FlaME -- The Warzone 2100 Map Editor
Re: flaME -- The Warzone 2100 Map Editor
See the first post for 1.19:
- Gateways bug is fixed
- Some errors now display in a list instead of individual prompts. That includes the map compiling problems.
- Wall only rotation option
- Mono 2.10.1 version also available
- Gateways bug is fixed
- Some errors now display in a list instead of individual prompts. That includes the map compiling problems.
- Wall only rotation option
- Mono 2.10.1 version also available
- Goth Zagog-Thou
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Re: flaME -- The Warzone 2100 Map Editor
Flail, I"m getting breakpoint errors in 1.18 using Jorzi's new Medium Transport in the mix. Upon loading, the model (nor it's texture) is loading. Any insight to this, and is there a way to get diagnostic information from flaME to you?
- milo christiansen
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Re: flaME -- The Warzone 2100 Map Editor
flaME doesn't support the latest version of the pie format does it?
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
- Demigod Game Ganual
Re: flaME -- The Warzone 2100 Map Editor
When i import a .wz map and then click the save toolbar button, the map is saved as .fme into the .wz file 
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
- mynameismethos
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Re: flaME -- The Warzone 2100 Map Editor
i Need help compiling the maps i saved them but when i put them on the maps folder and play warzone it crashes i need help my warzone version v 2.38 branch version
Sending Jebediah Kerman to his death since November 2012
Re: flaME -- The Warzone 2100 Map Editor
A quick suggestion for making placing features (mainly trees) more sane:
Can we please have a button when placing objects that will randomly rotate them when placed. Manually generating/picking a random number then changing each feature's rotation is a rather long pain staking process.
Other than that, still great, been mapping without heightmaps recently, the height tools work great now that i've gotten used to them.
Can we please have a button when placing objects that will randomly rotate them when placed. Manually generating/picking a random number then changing each feature's rotation is a rather long pain staking process.
Other than that, still great, been mapping without heightmaps recently, the height tools work great now that i've gotten used to them.
"...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."
Re: FlaME -- The Warzone 2100 Map Editor
1.20 is available in the first post. Expect bugs because there are a lot of changes.
Changes:
- Lots of small bug fixes.
- The editor's save format has changed again, with a different extension (.fmap). Much like the .wz format, it can be opened with any zip program. Quick save and autosave will save in this format. Compressing autosaves is off by default since it is slow. You can still save in .fme format from the file menu.
- It can load the basics of pie 3 files. Some 2.3 pie files claim they are pie 3, when they are pie 2. This was messing up the loading of the hardcrete walls, so I had to edit the 2.3.7 object data file (see the link in the first post). Also, there will be two new PIE warnings every time you start 1.20. You can ignore them.
- On the textures tab there are options of what to do with painted terrains when painting textures. Turn on the "display painted texture markers" to see its effects.
- There is a road remove brush. There was no easy way of removing a large area of roads at once before. It uses the radius of the cliff brush.
- There is a fading option on the height change tool. It makes more natural looking bumps.
- Player 10 has been changed to "S", which means scavenger. It should automatically compile units in whatever player is appropriate for scavengers. If you save in .fme format, you will be asked what player number to send scavenger player objects to.
- "Select All" button to select all objects for the selected player.
- Object ID zero is not valid and is automatically changed to 1000000, with a message to inform you.
- Extra object properties for master only. There is an initial health property, and you can select individual parts for droids, instead of using templates. Droids made like this wont exist in 2.3.
- Gateways no longer disappear when you stop using the gateway tool. To hide gateways, click the gateway button with the gateway tool selected. Click it twice if you have deselected the tool.
- Compile screen is improved and has an option to set scroll limits automatically again.
- Extra warnings when things go wrong.
- New random rotation box for new objects.
Changes:
- Lots of small bug fixes.
- The editor's save format has changed again, with a different extension (.fmap). Much like the .wz format, it can be opened with any zip program. Quick save and autosave will save in this format. Compressing autosaves is off by default since it is slow. You can still save in .fme format from the file menu.
- It can load the basics of pie 3 files. Some 2.3 pie files claim they are pie 3, when they are pie 2. This was messing up the loading of the hardcrete walls, so I had to edit the 2.3.7 object data file (see the link in the first post). Also, there will be two new PIE warnings every time you start 1.20. You can ignore them.
- On the textures tab there are options of what to do with painted terrains when painting textures. Turn on the "display painted texture markers" to see its effects.
- There is a road remove brush. There was no easy way of removing a large area of roads at once before. It uses the radius of the cliff brush.
- There is a fading option on the height change tool. It makes more natural looking bumps.
- Player 10 has been changed to "S", which means scavenger. It should automatically compile units in whatever player is appropriate for scavengers. If you save in .fme format, you will be asked what player number to send scavenger player objects to.
- "Select All" button to select all objects for the selected player.
- Object ID zero is not valid and is automatically changed to 1000000, with a message to inform you.
- Extra object properties for master only. There is an initial health property, and you can select individual parts for droids, instead of using templates. Droids made like this wont exist in 2.3.
- Gateways no longer disappear when you stop using the gateway tool. To hide gateways, click the gateway button with the gateway tool selected. Click it twice if you have deselected the tool.
- Compile screen is improved and has an option to set scroll limits automatically again.
- Extra warnings when things go wrong.
- New random rotation box for new objects.
Re: FlaME -- The Warzone 2100 Map Editor
Flail13 
I dont know how but you amaze me more and more
I see another excellent tool is created
Great job man
It is high time to install it now
Damn I will not sleep another night

I already have onequestion, now since flaMes have installing window, do i have to remove flame 1.19 before installing 1.20 ?? or may I install it in a different place simply ?? but what with icons then ??
Thanx for all work !
I dont know how but you amaze me more and more
I see another excellent tool is created
Great job man
It is high time to install it now
Damn I will not sleep another night
I already have onequestion, now since flaMes have installing window, do i have to remove flame 1.19 before installing 1.20 ?? or may I install it in a different place simply ?? but what with icons then ??
Thanx for all work !
“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
Re: FlaME -- The Warzone 2100 Map Editor
You can install them both. The only problem I found with it is being able to access the uninstaller. There will only be one uninstall file registered with Windows, and the new start menu links could overwrite the 1.19 links if you don't change the start menu folder name in the installer. Even if you lose the links you can go to the directory you installed it to, to find the files.
I'll try to improve that for the next release.
It's usually beneficial to get some sleep
I'll try to improve that for the next release.
It's usually beneficial to get some sleep
- Goth Zagog-Thou
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Re: FlaME -- The Warzone 2100 Map Editor
Thanks Flail. 
Question about the new droid design feature -- any chance you could add the ability to give it a custom template name? When messing around on Cam 4 Main Map, I was checking out my 'P0Cam4CybRotMG' units and noticed I could click in the Template Name part. Is it safe to change these, or will it screw up the data?
Question about the new droid design feature -- any chance you could add the ability to give it a custom template name? When messing around on Cam 4 Main Map, I was checking out my 'P0Cam4CybRotMG' units and noticed I could click in the Template Name part. Is it safe to change these, or will it screw up the data?
Re: FlaME -- The Warzone 2100 Map Editor
Goth, entering text in the object component boxes should have no effect at all.
It would be possible to add in a property to give the driod a custom name, like the one that appears when you click it in-game, if that's what you mean.
A bug warning and question for a dev: The height of features isn't being adjusted in master when loaded from features.ini, so most of them appear underground (at height zero). Does the height for features need to be set in the editor or by master?
If you especially want to make maps that work in the current master, you could delete features.ini from the map file.
It would be possible to add in a property to give the driod a custom name, like the one that appears when you click it in-game, if that's what you mean.
A bug warning and question for a dev: The height of features isn't being adjusted in master when loaded from features.ini, so most of them appear underground (at height zero). Does the height for features need to be set in the editor or by master?
If you especially want to make maps that work in the current master, you could delete features.ini from the map file.
Re: FlaME -- The Warzone 2100 Map Editor
Good question. Allowing the map editor to set the height would allow some more configuring for map makers (like features partially submerged into the ground). However, I can add a check if the height is zero, and reset it to the proper height in this case. Does this sound like a good solution?Flail13 wrote:A bug warning and question for a dev: The height of features isn't being adjusted in master when loaded from features.ini, so most of them appear underground (at height zero). Does the height for features need to be set in the editor or by master?
Re: FlaME -- The Warzone 2100 Map Editor
How useful is this really/in practice? I would think that the engine setting the height using the XY coordinates set by the map editor would be the best way of proceeding.Per wrote:Good question. Allowing the map editor to set the height would allow some more configuring for map makers (like features partially submerged into the ground).
Re: FlaME -- The Warzone 2100 Map Editor
I agree with Safety0ff, it would seem more logical if the editor would handle this, unless, you want to add a physics engine, so we could shoot at features, and make them go flying around.Safety0ff wrote:How useful is this really/in practice? I would think that the engine setting the height using the XY coordinates set by the map editor would be the best way of proceeding.Per wrote:Good question. Allowing the map editor to set the height would allow some more configuring for map makers (like features partially submerged into the ground).
/facepalm ...Grinch stole Warzone

contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.




