Ok 1.27 is there to test.
I'm trying Google docs as somewhere to upload the files. Seems like you have to first enter the zip file, then click File -> Download.
Search found 262 matches
- 12 Mar 2012, 04:22
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
- 11 Mar 2012, 11:33
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
Re: FlaME -- The Warzone 2100 Map Editor
There's a droid-loading bug in 1.26 so I've taken it down.
- 11 Mar 2012, 08:48
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
Re: FlaME -- The Warzone 2100 Map Editor
No need to send a screenshot. I saw what you meant. For 2.3 you can't have scavs on eight players, but if you compile for 3.1 then the scavengers go directly after the last player. So for eight players they go in 9, for 9 players they go in 10, for 10 players they go in 11. If you are afraid to lose...
- 10 Mar 2012, 06:55
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
Re: FlaME -- The Warzone 2100 Map Editor
FlaME 1.26 and 3.1b4 object data are in the first post. If you make walls with 3.1 data, then use it in 2.3, they all become straight walls in-game. Also, if you save them as an FMAP, then load it with 2.3 data, the walls will be unknown structures and any saving will revert them to straight walls a...
- 07 Mar 2012, 03:24
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
Re: FlaME -- The Warzone 2100 Map Editor
I don't know why it would be trying to load an FMAP as an FME, unless you were still using the old program. Can you attach the file? The player for scavengers can be 7 to 10. if you want it compatible with 2.3 then it is always 7. if the number of players is 7 or less then it should be 7. You can't ...
- 05 Mar 2012, 05:12
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
Re: FlaME -- The Warzone 2100 Map Editor
Merowingg, for the second problem, if the file was actually an FME file you tried to load then it could be becuase you are trying to open something made in a very old version. If you open it and resave in a more recent version, but not FMAP, it should then work in the up-to-date FlaME. Otherwise, if...
- 24 Feb 2012, 22:38
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
Re: FlaME -- The Warzone 2100 Map Editor
I only meant "don't need to require gateways". I have no intention of removing them as an option.
The heightmap size was never changed.
The heightmap size was never changed.
- 24 Feb 2012, 08:28
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
Re: FlaME -- The Warzone 2100 Map Editor
With the later versions of flaME, why does importing a heightmap create a new blank map with that heightmap applied, as opposed to applying the heightmap to the currently open map? It seems counterproductive to me. It also resizes the map to the dimensions of the heightmap, vs. scaling the heightma...
- 29 Dec 2011, 02:00
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
Re: FlaME -- The Warzone 2100 Map Editor
I have another exe for you to try:
I put mipmap options on the options page. I turned hardware mipmaps off by default.- 28 Dec 2011, 06:57
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
Re: FlaME -- The Warzone 2100 Map Editor
BlueMaxima, does that happen every time? I couldn't reproduce it. effigy, it looks like an OpenGL problem. I changed how textures were loaded in 1.24 so it could be something not supported on your graphics card. If you like, try this Windows exe (portable version): FlaME.zip I added an OpenGL error ...
- 11 Dec 2011, 08:51
- Forum: Mapping / Modding tools & discussions
- Topic: A Stats Editor
- Replies: 34
- Views: 16852
Re: A Stats Editor
I could try to update it. I didn't know anyone was using it.
- 11 Dec 2011, 03:07
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
Re: FlaME -- The Warzone 2100 Map Editor
1.25 should fix the problem of objects not being aligned correctly. The rectangle that appears around objects now should also be the same as the footprint that takes effect in-game. There is a button to realign objects to the tile grid. There are new buttons for flattening ground under objects. tux,...
- 06 Dec 2011, 02:41
- Forum: Mapping / Modding tools & discussions
- Topic: Flame Translator
- Replies: 1
- Views: 1090
Re: Flame Translator
There are no plans to translate FlaME any time soon.
- 06 Dec 2011, 02:40
- Forum: Mapping / Modding tools & discussions
- Topic: flame editor help
- Replies: 1
- Views: 1172
Re: flame editor help
Objects should never be far off-map. The position is in world coordinates. Divide by 128 to get the tile, or look at the coordinates after "Pos" under the view of the map.
What compile error did you get?
What compile error did you get?
- 08 Nov 2011, 05:51
- Forum: Mapping / Modding tools & discussions
- Topic: FlaME -- The Warzone 2100 Map Editor
- Replies: 752
- Views: 697106
Re: FlaME -- The Warzone 2100 Map Editor
Same 'X11/BadMatch' error. Can you post the entire output? The call stack should have changed. Should I attempt to compile FlaME myself, and see what happens? You can try anything you like. Slauir, 1) Are any newer guides on Flame? No 2) I want to make a 3 player and 6 player map, how should I do t...