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alienkid10
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Editworld questions.

Post by alienkid10 »

I tried making my first map today and when I go load it up in skirmish then it doesn't have a preview, and when I hit the buttion to play it the game crashes. Could it be my tile texture size which is 64? When the size is 128 it can't load any data sets besides Arizona.
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whippersnapper
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Re: Editworld questions.

Post by whippersnapper »

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Attach your map .LND file here.

Many things can cause this. Having someone experienced with 32EW look at your .LND
is the best way to determine what's going on.

Regards, whipper
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Mysteryem
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Re: Editworld questions.

Post by Mysteryem »

The contents of your stderr.txt would also be useful. Although from the information you've provided I'd say that either the files' names in *mapname*.wz\multiplay\maps\*mapname* contain upper case letters or that the *mapname*.wz\*mapname*.addon.lev file has back slashes (\) instead of the forwards slashes (/) which it should have.
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alienkid10
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Re: Editworld questions.

Post by alienkid10 »

here's the .lnd. Also how do you people see using the urban tileset(in editworld)? It's so hard too anything in EW.

stderr:

Code: Select all

error   : [openLoadFile] file multiplay\maps\2c-first/ttypes.ttp could not be opened: Insecure filename
error   : [openLoadFile] Assert in Warzone: frame.c:308 (!"unable to open file"), last script event: '<none>'
error   : [loadMapPreview] loadMapPreview: Failed to load terrain types file
error   : [openLoadFile] file multiplay\maps\2c-first.gam could not be opened: Insecure filename
error   : [openLoadFile] Assert in Warzone: frame.c:308 (!"unable to open file"), last script event: '<none>'
error   : [openLoadFile] file multiplay\maps\2c-first/ttypes.ttp could not be opened: Insecure filename
error   : [openLoadFile] Assert in Warzone: frame.c:308 (!"unable to open file"), last script event: '<none>'
error   : [startMission] Unable to load mission file
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Mysteryem
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Re: Editworld questions.

Post by Mysteryem »

From that I can tell you that the slashes in the .addon.lev are the wrong way around.
I also don't see what's so hard about the urban tileset. This is what I see (A bit of jpg compression):
urban.jpg
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whippersnapper
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Re: Editworld questions.

Post by whippersnapper »

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Hmmm... I compiled straight from alienkid10's .LND and the .addon file had the correct forward slashes.
(I also set map prefs 128-128.)

Still crashed on in-game load.

I added a simple Cross GW in 32EW... compiled again and the map ran fine in-game.

I've attached a .rar with the .LND file with my GW change for EW and the compiled Game Files..

Regards, whipper
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Mysteryem
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Re: Editworld questions.

Post by Mysteryem »

whippersnapper wrote:Hmmm... I compiled straight from alienkid10's .LND and the .addon file had the correct forward slashes.
(I also set map prefs 128-128.)

Still crashed on in-game load.

I added a simple Cross GW in 32EW... compiled again and the map ran fine in-game.
Why did you set map prefs to 128-128? As far as I can see it does nothing.
And for some odd reason it worked fine for me without the gateways, I tried 2.1.3 and trunk.
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The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
alienkid10
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Re: Editworld questions.

Post by alienkid10 »

Mysteryem, look at my file it's hard to see hills etc in it. Also any idea why urban won't load if I start a map at any size with tex tile size and the thing below it to 128 then try to load the urban data set?

EDIT: whippersnapper tryed your .wz from the .rar and it crashes too. :( I am using 2.1.3.
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whippersnapper
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Re: Editworld questions.

Post by whippersnapper »

Mysteryem wrote:
Why did you set map prefs to 128-128? As far as I can see it does nothing.

And for some odd reason it worked fine for me without the gateways, I tried 2.1.3 and trunk.
Texture size (128) - Tile size (128) is what I've set the prefs to since Qamly created 32EW and
the switch to .png tertiles from the original .pcx. In my experience diff settings make a diff in the
EW workspace and .ttp compile. In alienkid10's experience his switching between 64 and 128
made a diff.

The interesting thing too is my compile yielded the correct addon.lev file with forward slashes.

Theoretically the absence of GWs should only impact the AI's defensive builds on current binaries but
having em also makes maps backward compatible. Will it make a diff for alienkid10 - maybe.... Just
part of trouble-shooting a particular case.

I've had strange experiences in regards to 32EW. For example: A Mapper whose made literally 100s of
maps on both EW and 32EW for 8-years took a break for a few months and when he went back to use 32EW
it wouldn't work He re-installed and tried everything - still wouldn't work. Guy knows everything about EW
after so many years of using it. Finally I sent him my entire set-up and he was back in business. Why ?
Don't know.

- regards, whipper
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alienkid10 wrote:Mysteryem, look at my file it's hard to see hills etc in it. Also any idea why urban won't load if I start a map at any size with tex tile size and the thing below it to 128 then try to load the urban data set?

EDIT: whippersnapper tryed your .wz from the .rar and it crashes too. :( I am using 2.1.3.
EDIT: Hmmm.... sounds like we're in that area of 32EW "strangeness"..... I can't really think of anything else since I'm not able to duplicate
what's happening to you. Sorry. But I'll think on it some more.

Also - since we don't have the source for 32EW it means that all game binaries have to be backward compatible with the files 32EW produces.
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
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alienkid10
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Re: Editworld questions.

Post by alienkid10 »

OK I dled the edworld32c.exe from the forum and compiled my map without GWs and it worked! Could it have been becuase I was using the on that came with the installer? Also what are GWs for and how do I know where they are?
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Mysteryem
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Re: Editworld questions.

Post by Mysteryem »

alienkid10 wrote:Also what are GWs for and how do I know where they are?
They help with unit pathfinding. They can only be seen in the 2d view and to edit them you will have to press the create routing gateway button.
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The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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whippersnapper
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Re: Editworld questions.

Post by whippersnapper »

alienkid10 wrote:OK I dled the edworld32c.exe from the forum and compiled my map without GWs and it worked! Could it have been becuase I was using the on that came with the installer? Also what are GWs for and how do I know where they are?
Ahhh.... that edworld32c.exe should be in the installer. Cool. Glad you got it running.

GWs or Gateways were originally used in Pathfinding - NOT anymore. Now they are only used to help the Skirmish A.I. build Defenses like Hard Points, etc... in the latest binaries..

Just below your main work window in 32EW is your Gateway window panel. This is where you paint your GWs. There is a GW Button top right of your tool menu which activates the GW pointer you use in the GW window. You must be very careful when you paint GWs that they NOT overlap any objects like structs, placed units, features or oil resources. And ask yourself the question - "Would this be a good place for the skirmish A.I. to build defenses ?"

And I know what you mean about "seeing" the terrain. Same thing with the Arizona set. What I do first is find my highest elevation and start defining by contrast and make sure you enable Terrain Types and identify what your gonna use for "Cliff Face"

regards, whipper
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
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alienkid10
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Re: Editworld questions.

Post by alienkid10 »

Err small question about my map: Why the heck can trucks climb strait up (the edge of the field)? How Do I change the terrain type?
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Mysteryem
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Re: Editworld questions.

Post by Mysteryem »

whippersnapper wrote:Image
Wow! Nice textures. More of grim's?
alienkid10 wrote:Err small question about my map: Why the heck can trucks climb strait up (the edge of the field)? How Do I change the terrain type?
You need to paint cliff face tiles there, options>terraintypes will display the tiles which are cliff tiles.
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The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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whippersnapper
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Re: Editworld questions.

Post by whippersnapper »

Mysteryem wrote:Image
Wow! Nice textures. More of grim's?
Yup.... but I didn't get 'em special from Grim. They came with my last dl of 32EW back in 2006. He made 'em for 32EW and I thought
everybody had 'em. Hmmm... yea these are different from the ones he made for the WZ2200 map editor (were 256-256) which we've
rolled into SOW2200. I'll have to ask him what the scoop is.

Regards, whipper
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.