cRPG > Scene Editing
Map-making and Siege Beta Guide, Submitting and Maintaining maps
Fips:
Peasant_Woman's simple and easy guide to making a playable map for cRPG
http://forum.melee.org/scene-editing/peasant_woman%27s-simple-and-easy-guide-to-making-a-playable-map-for-crpg/
Siege beta: guide for mappers (by Ozin)
http://forum.melee.org/scene-editing/siege-beta-guide-for-mappers/
Submitting and Maintaining Maps (by jacko)
http://forum.melee.org/scene-editing/submitting-and-maintaining-maps/
How to set up a c-RPG Server (by Blaint)
http://forum.melee.org/guides/how-to-set-up-a-c-rpg-server-%28crpg-server-0-271-%29/
How to make a DTV map (by Fips)
http://forum.melee.org/scene-editing/how-to-dtv-map/
Elindor:
So, been a while since I worked on maps, and in getting back into it I decided to make a new copy of my cRPG folder since a lot had changed and called it cRPG Map Editing. I open this module and in the Scene Editor I am able to get around the maps just right. However, when I go to HOST one, two things happen. For one, I'm pretty sure that the names in the selection do not correlate to the map with that name - but I don't really get to find out because my game quickly crashes after that with some "OP Code 16" message or something.
Any thoughts on this?
I want to be able to test the maps, is why I want to get to the host mode. Used to work... :(
EDIT :
So I realized I could work around this by copying the altered map into the main crpg scene objects folder and retaining the old one by temporarily naming it _copy so it isnt deleted. BUT - my problem is still that in the HOST GAME interface, when you select a map, for instance Rochester Castle, and load it, ITS NOT THE RIGHT CASTLE! They are all seemingly mislabeled. Any thoughts on this?
Thranduil:
Elindor, IMO (though I cannot say for certain without access), this has to do with a misnumbering of the scenes in the python code (specifically the files module_scenes.py and module_scripts.py). Again, I have no method of confirming this. And we have no way of fixing this. It's on the coder's end (unless they start supplying the .py codes).
*EDIT*
If you saw my advice on finding your map, nevermind. I tried it under different circumstances, and it ain't even close. :oops:
Viriathus:
Remember guys! TO HOST A MAP, MAKE SURE YOU SELECT DEATHMACH, other wise it will crash.
Fips:
--- Quote from: afonsoserro on July 23, 2013, 12:09:34 am ---Remember guys! TO HOST A MAP, MAKE SURE YOU SELECT DEATHMACH, other wise it will crash.
--- End quote ---
No. If you put everything into the crpg module you can run the map with the actual battle or siege (beta) mode.
Putting everything into the crpg module as a blank does not screw with the game and it's a working testing area. If you want to test your maps with bots n stuff, you will have to make a dedicated crpg server. Actually, i will put the link in the OP.
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