Author Topic: Looking for some help / tut: adding map to warband module via py  (Read 2194 times)

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Offline Hellsing

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Looking for some help / tut: adding map to warband module via py
« on: November 01, 2015, 02:35:32 am »
0
As title nails it perfectly - I'm looking for your guys help:
I'm realy often in scene editor and editing creating but never find a good explained tutorial what tasks it takes to add.


"scn_dtv_newlycreatedby.sco" file check
scenes.txt also okay

but what steps do i have to take after the usual scenes.txt code and scn.sco it self?
Please provide me noobisch step by step lections - would realy realy help me and our dear community...

With these small digression I would be able to send nashingra the fully edited map files rdy to put onto the server and he just needs to compile (work split) :idea:

I found tutorials but most lead to edit modules.py but Creating a Multiplayer Map - (From Script to Hosting) ((Updated!) - Taleworlds.
I didnt figuered it out on my own so i beg someone who maybe can lead ma to an proper tutorial or even better create one it would be hilourius help.

Short:
I need a tutorial howto add multiplayer crpg maps with right strings, etc. via .py

What does it bring you to help me?
Well actually u may noticed I did take much evolving part in DTV, and most of the content available there is there for you through my fingers, lifetime and madness.
This is kind of the last thing I can't prepare myself before sending it to live updates..
So when I got it I will defnetly start working on scening in general. This means new rotations - new content - old content - disable several maps

Also my personal goal is to change those Orders once all two weeks or something, so players have  not that dejavu as nowadays...


-> So please teach me pls -  that we can actually start again and change the maps on server - the whole feeling.
and also get rid of those sometimes f.e.  empty dtv random scenes...

Looking foorward for positive response
-Spanky / Celeboran

edit://sry if my english dosnt make sense at some points, 5a.m. here but I give up so maybe there is soon an idea / tutorial / link :)
« Last Edit: November 01, 2015, 05:21:05 am by Spanky_Ham »

Offline Teeth

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Re: Looking for some help / tut: adding map to warband module via py
« Reply #1 on: November 01, 2015, 02:23:55 pm »
+4
My knowledge about this only extends to what is useful for adding maps into the cRPG mod, but that seems to be all you want to do, so I guess I can explain. I am no code wizard and I do not understand everything I do, I am basically just following instructions that I received when I became a Scene Manager years ago.

As you are a mapper you are probably aware that you need to provide an .sco file and a terrain code whenever you want to get a map submitted. For example:

dtv_terrible_map.sco
scn_dtv_terrible_map dtv_terrible_map 256 none none 0 0 100 100 -100 0x00000002200005000005f57b00005885000046bd00006d9c 0 0 outer_terrain_plain

Implementation of this map into the mod requires 4 steps and a patch. The .sco needs to be placed in the module's SceneObj folder and three .py files need to be edited. The module_scenes.py, module_scripts.py and module_strings.py. For this you need to have access to the most recent .py files, and you need to open them in some editor. I use Notepad++, much more user friendly than standard Notepad. Below I will explain the edits you have to make for each file.

Module_scenes.py
(click to show/hide)

Module_scripts.py
(click to show/hide)

Module_strings.py
(click to show/hide)

Easy, just make sure you copy the .sco file name carefully into any of these files as the wrong name leads to issues. Capital letters matter, though most people luckily use lower case letters exclusively. The empty dtv scenes are most likely a result of the .sco file not being found because somebody entered the name incorrectly. To fix that, find out what the name is of the map and check whether the scripts entry has the correct .sco file name, or perhaps the other entries.  Anybody who knows more about this, please correct or comment if I got anything wrong.

Adding the map to the rotation
(click to show/hide)

There is a Dropbox for the latest .py and cfg. files. Get access to that and this info should be everything you need to know to manage the entire rotation.
« Last Edit: November 01, 2015, 03:59:55 pm by Teeth »

Offline Hellsing

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Re: Looking for some help / tut: adding map to warband module via py
« Reply #2 on: November 01, 2015, 03:39:36 pm »
+1
Okay I think I understand you explanations many thanks for this lovely tutorial.
Ah now I see why I wasn't able to find those files on crpg module  :rolleyes:. Ok ty for this advice I will try to get those files.
Many thanks I think I understood how it works, never though that those files were not included and also it's a good step by step advise I appreciate  :)

Offline Krex

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Re: Looking for some help / tut: adding map to warband module via py
« Reply #3 on: November 01, 2015, 09:35:58 pm »
+3
Teeth bascily got everything right, but you have to make sure to add maps in module_scripts in the same order as you did in module_scenes.
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