try reading whole postings, maybe it could help you to give valuable answersBuginator wrote:That means, that it could find the correct bit depth (or maybe a invalid resolution). Try 32bit desktop.m1ndgames wrote:Hello!
I hope anyone can help me: Flame suddenly stopped working
Error:
Unhandled exception:
Requested GraphicsMode not avaiable. SetPixelFormat error: 87.
flaME -- The Warzone 2100 Map Editor [pre 1.10 thread]
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m1ndgames
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Re: flaME -- The Warzone 2100 Map Editor
Stuff: My Music - Game Hosting Guide
Coding: New Lobbyserver - Needs suggestions
Maps: Bridgebattle - FightClub
Coding: New Lobbyserver - Needs suggestions
Maps: Bridgebattle - FightClub
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Flail13
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Re: flaME -- The Warzone 2100 Map Editor
Buginator/Zarel, is there a conclusion about the lev format?
Mysteryem, so far I've added in the transition I missed, made a button and a compiling-prompt to fix the water glitch, put in the ability to horizontally flip selection, put a coloured rectangle around units when hovering the mouse, and created the pink terrain.
You can already set the triangle using \ if you are on the textures page and have the mouse square hovering over a tile.
This is how the pink terrain looks. Is it the effect you're after? To me the tiles look a bit mismatched. The last pink one is already in the red terrain because it's just as dark.
Mysteryem, so far I've added in the transition I missed, made a button and a compiling-prompt to fix the water glitch, put in the ability to horizontally flip selection, put a coloured rectangle around units when hovering the mouse, and created the pink terrain.
You can already set the triangle using \ if you are on the textures page and have the mouse square hovering over a tile.
This is how the pink terrain looks. Is it the effect you're after? To me the tiles look a bit mismatched. The last pink one is already in the red terrain because it's just as dark.
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Mysteryem
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Re: flaME -- The Warzone 2100 Map Editor
Very goodFlail13 wrote:Buginator/Zarel, is there a conclusion about the lev format?
Mysteryem, so far I've added in the transition I missed, made a button and a compiling-prompt to fix the water glitch, put in the ability to horizontally flip selection, put a coloured rectangle around units when hovering the mouse, and created the pink terrain.
You can already set the triangle using \ if you are on the textures page and have the mouse square hovering over a tile.
It was more along the case that there are some lighter tiles that are often used in maps, but are not included when painting terrain. And they're a bit too light for the Red paint. I went for having 3 tiles in each to equal things out. They already blend quite nicely with the red terrain, but definately stand out from them. I thought that the last pink one was about half way between the two.Flail13 wrote: This is how the pink terrain looks. Is it the effect you're after? To me the tiles look a bit mismatched. The last pink one is already in the red terrain because it's just as dark.
It's your editor, so I'll leave the choice as to what to do down to you. Excellent job so far.
Edit: I think I've come up with some good blending between Red and Pink and I've also attached a map file where I've blended between the two.
You do not have the required permissions to view the files attached to this post.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Zarel
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Re: flaME -- The Warzone 2100 Map Editor
I disagree with Buggy's definition of "map format", but it's not really worth additional argument. I defer to Buggy's judgment.Flail13 wrote:Buginator/Zarel, is there a conclusion about the lev format?
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Buginator
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Re: flaME -- The Warzone 2100 Map Editor
Flail13, so this is what needs to be done is:Flail13 wrote:Buginator/Zarel, is there a conclusion about the lev format?
- add a flaME version banner (+ $(current date & time), and $author) to the addon file. ( "// FlaME version xxx: ... and so on")
- Don't bother with the Sk- prefix, or the unsupported game types.
- Add some building limits checks, max 255.
Thanks again!
and it ends here.
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KenAlcock
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Re: flaME -- The Warzone 2100 Map Editor
Q:
How does one delete/remove a structure or unit from a map in Flame?
How does one delete/remove a structure or unit from a map in Flame?
My game handle is Cosmic Raven or Cosmic Raven 68
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drgnrdr
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Re: flaME -- The Warzone 2100 Map Editor
Go to Object properties tab select structure/unit press delete. Press ctr-z same time if you just added them. This is on windows.KenAlcock wrote:Q:
How does one delete/remove a structure or unit from a map in Flame?
drgnrdr
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Flail13
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Re: flaME -- The Warzone 2100 Map Editor
Buginator, building limit checks? You haven't requested that before... is that 255 in total or per player, and does it include features and droids?
Are the new graphics going to replace the terrain soon/ever? I'm thinking about rewriting the terrain code to allow people to edit the terrains to include whatever tiles they want, but if it's going to be replaced then there's not much point.
KenAlcock,
adding to what drgnrdr wrote, you can also select by pressing escape before clicking on the unit.
Mysteryem, I'll leave the pink terrain out of 1.06 because it complicates too many things to get it working properly.
Are the new graphics going to replace the terrain soon/ever? I'm thinking about rewriting the terrain code to allow people to edit the terrains to include whatever tiles they want, but if it's going to be replaced then there's not much point.
KenAlcock,
adding to what drgnrdr wrote, you can also select by pressing escape before clicking on the unit.
Mysteryem, I'll leave the pink terrain out of 1.06 because it complicates too many things to get it working properly.
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Buginator
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Re: flaME -- The Warzone 2100 Map Editor
I didn't really know there was a limit, until I joined a game, and I got a ton of asserts.Flail13 wrote:Buginator, building limit checks? You haven't requested that before... is that 255 in total or per player, and does it include features and droids?
Are the new graphics going to replace the terrain soon/ever? I'm thinking about rewriting the terrain code to allow people to edit the terrains to include whatever tiles they want, but if it's going to be replaced then there's not much point.
The limit is 255 per player.
I have uploaded the map in question, so you can take a look at it.
Droids have a limit of 150 per player.
Features don't appear to have a limit.
There is a limit to the number of certain structures you can build as well, like you can't build more than one LaSat, A cap on research centers, and so on. (per player)
I found these defines:
#define NUM_FACTORY_MODULES 2
#define NUM_RESEARCH_MODULES 4
#define NUM_POWER_MODULES 4
For the graphics, yes, the current plan is for this viewtopic.php?f=6&t=2969&start=0 to be 3.0.
For a time frame, unsure, since we are lacking manpower and people come & go all the time.
Thanks again for the changes.
You do not have the required permissions to view the files attached to this post.
and it ends here.
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KenAlcock
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Re: flaME -- The Warzone 2100 Map Editor
Feedback/Suggestions for Flame Improvements.
- Paste Options:
- Paste Structures - Works like Paste Units but only for structures.
- Delete Existing Structures - Works like Delete Existing Units but only for structures.
- Change Object Properties - When this option is enabled, the user is prompted to change the Object Properties for all copied units and structures, which are then applied immediately during the paste operation. This enables the user to copy whole sections of one player's base (including all structures and all units) and replicate them in another player's base, without having to tediously select each individual unit and structure and set its player number or rotation.
- Missing Structures?
I could not find the following structures in the list, and it seems to me that they should be included. I'm new at making maps so take this for what it is worth (my newbiness):- Factory Module 2
- VTOL Factory Module 1
- VTOL Factory Module 2
- Area or Object selection:
It's kind of annoying that the mouse pointer and the little blue "X"(object selection) or white "+" (Area selection) are not on the same tile when selecting a unit, structure, or map area. I would be more helpful if the mouse pointer itself was the selection device. It seems like the blue "x"/white "+" and the mouse pointer are relative to each other at some elevation distance in the 3D display of the map. So as the map view is yawed and pitched to different perspectives, the distance and inclination between these two will change. This makes it difficult for the user to point-and-click to start a selection, since most of us are used to focusing on the mouse cursor. - Area Selection
If one first clicks the Selection button, then they only need click once to start a selection. However, if the first selection wasn't quite right and the user starts over, then one one must actually click twice to start a selection. It would be nice if successive selections could be started with a single click. I believe this happens because the selection button is automatically deactivated after the area selection is complete, even though the user has not clicked any other button on the toolbar.BlueMaxima, in the FlaME manual wrote:Using the Selector is easy – click it, then click on the Map View to select the top-left cell, move the mouse until the square/rectangle encases everything you want to select, and click again. Then you can use the other buttons to copy, paste, and rotate away. - Rotating Factories with Module?
I can't seem to find a means to rotate both the factory and its module. Any ideas?
My game handle is Cosmic Raven or Cosmic Raven 68
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Mysteryem
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Re: flaME -- The Warzone 2100 Map Editor
Shift+click can select multiple units, but this might be more useful in teh right circumstances.KenAlcock wrote:[*] Paste Options:- Paste Structures - Works like Paste Units but only for structures.
- Delete Existing Structures - Works like Delete Existing Units but only for structures.
- Change Object Properties - When this option is enabled, the user is prompted to change the Object Properties for all copied units and structures, which are then applied immediately during the paste operation. This enables the user to copy whole sections of one player's base (including all structures and all units) and replicate them in another player's base, without having to tediously select each individual unit and structure and set its player number or rotation.
KenAlcock wrote:[*] Missing Structures?
I could not find the following structures in the list, and it seems to me that they should be included. I'm new at making maps so take this for what it is worth (my newbiness):- Factory Module 2
- VTOL Factory Module 1
- VTOL Factory Module 2
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Flail13
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Re: flaME -- The Warzone 2100 Map Editor
KenAlcock,
1 - Possible, but it's easier for you to click and delete than for me to change. Maybe later.
3 - Similar to 1, except more difficult to do.
4 - Already fixed that for next version.
5 - Two ways, both a bit slow...
1) click the structure, point to a nearby tile, press m (to move it away), select both with shift-click, go to object properties, change rotation, move the moved one back.
2) use the selection tool to drag a box around the pair of structures, click the select units button at the end of the selection toolbar, change the rotation property on the object properties page.
Buginator,
I've tested the limits a bit in 2.3.1a. Only the > 255 structures caused an assert. Many droids, research facilities and power gens are possible without any asserts. However over 5 factories freezes the game. So, so far I've limited structures to 255, factories to 5, and nothing else.
1 - Possible, but it's easier for you to click and delete than for me to change. Maybe later.
3 - Similar to 1, except more difficult to do.
4 - Already fixed that for next version.
5 - Two ways, both a bit slow...
1) click the structure, point to a nearby tile, press m (to move it away), select both with shift-click, go to object properties, change rotation, move the moved one back.
2) use the selection tool to drag a box around the pair of structures, click the select units button at the end of the selection toolbar, change the rotation property on the object properties page.
Buginator,
I've tested the limits a bit in 2.3.1a. Only the > 255 structures caused an assert. Many droids, research facilities and power gens are possible without any asserts. However over 5 factories freezes the game. So, so far I've limited structures to 255, factories to 5, and nothing else.
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Rman Virgil
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Re: flaME -- The Warzone 2100 Map Editor
I know Merowingg is gonna wanna put this info in his Mapmakers Questions and Problems thread.Flail13 wrote:
Buginator,
I've tested the limits a bit in 2.3.1a. Only the > 255 structures caused an assert. Many droids, research facilities and power gens are possible without any asserts. However over 5 factories freezes the game. So, so far I've limited structures to 255, factories to 5, and nothing else.
- RV
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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Buginator
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Re: flaME -- The Warzone 2100 Map Editor
I meant, that while you may be able to stick them in the map, you won't be able to make anymore yourself...Flail13 wrote: Buginator,
I've tested the limits a bit in 2.3.1a. Only the > 255 structures caused an assert. Many droids, research facilities and power gens are possible without any asserts. However over 5 factories freezes the game. So, so far I've limited structures to 255, factories to 5, and nothing else.
Though, that could be a new map design, everyone start with 50 droids ready for a rumble and max buildings...
The droid limit is 150 for sure, so once that mark is hit, you can't make anything else until you go below that number.
The rest, (besides buildings) I am not sure.
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KenAlcock
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Re: flaME -- The Warzone 2100 Map Editor
This was the gold mine I was looking for right here. It also alleviates all the tedium I was mentioning about having to click each structure or unit and change its properties. This information needs to be added to the manual.Flail13 wrote:KenAlcock,
2) use the selection tool to drag a box around the pair of structures, click the select units button at the end of the selection toolbar, change the rotation property on the object properties page.
Thanks for the response and the great tool!
My game handle is Cosmic Raven or Cosmic Raven 68