef] could not find FeatureDef "artmaplebighi"
[f=0000000] Error: [GetFeatureDef] could not find FeatureDef "artmapleoldlo"
[f=0000000] Error: [GetFeatureDef] could not find FeatureDef "artmaplebighi"
[f=0000000] Error: Failed to load: gui_dualfog_gadget.lua ([string "LuaGaia/Gadgets/gui_dualfog_gadget.lua"]:35: DualFog-Gadget: Can't find settings in mapinfo.lua!)
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[MAP]
{
}
Most of that stuff has to do with featureplacer being stupid.qray wrote:Got several error messages when loading current springfiles version..
I haven't made a specular map for this yet. I think the "shiny" you're referring to is fog lighting effects, which may still be set a little high. If it blinds you when you scroll out then that's the reason.qray wrote:It's very shiny (much too much for my taste). Probably related with the file "specularTex = specularmap_inv.bmp" defined in mapinfo but I can't find it in the packed file.
Eh, if a client isn't compatible with mapinfo.lua then an empty file probably will not change anything. Versions would have been better, but since my archive was 'solid' I don't think it actually got pushed to the autohosts anyway. If I have to change anything else I will though.qray wrote:An smd file with just:inside the map folder is probably a good idea for compatibility.Code: Select all
[MAP] { }
And if you upload a new version IMHO it is better to give it a new (minor) version number. Avoids clashes with cached data and problems with autohosts.
I think you mean the skybox? No that doesn't match perfectly.anarchid wrote:I would suggest less contrasty texture on the edges of the cliffs, or updating heightmap (and size) to make the map an island.
Not sure what you mean by 'zebra stripes'. I'm starting to run into compression artifacts wrecking my map from repeatedly saving/editing in sdt format though. :\anarchid wrote:The reason would be to get rid of those zebra stripes on map border. And no you don't get to say that "zk will stick on 91.0 forever".
Well, for my first map it'd be too much of a pain to use anything else. Incorporating other textures would require sorting through and finding good ones, which I haven't had time to do, and fighting against constant tiling artifacts with SME' s paint features is not fun and does not lead to good art in general. This map could be tons better, but at least right now I don't have the means to make that happen. Mostly I'm trying to focus on cleaning up minor issues like bad lighting and other stuff that doesn't require vast changes.anarchid wrote:Of course, i'd also suggest not using SME default climate, but if keeping it is your decision, there's little to do about that so just focus on making it better.
Yes, that's what I meantaeonios wrote:I haven't made a specular map for this yet. I think the "shiny" you're referring to is fog lighting effects, which may still be set a little high. If it blinds you when you scroll out then that's the reason.
If you scan the mapborders on some map with a barcode scanner, you get a personal insult encoded in ASCII.Anarchid wrote:
...and different filenames too.And if you upload a new version IMHO it is better to give it a new (minor) version number.
Yep.8611 wrote:It reads a bit like you painted the whole map by hand in SME...?
That wouldn't have been much easier than the way I ended up doing it anyway. I spent most of my time fighting off the tiling artifacts created by SME's naive blending procedure anyway, and custom painting every detail was my intention from the start. I wish I could have spent more of my time actually doing that.8611 wrote:Just in case you really did:
Did you not see the auto-texture function? It applies textures based on terrain height & slope, blends between them etc. It texture the whole map fairly quickly and then you only need to do smaller details.
You can also use different "texture scripts" as brush, so if you paint on a cliff it automatically paints a cliff-texture and on flat land it paints grass.
asjkfohakwnglukhj.And if you upload a new version IMHO it is better to give it a new (minor) version number....and different filenames too.
Lol orf, I fixed the solid problem. It didn't update because I need to change the filename and SF version and map version and update them all together. It'll be up shortly and should update properly then.Orfelius wrote:Map is sadly not avaible via Zero-k.info and I would guess that SL autodownload also don't see this map.
Fix your damn solid compression problem ffs -.-
I thought this map was made in regards of Zero-K yet you are not making it acessable via ZKL