Also, for map name, there really is no need to have it like "Sk-mapname-T1" You can have it "mapname-T1" it just has to be unique.// This file was made with FlaME v 2.94
// $date, $time
// $author
flaME -- The Warzone 2100 Map Editor [pre 1.10 thread]
Re: flaME -- The Warzone 2100 Map Editor
Flail13, another request, for the .addon.lev file, can you add a simple header like
and it ends here.
Re: flaME -- The Warzone 2100 Map Editor
Buginator,
If the "Sk-" is removed from the skirmish names, they conflict with the multiplayer names. So what should they be called to be unique?
effigy,
Using flaME as a default program should work in flaME 1.06 when its done.
KenAlcock,
In the next version you will be able to load a map file into the copied data from the file menu.
If the "Sk-" is removed from the skirmish names, they conflict with the multiplayer names. So what should they be called to be unique?
effigy,
Using flaME as a default program should work in flaME 1.06 when its done.
KenAlcock,
In the next version you will be able to load a map file into the copied data from the file menu.
Re: flaME -- The Warzone 2100 Map Editor
If you ask me, I'd say not to remove it and that this should all be done in software.Flail13 wrote:Buginator,
If the "Sk-" is removed from the skirmish names, they conflict with the multiplayer names. So what should they be called to be unique?
Re: flaME -- The Warzone 2100 Map Editor
hi ..prospathw 
Re: flaME -- The Warzone 2100 Map Editor
There used to be two kinds of map definitions (in the .lev files) - skirmish (using skirmish*.wrf) and "campaign" (also called "multiplayer", using campaign*.wrf). The latter kind was only used for the little used campaign/mayhem mode, which has been merged together skirmish as an option (scavengers on/off) in 2.3 and later. The "campaign"/"multiplayer" map definitions are no longer used, and can safely be omitted. This also goes for the "Sk-" prefix, which is now rather meaningless.Flail13 wrote:Buginator,
If the "Sk-" is removed from the skirmish names, they conflict with the multiplayer names. So what should they be called to be unique?
I hope this clears things up.
Re: flaME -- The Warzone 2100 Map Editor
While omitting the campaign settings of the map is fine, I'm not sure the same goes for the "Sk-" prefix. Omitting that prefix will lead to some maps having it, and some maps not having it, which will lead to having to either deal with an ugly list that contains some maps with "Sk-" and some without, or hacks to get rid of the "Sk-" prefix in software anyway, which means it would be better to simply leave the "Sk-" prefix in the map and remove it all in software.Per wrote:There used to be two kinds of map definitions (in the .lev files) - skirmish (using skirmish*.wrf) and "campaign" (also called "multiplayer", using campaign*.wrf). The latter kind was only used for the little used campaign/mayhem mode, which has been merged together skirmish as an option (scavengers on/off) in 2.3 and later. The "campaign"/"multiplayer" map definitions are no longer used, and can safely be omitted. This also goes for the "Sk-" prefix, which is now rather meaningless.
I hope this clears things up.
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franek12354
- Trained

- Posts: 214
- Joined: 06 Aug 2010, 18:50
Re: flaME -- The Warzone 2100 Map Editor
I got question does sacavendrs neds to be a player number for example 7 and how to change map size thanks
Re: flaME -- The Warzone 2100 Map Editor
What difference will that make? The patch I did for this can still strip that stuff off, it is just better if the unique name of the map never had Sk- to begin with, and we wouldn't need to mess around much.Zarel wrote:While omitting the campaign settings of the map is fine, I'm not sure the same goes for the "Sk-" prefix. Omitting that prefix will lead to some maps having it, and some maps not having it, which will lead to having to either deal with an ugly list that contains some maps with "Sk-" and some without, or hacks to get rid of the "Sk-" prefix in software anyway, which means it would be better to simply leave the "Sk-" prefix in the map and remove it all in software.Per wrote:There used to be two kinds of map definitions (in the .lev files) - skirmish (using skirmish*.wrf) and "campaign" (also called "multiplayer", using campaign*.wrf). The latter kind was only used for the little used campaign/mayhem mode, which has been merged together skirmish as an option (scavengers on/off) in 2.3 and later. The "campaign"/"multiplayer" map definitions are no longer used, and can safely be omitted. This also goes for the "Sk-" prefix, which is now rather meaningless.
I hope this clears things up.
Hence the request to fix it.
In the end, all the game cares about is that the name is unique.
While we could fix the current addon.lev files to strip the 'official' maps of the Sk- prefix, the issue with that is, old savegames would break, if you didn't have another entry matching it.
and it ends here.
Re: flaME -- The Warzone 2100 Map Editor
Why is it better? You'd have to mess around exactly as much even more than you would if you left the "Sk-" on, since you'd have to strip it off both in the map editor and in-game.Buginator wrote:What difference will that make? The patch I did for this can still strip that stuff off, it is just better if the unique name of the map never had Sk- to begin with, and we wouldn't need to mess around much.
Hence the request to fix it.
...so?Buginator wrote:In the end, all the game cares about is that the name is unique.
...and stripping off the "Sk-" in-game would solve this problem.Buginator wrote:While we could fix the current addon.lev files to strip the 'official' maps of the Sk- prefix, the issue with that is, old savegames would break, if you didn't have another entry matching it.
In total, you've given two reasons why stripping off "Sk-" shold be done in-game and not by the map editor, and one reason that doesn't actually work as an argument for either, so I'm having a hard time seeing why it should be done by the map editor.
Re: flaME -- The Warzone 2100 Map Editor
Being able to handle map names without the useless Sk- is a more resilient design in any case. And it is one more line of code.
As to savegames, I thought they were entirely self-contained and did not need the maps.
As to savegames, I thought they were entirely self-contained and did not need the maps.
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cybersphinx
- Inactive

- Posts: 1695
- Joined: 01 Sep 2006, 19:17
Re: flaME -- The Warzone 2100 Map Editor
They need the map. Though thinking about it, I wonder why...Per wrote:As to savegames, I thought they were entirely self-contained and did not need the maps.
Re: flaME -- The Warzone 2100 Map Editor
As far as I know, Warzone is already able to do this. However, whether or not FlaME should be able to save in such a format is a whole other question.Per wrote:Being able to handle map names without the useless Sk- is a more resilient design in any case. And it is one more line of code.
Four disadvantages:
1. Two different map formats will be floating around.
2. Savegame compatibility will be broken.
3. Either we'll have to write code to remove the "Sk-" anyway, or users will have to deal with a map list with some maps containing "Sk-" and some maps not, and will go around asking what the difference is.
4. I'm not familiar enough with the netcode to say this for sure, but I think if one person had a "Sk-" version of a map and one person had a no-"Sk-" version, they could crash if they tried to play together.
5. We lose compatibility with EditWorld, unless we add even more hacks to that. We also lose compatibility with old versions of FlaME.
And the advantage is a slightly cleaner map format, and (if you include disadvantage #3) less code to remove "Sk-" in-game (I note we already have code to remove "Sk-" in the map transfer code). I just don't think it's worth it.
Re: flaME -- The Warzone 2100 Map Editor
Two problems with the current flaME 1.05.
1 - When I compile a map after it's done compiling the compile pane doesn't close automatically. I have to close it manually.
2 - No Autosave folder in the Program folder. It has to be put in manually and then given permission to write to it. This should of been stated at sometime. I found it out the hard way after losing a map I'd worked on for 3 hours.
If I sound like I'm complaining I apologize. I'm just stating a fact about this problem so it could be fixed or explained. Otherwise I am very pleased with flaME.
drgnrdr
1 - When I compile a map after it's done compiling the compile pane doesn't close automatically. I have to close it manually.
2 - No Autosave folder in the Program folder. It has to be put in manually and then given permission to write to it. This should of been stated at sometime. I found it out the hard way after losing a map I'd worked on for 3 hours.
If I sound like I'm complaining I apologize. I'm just stating a fact about this problem so it could be fixed or explained. Otherwise I am very pleased with flaME.
drgnrdr
- ninjatoast
- Rookie

- Posts: 21
- Joined: 23 Jan 2009, 19:41
Re: flaME -- The Warzone 2100 Map Editor
I keep getting the error "Font 'Arial' does not support style 'Regular'." every time I try to run the program. I continue but I am unable to make a map.
I'm going to be trying out mapping and modeling soon.
Re: flaME -- The Warzone 2100 Map Editor
what os are you running?
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




