Well, just make sure you place oil derricks only above existing oil resources
P.S. Flail13, i still have a feeling you can safely remove this check, or at least provide some trivial automatic fix for it: it doesn't seem to make any sense, but is making re-editing old maps a bit painful (:
P.P.S. Yeah, You are doing great job Flail (:
Well, just make sure you place oil derricks only above existing oil resources
Hao can you explain please what do you mean by that ?? is something different ?? or shall I put oil derrick exactly on oil yes.. ??
And I have a question, when I am making a river for example, what to set to have nice edges of it ?? I hope you understand what I mean.. I am using terrarian painter, water, on grass, and it has aquare banks and edges..
help..
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
And I have a question, when I am making a river for example, what to set to have nice edges of it ?? I hope you understand what I mean.. I am using terrarian painter, water, on grass, and it has aquare banks and edges..
Try reinterpreting terrain (misc tab) before painting.
What "road type" function is for ??
It tells wether road painting tool will draw roads or tracks.
Roads and tracks can be painted only on a very limited number of terrain types. Only on dirt in rocky tileset. Only on red on arizona. Afaik. Painting on other terrains results in missing ("red") tiles.
To delete roads: click the "Erase" button under "Road Type", then use the road tools on the existing roads.
edit:
Buginator wrote:Unsure if you want to do this, but you could also have a description box, and people type in whatever there, and then, include a mapinfo.readme file in the .wz ?
KenAlcock wrote:
Just out of curiosity, what would happen if the following sequential events took place?
...
The way warzone works is, it looks for the unique name, if it can't find it, then it requests the map from the host.
Currently, it does a file size check, and that is all, it will then overwrite the old map with the new map, as long as the maps have the same external name if the file size is different.
If it does find the unique name, then.. well, yeah, Houston, we have a problem.
Yeah, this needs to be improved upon.
Houston, we have a problem. I'm not sure i've understood this post correctly, but i've just found that an updated map is NOT downloaded even if its file size is different.
hao, I think we need to give every version of a map a unique name.
I've uploaded version 1.10 of flaME.
You have to select a font in the options->display menu before any text will appear in the view of the map.
The problem ninjatoast was having might be fixed.
I skipped 1.09 because I compiled a couple of maps with it before it was finished.
hao wrote:Houston, we have a problem. I'm not sure i've understood this post correctly, but i've just found that an updated map is NOT downloaded even if its file size is different.
You're supposed to add version numbers to the map name to prevent these problems. =|
Well, but i failed to do it for quite some time already
Most of my maps have changed several times without changing the name, because i tried to "release early, release often"