Remember guys! TO HOST A MAP, MAKE SURE YOU SELECT DEATHMACH, other wise it will crash.
Fips, any comment on the misnaming of the maps in the HOST options that Thranduil and I are talking about?
I think i found something in the code which in my opinion could cause this. But they are only comments (after a #) so they shouldn't do anything at all. But the thing is, in the scripts there are exactly 20 comments behind the map-codes, so i don't know.
I also remember having to click only on the next map in the list when i started making maps and hosting them, and there is another random comment behind only one line in the scenes file.
Coincidence? I think not. But i have to wait for jackos response if i can just delete those comments (and see what happens after the next patch xD).
(click to show/hide)
Are copies of the files on your computer? If so, you can just build a new module and test it. If you have all the .py files and the Windows Batch File build_module, then edit the python code, run the batch file and test in-game. It should be as simple as that.
I removed them and since it won't cause any trouble (according to jacko) i'll just wait for the patch and be totally surprised then...well, if it worked.
I removed them and since it won't cause any trouble (according to jacko) i'll just wait for the patch and be totally surprised then...well, if it worked.
Is this something we could replicate for ease of use on our end until the patch? (and if so, can you list the steps?)
Because I do prefer HOST mode.
The way Fips told me to do it works perfectly. I'll explain it in here because it would save us a lot of work if you all are able to test doors and stuff yourself. I think the map rotation names are 20 spots off with the scenes. If you want to see a certain map, you will have to host the map that is 20 spots down in the rotation. This is how I do it:
- Rename any map you want to host/test to a random blank, I use blank 12 for example
- Copy your renamed map, for example scn_blank_12 into your regular cRPG/SceneObj folder
- Change the terrain code of scn_blank_12 to the terrain code of your map in the scenes.txt
- Launch regular cRPG with the launcher (without WSE2)
- Host blank 32, which 12+20. If you used blank_46, host blank 66 and so on. You can host all game modes no problem by the way afaik.
- Test that shit
Also if you find the map selection window in the hosting screen annoying, you can also host a random map and submit a poll, which gives you a much easier selection window.
Is there some way to get new ground textures into the mod? For some reason I see on certian maps different looking ground textures. Even blood on some.
I've never seen ground color paint before....then again the bottom portion of my menu is cut off.Try using windowed mode. You can then move the second edit window around. Even then, the color scales are hard to reach at the bottom. Well, the last one is anyways.
I've never seen ground color paint before....then again the bottom portion of my menu is cut off.Wow that sucks, man. Small screen or something? I can access the entire menu no problem with a 24 inch and ground paint is a very useful tool. I guess the editor is kinda small screen unfriendly. Can't change the height either.
I wonder if there is ANY way for the devs to introduce a mapping tool for cRPG that basically reduces all this mumbo jumbo into something more like "Open cRPG client, Select Map Editor in menu, Start New Map or Select Existing Map, Edit, Save" :)
Probably not, but it would be nice...right now map making feels like trying to rig together a flight ready spaceship out of aluminum foil, an old toaster, and some umbrellas.
Are you guys looking at the DTV map submissions?