cRPG

cRPG => Scene Editing => Topic started by: Fips on July 22, 2013, 12:37:50 pm

Title: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Fips on July 22, 2013, 12:37:50 pm
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/ (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/ (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/ (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/ (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/ (http://forum.melee.org/scene-editing/how-to-dtv-map/)
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Elindor on July 22, 2013, 11:12:09 pm
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?
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Thranduil on July 22, 2013, 11:40:29 pm
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:
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Viriathus on July 23, 2013, 12:09:34 am
Remember guys! TO HOST A MAP, MAKE SURE YOU SELECT DEATHMACH, other wise it will crash.
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Fips on July 23, 2013, 12:16:42 am
Remember guys! TO HOST A MAP, MAKE SURE YOU SELECT DEATHMACH, other wise it will crash.

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.
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Elindor on July 23, 2013, 04:27:16 am
Fips, any comment on the misnaming of the maps in the HOST options that Thranduil and I are talking about?
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Teeth on July 23, 2013, 11:04:44 am
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.

Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Fips on July 23, 2013, 11:33:41 am
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).
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Thranduil on July 23, 2013, 06:40:01 pm
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).

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.

EDIT

Another possibility (and this is all the more likely) is that the order of the maps in the files module_scenes.py and module_scripts.py do not match. If they do not match, then you could see this issue. Actually, depending on terrain codes and map sizes, you could see worse and the problem would be more obvious then, but again, this is just another possibility.


(click to show/hide)


Okay, so I was right. The magic number 20 only applies to black scenes though. The ones with names can be out of sorts anywhere from 16 to 20 maps.
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Fips on July 23, 2013, 06:42:52 pm
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.
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Thranduil on July 23, 2013, 07:06:39 pm
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.

Lol. I am aquiver with anticipation.  :mrgreen:
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Elindor on July 23, 2013, 08:08:18 pm
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.
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Fips on July 23, 2013, 08:21:46 pm
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.

Nope, you don't have access to those kind of files  :D
I mean, yes, i could test them in my own module, but that would require a lot of tedious copy&pasting with no real possibility that it would actually work. I prefer waiting for a patch^^
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Elindor on July 23, 2013, 10:53:00 pm
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.

Works. 
Weird...but thanks!
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Jarold on July 23, 2013, 11:21:41 pm
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.
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Fips on July 23, 2013, 11:36:02 pm
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.

It's basically just ground colour paint on top of the textures to make it look different.
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Jarold on July 24, 2013, 12:20:29 am
I've never seen ground color paint before....then again the bottom portion of my menu is cut off.
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Thranduil on July 24, 2013, 12:26:54 am
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.
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Teeth on July 24, 2013, 02:24:20 pm
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.
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Elindor on July 24, 2013, 04:34:25 pm
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.
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Fips on July 24, 2013, 04:51:07 pm
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.

That will most likely never happen. I would be satisfied if Conquest ever gets fixed. It has so much to offer for map makers =D =(
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Jarold on August 18, 2013, 03:12:56 am
Are you guys looking at the DTV map submissions?
Title: Re: Map-making and Siege Beta Guide, Submitting and Maintaining maps
Post by: Fips on August 18, 2013, 03:54:03 am
Are you guys looking at the DTV map submissions?

I'm kind of busy right now and will get to do some stuff like next week. I'm hoping teeth and me can discuss the manual cycles then and try to rework dtv a little. But yeah, it's not forgotten yet, it just wasn't a top priority when we started.