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Re: FlaME -- The Warzone 2100 Map Editor

Posted: 10 Nov 2011, 17:52
by Goth Zagog-Thou
Cyp wrote:
Goth Zagog-Thou wrote:As long as it isn't Gentoo. :lol2:

Anyway Flail, good job on the latest release.
What's wrong with Gentoo?
My personal experiences with Gentoo have been less than positive. Maybe I should give it another try -- it *has* been 5 years. :lol2:

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 11 Nov 2011, 05:05
by lav_coyote25
actually, save your time... i tried it just a few months back... couldn't get it to start no how. chalked it up to bad karma. :)

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 11 Nov 2011, 21:25
by tux112
Hello Flail13

Sorry for posting so late. I checked out the memory usage. Mono never gets a higher value as 109Mb. The crashes only appear if I change the height of the map.

I´ve tryed out FlaME 1.24 because I thought it would help, but it always crashes Unity, the Ubuntu GUI, completely, using 134 Mb of RAM. Then I always have to restart the GUI with Alt+Print+K. :cry:

I can´t post the commandline messages, without the GUI that´s not possible. So I removed version 1.24 and changed back to always crashing 1.23.

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 12 Nov 2011, 19:23
by Saluir
I have two more questions.

1) Does the terrain decide if a truck can't go over it? In other words the angle has nothing to do with it right? If that's true can you give me the colors of those terrains.

2) Is there anyway I can slow down hovercrafts on water?

3) have a 3d modeler. Can I make a 3d map on that and import it into flame, instead of a grayscale heightmap? So can flame import any 3d files?

Thanks,

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 12 Nov 2011, 19:36
by NoQ
1. Yeah right. Angle has nothing to do with it. It is determined by terrain textures (which can be reassigned, that is, you can change "tile types" of textures to make certain textures passable or water or unpassable)
2. No, though probably it is possible (but rather not) through some stat embedding (via map-mods), but it's not related to FlaME.
3. Impossible. You have only a few different tiles you can use on a single map (around 80 or so, depending on a tileset), so i think you can't place arbitrary image as a whole-map texture. You can still try to use custom textures instead of the in-game ones; see Marble as an example of how it's done via the map-mod mechanism.

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 12 Nov 2011, 19:48
by cybersphinx
It's probably possible to render 3D terrain as a heightmap to then import.

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 18 Nov 2011, 06:48
by Goth Zagog-Thou
Flail, I've got a feature request. :D

Can we apply the 'Flatten under oil' to all features objects? I've been getting tear-thru on maps sometimes.

Oh -- and are there any plans to have map rendering with 3.0+ tilesets? It would help me a great deal.

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 20 Nov 2011, 20:20
by vexed
Goth Zagog-Thou wrote: Oh -- and are there any plans to have map rendering with 3.0+ tilesets? It would help me a great deal.
Ugh, I hope not. :dash1:

There is no tileset per se, it is a different design, and it takes lots of fine tuning to get everything setup correctly.
Soon as someone has the time, this will change into something more manageable.

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 20 Nov 2011, 20:31
by Merowingg
an we apply the 'Flatten under oil' to all features objects? I've been getting tear-thru on maps sometimes.
Well sounds really useful.. my bases areas are very often extremely flat becuse I am afraid the buildings will not fit or trucks will be climbing next to them..

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 25 Nov 2011, 17:32
by NoQ
I'm suddenly having troubles compiling my latest map :oops: Actually, the compilation finishes correctly, but:

1. The game shows errors about overlapping features in stderr, even though i can't see them inside FlaME, and FlaME itself doesn't complain in compile-time.
2. Some oil derricks at the bottom half of the map are unbuildable (same symptoms as if they were beyond the scroll limits, even they are closer to the middle of the map instead) (the map is symmetric, and the copy-paste-related top half works fine).

I tried falling back to FlaME v1.23, but it had no effect.

(upd: renamed the file, so that not to produce different map versions with the same name)

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 25 Nov 2011, 20:00
by Mysteryem
It appeared at first that the position of 2 tile wide structures/features was off for the bottom half and potentially other structures on the bottom half as well. Annoyingly, FlaME doesn't support manual fraction-of-a-tile positioning so I converted to the dreaded .lnd.

Using editworld, I have been able to see that every single object below the half way point in the map, is shifted 1/128th of a tile to the left and 1/128th of a tile up from where it should be. Which is causing the following effect:
Image

In-game, player structures will automatically snap to posistion in order to fill tiles correctly. Features however, will remain in their exact position (a feature I like) however, the hit boxes will snap to their tiles just like player structures. Causing the player structures to match with their moved hitboxes and the features to not. Causing things like this:
ImageImage

Falling back to a previous version of FlaME probably had no effect due to the map data remaining the same. Placing objects anew in the older version would probably work, it would be quite tedious, but fortunately, this only really has an effect on 2 tile wide/high structures/features. So your best bet is to open the map in an older version and replace each of the structures/features in question, in the bottom half of the map.

My question though, is the bottom half the half that you placed by hand? (in which case, the placement in the first place is the problem)
Or is the bottom half the half that you mirrored? (in which case, that is probably what is at fault)

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 25 Nov 2011, 20:21
by NoQ
Cool o.O

I did mirrors several times. Some were from top to bottom (that is, top copied and bottom pasted), and some were from left to right (probably some were from right to left as well), but i don't think i have ever copied bottom to top. Which would mean something is wrong with copy-paste mechanism, but this would also mean that re-doing the copy-paste in an older version could work.

Trying now ...

Upd: Re-copy-paste'ing with v1.20 fixed it! Even though it didn't work with v1.23. I'm able to reproduce the bug again by redoing the copy-paste in 1.24.

Thanks! By the way, link to 1.19-mono is dead (:

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 29 Nov 2011, 09:29
by ScEEcH452
Oh my god I just noticed the "shift-left click to remove gateways" control...

Now I can get rid of those gateways in my WiP maps that I placed when I sneezed...

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 11 Dec 2011, 03:07
by Flail13
1.25 should fix the problem of objects not being aligned correctly. The rectangle that appears around objects now should also be the same as the footprint that takes effect in-game. There is a button to realign objects to the tile grid.
There are new buttons for flattening ground under objects.

tux, I haven't been able to find the cause of your problems.

1.19 mono link is replaced.

Re: FlaME -- The Warzone 2100 Map Editor

Posted: 13 Dec 2011, 13:50
by BlueMaxima
Hey flaME, I'm playing around with the new version and I noticed that no matter what player I pick when placing an object, it's associated as "scenery" and I have to use the Object Properties panel.