FlaME -- The Warzone 2100 Map Editor

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effigy
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Re: FlaME -- The Warzone 2100 Map Editor

Post by effigy »

or install the previous version of flame first :)
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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vexed
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Re: FlaME -- The Warzone 2100 Map Editor

Post by vexed »

Flail13 wrote:effigy, in recent versions it was changed so that object data is stored in the user's documents, not in the installation directory, so having two installations for that reason wont work. At the moment, there's no fast way of switching between one data set and another.
For the future, I could possibly allow users to specify a list of directories to load data from, and have it prompt which one of those to load on start up.
Having two installations will be technically usable, but it's not good.
Double click to open should be working now.
I also prefer to have a local directory for all my config files.

Much like the way warzone does it with --configdir.

At any rate, nice work. :)
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
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effigy
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Re: FlaME -- The Warzone 2100 Map Editor

Post by effigy »

flaME v1.20 BUG REPORT:

-SometimesThe mini-map doesn't work in v1.2. If you save the map in v1.2 it will work after you reopen.
(see the map pack here: viewtopic.php?f=10&t=8250#p26358, mizamaze has no mini map, but concrete does.)

-I see messages similar to this one randomly. That is, I can open and lose a map a maybe I'll see this, but it'll be about items I haven't modified since a couple saves/program closes.
2011-07-21_193639.jpg
-I see this message with every map I open. I'm using the 2.3.7 data:
2011-07-23_122524.jpg
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
Hard Trax
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Re: FlaME -- The Warzone 2100 Map Editor

Post by Hard Trax »

Hi,

I am a newbie to the flaME program, but an avid warzone 2100 player and love playing this game.

I wanted to ask and you have probably been asked so many times before but I cannot get the tile sets to load onto flaME v1.20,
I am hoping it is something simple that I have missed or not quite placing the files in the right places.

I apologise again if this has been asked over and over, I am really keen to learn how to make my own maps and share them.

I have found an older flaME Version (v1.19) as I am aware of the .flame folder not appearing for v1.20 which has happened to me as well. I now have the folder and have tried to add the tile sets to the .flame file but still not working for me.

I see the tile set files are in .png format when I try and import tile, flaME is looking for .ttp files. These are probably school boy errors I am making but I have to start somewhere.

Please could I ask for some beginners advice on how I can get this working on my windows xp setup.

Any information regarding my above issues would be appreciated, in the mean time I will try and solve this problem myself.

Many Thanks,
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Re: FlaME -- The Warzone 2100 Map Editor

Post by medusa »

is there a chance that this editor will be rewritten to use something more open?
I was thinking since the developers picked qt, that would be a good choice, since then I can make maps on my android :)
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NoQ
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Re: FlaME -- The Warzone 2100 Map Editor

Post by NoQ »

medusa: this mono thing is pretty open, actually.
A Qt-based map editor was planned but never finished.
Also, is there Qt for android?? Oh my, really. Nice o.O
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Flail13
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Re: FlaME -- The Warzone 2100 Map Editor

Post by Flail13 »

See the first post for 1.21. The changes are: it will ask you where to load data from before loading, and there is a more portable version. There are no major features added.

The portable version will try to store settings and autosaves in the folder of the exe.

bendib, the brush shapes should appear correctly now.

Goth, I set the drop down size to be larger. I didn't remake WZCK.

effigy, the window title should show the file name when loading .wz files and others now. I haven't tracked down what could be causing the minimap problem yet. The IDs bug should be fixed. Those two warnings when loading the object data are not important.

Hard Trax, in 1.19 or 1.20, the program automatically looks for the "tilesets" and "objectdata" folders in my documents\.flame\ - you don't have to load anything yourself. This is changed in 1.21 though.
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effigy
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Re: FlaME -- The Warzone 2100 Map Editor

Post by effigy »

Thanks flail! This program is going to look nice on your resume :)

Now, I can really be a whiner xD The portable version works nicely, and it's nice that we can look to multiple directories for tiles/data :) I wonder if we could have have this be an in menu setting that we can change, or some way that it doesn't ask every time we open flaMe? I assume flame needs to know these things before it loads?

When we edit a map that flaMe has added things tp in the compile menu (author, license, etc) could flaMe read that data, so it's present for v2?

I'm curious about the Splash Screen. Does flaMe load slower on purpose to show this (maybe i've asked this before)?
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: FlaME -- The Warzone 2100 Map Editor

Post by medusa »

NoQ wrote:medusa: this mono thing is pretty open, actually.
A Qt-based map editor was planned but never finished.
Also, is there Qt for android?? Oh my, really. Nice o.O
mono is only used to convert microsoft .net and c#.
Qt is a whole framework that would make the current editor better with all the built in things Qt has.
as for Qt on android, check out the lighthouse ports, while not 100% working it is a good start!
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Re: FlaME -- The Warzone 2100 Map Editor

Post by Flail13 »

effigy wrote:I wonder if we could have have this be an in menu setting that we can change, or some way that it doesn't ask every time we open flaMe? I assume flame needs to know these things before it loads?
Like this?
afd.jpg
afd.jpg (11.6 KiB) Viewed 8989 times
Sometimes I think of things before they become a problem :)
effigy wrote:When we edit a map that flaMe has added things tp in the compile menu (author, license, etc) could flaMe read that data, so it's present for v2?
It already does that for .fmap and .fme files. Do you need it for .wz as well?

I wouldn't make the splash screen wait just so you have to look at it.
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effigy
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Re: FlaME -- The Warzone 2100 Map Editor

Post by effigy »

Flail13 wrote:
effigy wrote:I wonder if we could have have this be an in menu setting that we can change, or some way that it doesn't ask every time we open flaMe? I assume flame needs to know these things before it loads?
Like this?
afd.jpg
Sometimes I think of things before they become a problem :)
haha, and sometimes my beta-testing is not done very observantly :)
I wouldn't make the splash screen wait just so you have to look at it.
Thanks :D
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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effigy
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Re: FlaME -- The Warzone 2100 Map Editor

Post by effigy »

I had a crash trying to open an older-ish .fme file:

Code: Select all

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at FlaME.clsReadFile.Get_Text(Int32 Length, String& Output)
   at FlaME.clsReadFile.Get_Text_VariableLength(String& Output)
   at FlaME.clsMap.Read_FME(clsReadFile File, clsInterfaceOptions& ResultInfo)
   at FlaME.clsMap.Load_FME(String Path, clsInterfaceOptions& ResultInfo)
   at FlaME.frmMain.Load_Map(String Path, clsMap& ResultMap, clsInterfaceOptions& InterfaceOptions)
   at FlaME.frmMain.Load_MainMap(String Path)
   at FlaME.frmMain.Initialize(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 (RTMGDR.030319-2300)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
FlaME
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Program%20Files/FlaMe/FlaME.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 10.0.0.0
    Win32 Version: 10.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.232 built by: RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.235 built by: RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
OpenTK
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.278.44921
    CodeBase: file:///C:/Program%20Files/FlaMe/OpenTK.DLL
----------------------------------------
OpenTK.GLControl
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.278.44921
    CodeBase: file:///C:/Program%20Files/FlaMe/OpenTK.GLControl.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


i've uploaded both the fme that causes the crash and the last successfully compiled wz of it (Made with flaME v1.14).
Attachments
HappyMap.zip
(56.67 KiB) Downloaded 250 times
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Goth Zagog-Thou
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Re: FlaME -- The Warzone 2100 Map Editor

Post by Goth Zagog-Thou »

Flail, I'm running into a problem with the latest flaME.

The error I'm getting is 'Entries in templates.txt with wrong number of fields', even though it's all correct. I added the new Cam 4 units like I've done in previous flaME versions. Did assignweapons.txt and names.txt also, and everything looks to be in order.

Something is amiss here. Any idea what it could be? And also, how do I get flaME to load 3.0 tiles and data?


Never mind, I'm a moron. :lol2:
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Re: FlaME -- The Warzone 2100 Map Editor

Post by lav_coyote25 »

Goth Zagog-Thou wrote:Flail, I'm running into a problem with the latest flaME.

The error I'm getting is 'Entries in templates.txt with wrong number of fields', even though it's all correct. I added the new Cam 4 units like I've done in previous flaME versions. Did assignweapons.txt and names.txt also, and everything looks to be in order.

Something is amiss here. Any idea what it could be? And also, how do I get flaME to load 3.0 tiles and data?


Never mind, I'm a moron. :lol2:
so what did you forget??? just in case someone else has the problem...
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Goth Zagog-Thou
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Re: FlaME -- The Warzone 2100 Map Editor

Post by Goth Zagog-Thou »

Having it look in the right place. :lol2: For some reason I had it looking in a Campaign 4 "work" folder instead of my .flame folder. I had been messing around with something else that didn't work out two days ago, and forgot to change it.
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