FlaME -- The Warzone 2100 Map Editor
-
Flail13
- Code contributor

- Posts: 263
- Joined: 16 May 2008, 12:00
Re: FlaME -- The Warzone 2100 Map Editor
Can you try this? 2.6.7 Experiment
I'm not sure if it will work this way.
I'm not sure if it will work this way.
-
ODDity
- Trained

- Posts: 73
- Joined: 23 Oct 2009, 04:56
Re: FlaME -- The Warzone 2100 Map Editor
Bunch of output with that, I can't begin to decipher it right now though if it means anything to you there it is though. I'll try my best to decipher it as best I can "in the morning
cheers x
Thanks for your time
Edit: I missed this reply and I haven't tried this yet
Thanks for your time
Code: Select all
mono FlaME.exe
X11 Error encountered:
Error: BadMatch (invalid parameter attributes)
Request: 136 (5)
Resource ID: 0x4600013
Serial: 203
Hwnd: Hwnd, Mapped:False ClientWindow:0x4600013, WholeWindow:0x4600012, Zombie=False, Parent:[<null>]
Control: OpenTK.GLControl at System.Environment.get_StackTrace()
at System.Windows.Forms.XplatUIX11.HandleError(IntPtr display, XErrorEvent ByRef error_event)
at OpenTK.Platform.X11.Glx.MakeCurrent(IntPtr , IntPtr , IntPtr )
at OpenTK.Platform.X11.Glx.MakeCurrent(IntPtr display, IntPtr drawable, ContextHandle context)
at OpenTK.Platform.X11.X11GLContext.MakeCurrent(IWindowInfo window)
at OpenTK.Graphics.GraphicsContext.MakeCurrent(IWindowInfo window)
at OpenTK.GLControl.MakeCurrent()
at OpenTK.GLControl.OnHandleCreated(System.EventArgs e)
at System.Windows.Forms.Control.WmCreate(Message ByRef m)
at System.Windows.Forms.Control.WndProc(Message ByRef m)
at System.Windows.Forms.ScrollableControl.WndProc(Message ByRef m)
at System.Windows.Forms.ContainerControl.WndProc(Message ByRef m)
at System.Windows.Forms.UserControl.WndProc(Message ByRef m)
at System.Windows.Forms.Control+ControlWindowTarget.OnMessage(Message ByRef m)
at System.Windows.Forms.Control+ControlNativeWindow.WndProc(Message ByRef m)
at System.Windows.Forms.NativeWindow.WndProc(IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam)
at System.Windows.Forms.XplatUIX11.SendMessage(IntPtr hwnd, Msg message, IntPtr wParam, IntPtr lParam)
at System.Windows.Forms.XplatUIX11.CreateWindow(System.Windows.Forms.CreateParams cp)
at System.Windows.Forms.XplatUI.CreateWindow(System.Windows.Forms.CreateParams cp)
at System.Windows.Forms.NativeWindow.CreateHandle(System.Windows.Forms.CreateParams cp)
at System.Windows.Forms.Control.CreateHandle()
at System.Windows.Forms.Control.CreateControl()
at OpenTK.GLControl.ValidateState()
at OpenTK.GLControl.MakeCurrent()
at flaME.ctrlMapView..ctor()
at flaME.frmMain..ctor()
at flaME.modProgram..cctor()
at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun()
at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun()
at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run(System.String[] commandLine)
at flaME.My.MyApplication.Main(System.String[] Args)
OpenTK.Graphics.GraphicsContextException: Failed to make context current.
at OpenTK.Platform.X11.X11GLContext.MakeCurrent (IWindowInfo window) [0x00000] in <filename unknown>:0
at OpenTK.Graphics.GraphicsContext.MakeCurrent (IWindowInfo window) [0x00000] in <filename unknown>:0
at OpenTK.GLControl.MakeCurrent () [0x00000] in <filename unknown>:0
at OpenTK.GLControl.OnHandleCreated (System.EventArgs e) [0x00000] in <filename unknown>:0
at System.Windows.Forms.Control.WmCreate (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
at System.Windows.Forms.ScrollableControl.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
at System.Windows.Forms.ContainerControl.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
at System.Windows.Forms.UserControl.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000] in <filename unknown>:0
X11 Error encountered:
Error: BadMatch (invalid parameter attributes)
Request: 136 (5)
Resource ID: 0x4600013
Serial: 220
Hwnd: Hwnd, Mapped:True ClientWindow:0x4600013, WholeWindow:0x4600012, Zombie=False, Parent:[<null>]
Control: OpenTK.GLControl at System.Environment.get_StackTrace()
at System.Windows.Forms.XplatUIX11.HandleError(IntPtr display, XErrorEvent ByRef error_event)
at OpenTK.Platform.X11.Glx.MakeCurrent(IntPtr , IntPtr , IntPtr )
at OpenTK.Platform.X11.Glx.MakeCurrent(IntPtr display, IntPtr drawable, ContextHandle context)
at OpenTK.Platform.X11.X11GLContext.MakeCurrent(IWindowInfo window)
at OpenTK.Graphics.GraphicsContext.MakeCurrent(IWindowInfo window)
at OpenTK.GLControl.MakeCurrent()
at flaME.ctrlMapView..ctor()
at flaME.frmMain..ctor()
at flaME.modProgram..cctor()
at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun()
at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun()
at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run(System.String[] commandLine)
at flaME.My.MyApplication.Main(System.String[] Args)
Unhandled Exception: System.TypeInitializationException: An exception was thrown by the type initializer for flaME.modProgram ---> OpenTK.Graphics.GraphicsContextException: Failed to make context current.
at OpenTK.Platform.X11.X11GLContext.MakeCurrent (IWindowInfo window) [0x00000] in <filename unknown>:0
at OpenTK.Graphics.GraphicsContext.MakeCurrent (IWindowInfo window) [0x00000] in <filename unknown>:0
at OpenTK.GLControl.MakeCurrent () [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) OpenTK.GLControl:MakeCurrent ()
at flaME.ctrlMapView..ctor () [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) flaME.ctrlMapView:.ctor ()
at flaME.frmMain..ctor () [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) flaME.frmMain:.ctor ()
at flaME.modProgram..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun () [0x00000] in <filename unknown>:0
at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run (System.String[] commandLine) [0x00000] in <filename unknown>:0
at flaME.My.MyApplication.Main (System.String[] Args) [0x00000] in <filename unknown>:0
I'll look in to itNoQ wrote:Sure typoI'm assuming you meant start it with "mono FlaME.exe"![]()
I think you need 10.0 instead of 8.0. Try looking for a package with 10.0. Does installing this package manually (via dpkg) work for you?libmono-microsoft-visualbasic8.0-cil
-
macuser
- Regular

- Posts: 1052
- Joined: 19 Mar 2010, 23:35
- Location: USA
Re: FlaME -- The Warzone 2100 Map Editor
I got so confused when this topic was split. Where is the old thread where I released an old version of flame for mono? Lol
ArtRev Website

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
-
macuser
- Regular

- Posts: 1052
- Joined: 19 Mar 2010, 23:35
- Location: USA
Re: FlaME -- The Warzone 2100 Map Editor
Ah, I found it.
Steps to run flaME:
1. Uninstall any versions of mono you have.
2. Install mono version 1.9 from here http://go-mono.com/archive/1.9/
3. Download this version of flaME viewtopic.php?f=5&t=4630&start=292
Open up a terminal window and type
then drag the flame.exe from the folder you just downloaded, onto the terminal window. Hit enter.
That should be it, although you may wait a while for it to load.
-Regards Macuser
Steps to run flaME:
1. Uninstall any versions of mono you have.
2. Install mono version 1.9 from here http://go-mono.com/archive/1.9/
3. Download this version of flaME viewtopic.php?f=5&t=4630&start=292
Open up a terminal window and type
Code: Select all
mono --debugThat should be it, although you may wait a while for it to load.
-Regards Macuser
ArtRev Website

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
-
Flail13
- Code contributor

- Posts: 263
- Joined: 16 May 2008, 12:00
Re: FlaME -- The Warzone 2100 Map Editor
The first post is updated with 1.22. I rewrote more code than usual so it could be more unstable.
ODDity, there is a mono 2.6.7 version. It should work this time.
ODDity, there is a mono 2.6.7 version. It should work this time.
-
effigy
- Regular

- Posts: 1217
- Joined: 22 Jan 2010, 03:21
Re: FlaME -- The Warzone 2100 Map Editor
Hey, I like the changes to the mini-map, as well as the new options window 
IIRC flaME use to export the mini map size based on the size you see it as in the editor. Now it just exports with 1pixel = 1 tile, which is bit small. Allowing Custom color for cliffs would be icing on this cake
Also, is there a way for me to suppress the following message myself?
IIRC flaME use to export the mini map size based on the size you see it as in the editor. Now it just exports with 1pixel = 1 tile, which is bit small. Allowing Custom color for cliffs would be icing on this cake
Also, is there a way for me to suppress the following message myself?
effigy wrote: -I see this message with every map I open. I'm using the 2.3.7 data:
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
-
Merowingg
- Regular

- Posts: 2468
- Joined: 15 Nov 2009, 13:05
- Location: Poland
Re: FlaME -- The Warzone 2100 Map Editor
Hello 
I am still usin flaMe 1.19 which is great already, the newest version must be greatest then !
By the way, I have suggestion ! although I dont know if it is not available already, then sorry and please tell me where to see it..
My "suggestion" is to make a special sort of window in which when I click on a elevated terrain it would tell me at what height for example 50 or 255 the tile I highlighted is, I would find it extremely useful as I paint all my maps manually by that I mean no height generators.
I am still usin flaMe 1.19 which is great already, the newest version must be greatest then !
By the way, I have suggestion ! although I dont know if it is not available already, then sorry and please tell me where to see it..
My "suggestion" is to make a special sort of window in which when I click on a elevated terrain it would tell me at what height for example 50 or 255 the tile I highlighted is, I would find it extremely useful as I paint all my maps manually by that I mean no height generators.
“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
Regards - Mero
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: FlaME -- The Warzone 2100 Map Editor
You can switch to the third tab and Ctrl+click on a map vertex; this will pick the vertex's height and you will be painting with its height later; the height you picked will also be shown at the tab. This works with other tabs too; for example, you can pick terrain types by Ctrl+clicking; very handy.My "suggestion" is to make a special sort of window in which when I click on a elevated terrain it would tell me at what height for example 50 or 255 the tile I highlighted is, I would find it extremely useful as I paint all my maps manually by that I mean no height generators.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
-
Flail13
- Code contributor

- Posts: 263
- Joined: 16 May 2008, 12:00
Re: FlaME -- The Warzone 2100 Map Editor
The easiest way is to go into the texpages folder of the data and make new png images with the names listed in the message. The images size can be 1x1, or any power of 2 size and square.effigy wrote:Also, is there a way for me to suppress the following message myself?
-
effigy
- Regular

- Posts: 1217
- Joined: 22 Jan 2010, 03:21
Re: FlaME -- The Warzone 2100 Map Editor
ThanksFlail13 wrote:The easiest way is to go into the texpages folder of the data and make new png images with the names listed in the message. The images size can be 1x1, or any power of 2 size and square.effigy wrote:Also, is there a way for me to suppress the following message myself?
also, FWIW, that mini-map issue where sometimes it's all black.. in those situations "Reinterpret Terrain" loads the mini-map.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
-
Merowingg
- Regular

- Posts: 2468
- Joined: 15 Nov 2009, 13:05
- Location: Poland
Re: FlaME -- The Warzone 2100 Map Editor
Thank you very much !!! indeed great tool !!!You can switch to the third tab and Ctrl+click on a map vertex; this will pick the vertex's height and you will be painting with its height later; the height you picked will also be shown at the tab. This works with other tabs too; for example, you can pick terrain types by Ctrl+clicking; very handy.
Yet another think came to my mind.. and yet another time I am not sure if it is not available already..
I would like to have a ruler, by that I mean a device, I click one tile for example like with painting roads, and I stretch a line to some point, where I click at the end it tells me how many tiles I have higlighted, whcih means how long, in tiles measurement
If you are to tell me that the tiles locations are reprezented by X and Z at the bottom please dont.. I am a ,athematical moron.. I hate making calculations.. and still with X and Z it would be much harder than with such a ruler..
Click click on other side 52 tiles, ok thank you
Any support this time ??
“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
Regards - Mero
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
-
Flail13
- Code contributor

- Posts: 263
- Joined: 16 May 2008, 12:00
Re: FlaME -- The Warzone 2100 Map Editor
I had no luck finding the cause and have been unable to reproduce it. Are you able to save the minimap image when it is black?effigy wrote:also, FWIW, that mini-map issue where sometimes it's all black.. in those situations "Reinterpret Terrain" loads the mini-map.
Is the selection rectangle good enough for that?Merowingg wrote:I would like to have a ruler...
I noticed the map generator has developed some new bugs in 1.22 and they have been fixed for the next version.
Is the Mono 2.6.7 exe working?
-
topo1948
- Trained

- Posts: 65
- Joined: 06 Sep 2009, 22:56
Re: FlaME -- The Warzone 2100 Map Editor
I had no luck finding the cause and have been unable to reproduce it. Are you able to save the minimap image when it is black?Flail13 wrote:effigy wrote:also, FWIW, that mini-map issue where sometimes it's all black.. in those situations "Reinterpret Terrain" loads the mini-map.
I have the same problem.
You do not have the required permissions to view the files attached to this post.
-
Flail13
- Code contributor

- Posts: 263
- Joined: 16 May 2008, 12:00
Re: FlaME -- The Warzone 2100 Map Editor
topo1948, that's an old and buggy mac version. Have you tried any of the current versions for Mono?
-
Merowingg
- Regular

- Posts: 2468
- Joined: 15 Nov 2009, 13:05
- Location: Poland
Re: FlaME -- The Warzone 2100 Map Editor
I admit I dont know what it is and how it works, can you please tell me where it is, and how it works ?? I although may know it but now I am really not sure what it is.. please tell me.Is the selection rectangle good enough for that?
But still if it includes counting.. I will se what you will tell me, but I think a ruler which i press and then again press it would be simply great, for example I want to make two "boxes" for players on the left on the map and on the right of the map.. I click and see when i have 30 tiles from left, then go to the right and see when I have 30 tiles from right, an all done in 20 sec, it takes me much more actually..
I am waiting to learn about the device.
Thank you in advance
“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
Regards - Mero
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero