WarZone 2100 World Editor 32 bit -128 by128 -png Beta

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lav_coyote25
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WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by lav_coyote25 »

;D at this moment (dec 28 2006 - 01:28 am ) have completed and am uploading the map editor and new tutorial.

'WarZone 2100 World Editor 32 bit -128 by128 -png Beta.rar'.


will be in the downloads section of the coppercore.net/~wztoys site site.
Last edited by lav_coyote25 on 28 Dec 2006, 10:58, edited 1 time in total.
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

* Thank you so much for all your efforts, Lav. :)

* I uninstalled, downloaded this new ver., re-installed as per your clear step-by-step instructions, & all seems to be working like a charm from the get-go.. Yippe ki-yaa !

* I'm so happy to be creating in WZ again. :D

* Started re-building "Turtle-Rush"... Should have a decent beta by the weekend for you to check-out..

* Wait a sec... I think I'll make my final screen-shots for Dev ON "T-R" instead of a stock Pumpkin Map... Yea... That's the ticket...kwel.

Cheers, rv :D
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

* Got back to working with this new 32 EW ver...... &

* Alas - upon Loading a Saved Project, which worked just fine in previous 32 EW version (the prob with earlier ver  last weekend was with compiled .wz & .addon running in-game & gen C++  runtime error upon load & kicking you to the dt) I now get the following when trying to launch .Lnd:


* 1st: "Error reading IMD" (stats\features.txt)

* 2nd: Error "Processing Data Set"


* A premature joy the other day, oh drats......  However - thank goodness I didn't spend more than 30min in the rebuild of TR... like getting carried away for several  hours (easy to do, lost in a timeless mode) before checking Project .lnd file loads.

* However, I can surely cool my heels as far as map-making & focus on helping solve EW issues so that newb mappers (new to GPL WZ but quite possibly vets in other games or earlier .pcx ver of EW)  don't get turned-off to creating new GPL content before even truely having a fair chance of getting into it.

* I await the next moves with ol' man river patience, rv ;)
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lav_coyote25
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by lav_coyote25 »

remember when i said that when your setting up the directories?  and to set the one dir to data?    and when making new maps not to use that dir but the samples dir... the data statements in the samples dir...  i know is complicated but as i said qamly was to fix that upon returning to coding ..but he never got there. :(

anyways - those errors are to do with those exact files... i know i figured it out once before but ... now i am not sure... >:(

give me a few to sort things out... will see if i can. ;D
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

lav_coyote25 wrote: remember when i said that when your setting up the directories?? and to set the one dir to data?? ? and when making new maps not to use that dir but the samples dir... the data statements in the samples dir...? i know is complicated but as i said qamly was to fix that upon returning to coding ..but he never got there. :(
anyways - those errors are to do with those exact files... i know i figured it out once before but ... now i am not sure... >:(
give me a few to sort things out... will see if i can. ;D
* I did do all that exactly.... & if there was the slightest chance I didn't.... I went back & did it all over again before I responded..... Same result.

* Funny thing.... In playing around with diff installs & directory sets... I noticed this:

* Those 2 errors I mentioned last that occur when trying to load a saved .LND.... Well they are the same if you start a new proj and try to load the .edds from the DATA directory instead of the Samples directory (which is what I do therefore I am able to actually start a proj.)

* Now.... The interesting thing is that with previous 32 EW I didn't have any of those probs above... I made projects, saved as .LNDs, & was able to re-open those .LNDs to continue to work-on.

* The prob was with the compiled .wz in-game.  NOW I cannot even open a saved proj let alone compile a .wz.

* An other thing that is funky us is the un-installs donot eliminate the direct prefs..... I have to use a reg editor to eliminate those before re-installing so I can get that Directory Pref Dialog Box.... Otherwise it defaults to the previous uninstalled settings AND there's no way I can see to access that from within the 32 EW itself to more easily make the changes...

* Mind you this is not a bitching session in any way - I'm just describing my experience so far in the hopes that it will help in some way....

* I'll carry-on & try dif variants see if I can hit on what's happening at this point.

* Actually the last install instructions are very clear & easy to follow.... But something else is happening and I can't put my finger on it yet....

* If only more peeps would get involved - then we could at least isolate universal from local issues - has anyone else used the 32 EW besides you Lav  (& now me)... ????


Cheers, RV :)
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lav_coyote25
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by lav_coyote25 »

a few have tried - and i am in communication with another that is having problems ... pretty much the same... i just dont know... everything is working fine on mine... which is where i got both the first and now this recent one (installer made by me) from.  i was under the mistaken thinking that if it works on mine it should work on everyone elses's... except for maybe a few oddball machine setups ( ones that are not standard - like laptops and the odd graphics card that seems to have come from hell due to the stupid drivers provided.

it would have taken qamly about 3 days of working on the code that he had to have all the problems and stuff fixed. but that is not to be. if anyone out there is willing to try a hand at deciphering this conglomeration of an editor - i will assist as much as i can ( testing wise ) i usually find all the oddball bugs.

anyways... send me your  .LND file - i will see if it loads here - and go from there. ;D
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

lav_coyote25 wrote: a few have tried - and i am in communication with another that is having problems ... pretty much the same... i just dont know... everything is working fine on mine... which is where i got both the first and now this recent one (installer made by me) from.? i was under the mistaken thinking that if it works on mine it should work on everyone elses's... except for maybe a few oddball machine setups ( ones that are not standard - like laptops and the odd graphics card that seems to have come from hell due to the stupid drivers provided.
it would have taken qamly about 3 days of working on the code that he had to have all the problems and stuff fixed. but that is not to be. if anyone out there is willing to try a hand at deciphering this conglomeration of an editor - i will assist as much as i can ( testing wise ) i usually find all the oddball bugs.
anyways... send me your? .LND file - i will see if it loads here - and go from there. ;D
* These are my last key strokes.... for today...

* I see what your sayin....

* All we can do is move foward... & your offer is a positive move toward disambigulation.. :)

* So... 1st thing when I get up, after breakfast, is i'll whip up a simple .LND... AZ data set (you have, natch) & imp height map (you want the height map .png ?..If you have it you can make your own quicky .LND 150 x 150 , then send that to me & see if I can open yours .. Or somethin like that for a modus)..... it'll be 'bout 3kb, tiny  email attatchment..

* We'll figure it out - there's certainly enough brain-power in this community to do so.

L8rs, rv :)



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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by DevUrandom »

I still believe that changing all '\' to '/'will also have changed some binary code or Windows filesystem related code...
Someone might want to decompile it... What language did you say it was written in? Do we know which compiler created the code?
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

DevUrandom wrote: I still believe that changing all '\' to '/'will also have changed some binary code or Windows filesystem related code...
Someone might want to decompile it... What language did you say it was written in? Do we know which compiler created the code?

* I too think this is what is happening with this ver of 32EW.

* With the last ver (last weekend) I now suspect the runtime errors generated by the compiled .wz  are a .dll issue.

* To test we need to get back to the "" as it was last.... then we can deal with the runtime - .dll issue I suspect was the initial prob.

l8r, RV :)
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by lav_coyote25 »

if thats the case why does it not affect me??  i tested the exe that was put up and it worked right off the bat - all the maps i have work and there are no errors... so what is different about my system than yours... doesnt make any sense. ???
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

lav_coyote25 wrote: if thats the case why does it not affect me??? i tested the exe that was put up and it worked right off the bat - all the maps i have work and there are no errors... so what is different about my system than yours... doesnt make any sense. ???
* Frustrating without a doubt & why I prefer to create than trouble-shoot - save in this case or it's like, if the essential tool won't work for me & I don't want to move on to continue creating in other trouble-free gameworlds.... Well then I have to at least try to trouble-shoot this situation.

* In answer to your ?..... I wouldn't know were to begin....or here check this -

* My rig & sys are barely 6-months old and as much as MS pisses me off I stay up to date on my OS and components inc the C++ run-time pkg.....

* That being said when I went to put the required .dlls into my sys32 I found some I didn't have and the ones I did where 2 years OLDER than ones you supplied !!!!

* So .... Back to the Scientific Method -

* If scientist "A" comes up with something that works in his / her lab...... UNTIL it has been independently duplicated by scientists "B", "C", etal., in their own labs it is not accepted into the canon as objectively, universally, verified but rather a local anamoly that demands deeper investigation into its causal variables...

* If I could mirror your entire HD/OS & run the WZ 32 EW & Maps I could probably dup your success....

* But I shouldn't have to with Common Hardware & Software Reference Protocols followed by manufacturers & developers of WinTel products.

* The ? becomes what component or dep relationship am I missing that you have that the install pkg is not or cannot address between our sys. environments ??

* Now there are dev tools that monitor processes / components when a piece of software is running & can generate a report (IBM calls one of their pkg-tools "Rational" - how apt, heh).

* In a perfect world or a professional sit we'd each run that monitoring prog independently, generate those reports & run a comparative analysis for the diffs and then go from there with a fix.

* However we just be fans of a game & have to work with poor mans tools & trial & error..... Patience & a clear head making up for the lack of time and high-end trouble shooting resources...

* What next ? You want that .Lnd & HM ?

L8rs, RV :)




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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by lav_coyote25 »

yes please. ;D
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

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lav_coyote25 wrote: yes please. ;D
* Sent to gmail acct as so:

Hi Coyote,

* Appreciate the efffort. :)

* Here are the files.

* Did nothing but import tertiles.1 data set (AZ/Desert), set map prefs (150x150, height 3) and Height Map.

* No Cliff or Water tts painted, no oil resources or bases or routing Gateways.... plain vanilla - for this testing.

* I guess see if you can open the .LND.... save & re-open.

* If not.... see if you can create your own .LND from the specs & HM.png. If you can....send to me your .LND & I'll see if I can open, save & re-open.... if I can... then I'll do a basic build to compile a .wz (you can too if you want... I'm sure we'll do different thing with the basic HM) and if it does compile, see if it can be launched in-game.

* Guess that's a start to sorting out the Laurel & Hardy - "Another fine mess !".. heh ;)

L8rs, RV :)
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by Rman Virgil »

Rman Virgil wrote:* The ? becomes what component or dep relationship am I missing that you have that the install pkg is not or cannot address between our sys. environments ??
* Now there are dev tools that monitor processes / components when a piece of software is running & can generate a report (IBM calls one of their pkg-tools "Rational" - how apt, heh). * In a perfect world or a professional sit we'd each run that monitoring prog independently, generate those reports & run a comparative analysis for the diffs and then go from there with a fix.
* However we just be fans of a game & have to work with poor mans tools & trial & error..... Patience & a clear head making up for the lack of time and high-end trouble shooting resources...
* That is a bare-bones description - just scratches the surface of this particular "Quality Control" Modus.
* If you want more in-depth info or are interested in trying some Demos of this sophisticated approach to trouble-shooting progs - a good place to start is HERE
* Start with the "Purify Plus" white-papers.
l8rs, rv :)
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Re: WarZone 2100 World Editor 32 bit -128 by128 -png Beta

Post by lav_coyote25 »

ok built a simple map - 2 player - 1 vtol fac 4 pads 4 storm bringers each side.

testing now.
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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