Map editor release depends on pull request 200, which is not merged yet.
- allowed mods for map planned
- already done
- already done
- easy to fix if still an issue. wait for next release
- known missing feature
Map editor release depends on pull request 200, which is not merged yet.
I love what I am seeing so far, is there a particular place you would like me to bring bugs and such to your attention as I work with the map editor?
There is Map editor category on bug tracker.
I swear I am the problem child of VCMI… My first notable problem isn’t with map editor itself, but that I can’t manage to sign up for bug tracker so that I can begin testing and reporting the errors, can anyone assist me with getting my buggy self signed up?
Try to use gmail
New bug fix release github.com/vcmi/vcmi_editor/rel … .9-alpha.2
Contains critical bug fix in map terrain format.
Improved toolbox, added more options for deleting objects
https://github.com/vcmi/vcmi_editor/releases/tag/v0.1.10-alpha
Few important fixes.
https://github.com/vcmi/vcmi_editor/releases/tag/v0.1.14-alpha
Hi,
at least vcmi seems to work for me (i’m using Linux). Now for the map editor: How to build (or get pre-built) for Linux?
BTW (regarding a comment somewhere here): No, using random town is not a solution. I tried, using the standard map editor. I put a random town near water, pre-built a shipyard, and then ingame selected HotA Cove, and tried to build a ship. Was not possible. The shipyard was there, but did nothing. I also put a ship next to that town in the editor, and tried again. She ship was rendered in town screen, but still it was not possible to build ship. This may be a limitation of H3 (or vcmi) with random town.
Also i’d like to build a campaign. A story-based campaign as sequel to the RoE “contested lands” campaign, introducing many of the additional towns (at least Cove and Asylum). This contested lands story would be a perfect start for introducing a sequel. The basic idea is: These contested lands, which where a combination of Castle, Rampart and other factions, merged together and thus formed new factions. Especially the Asylum would fit perfectly to this plot.
You could build same way as travis-ci build is set up. There are no pre-built packages for Linux yet.
Campaign support is editor not is not implemented yet.
Is there any tutorial/documentation/whatever? I tried using the Makefile, but no success.
I know that currently there is no campaign support. But every campaign starts with some maps.
before using makefile you should install dependencies (same as done in .travis.yml)
sudo apt -y install libgtk2.0-dev
wget -t 10 -O lazarus-project_1.6.2-1_amd64.deb https://sourceforge.net/projects/lazarus/files/Lazarus%20Linux%20amd64%20DEB/Lazarus%201.6.2/lazarus-project_1.6.2-1_amd64.deb/download
wget -t 10 -O fpc_3.0.0-151205_amd64.deb https://sourceforge.net/projects/lazarus/files/Lazarus%20Linux%20amd64%20DEB/Lazarus%201.6.2/fpc_3.0.0-151205_amd64.deb/download
wget -t 10 -O fpc-src_3.0.0-151205_amd64.deb https://sourceforge.net/projects/lazarus/files/Lazarus%20Linux%20amd64%20DEB/Lazarus%201.6.2/fpc-src_3.0.0-151205_amd64.deb/download
sudo dpkg -i fpc-src_3.0.0-151205_amd64.deb fpc_3.0.0-151205_amd64.deb lazarus-project_1.6.2-1_amd64.deb
make
Thanks. I’ll try that next weekend
Also you could try official Debian packages (fpc, fpc-source, lazarus-ide, note that names differ from upstream) from Stretch or Jessie with backports. There are serious issues with packaging of Lazarus (https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=823706), but I probably worked them around already.
P.S. Makefile is pretty much trivial, all you actually need to do to build is one command
lazbuild 3rd_party/opengl/vcmiopenglcontext.lpk vcmieditor.lpr
That’s exactly the command that failed. Probably because of missing lazbuild
Now:
Hint: (lazarus) Missing state file of LCL 1.6.2: /home/siegfried/.lazarus/lib/units/x86_64-linux/gtk2/LCL.compiled
Error: (lazarus) [TExternalTool.DoExecute.CheckError] Error=fehlende ausführbare Datei ""
Error: (lazarus) Kompiliere Package FCL 1.0.1: fehlende ausführbare Datei ""
Error: (lazarus) [TLazPackageGraph.CompileRequiredPackages] "fehlende ausführbare Datei “”"
Error: (lazarus) Compile required packages failed: vcmiOpenGLContext 0.0.1
ERROR: vcmiOpenGLContext 0.0.1 compilation failed
Makefile:4: die Regel für Ziel „vcmieditor“ scheiterte
make: *** [vcmieditor] Fehler 2
fehlende ausführbare Datei -> missing executable file
So what file is missing here? It seems there is an empty file name.
Looks like lazbuild could not find compiler executable.
Could you manually execute f.e. /usr/bin/fpc "-iWTOTP"
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