Map editor

Map editor release depends on pull request 200, which is not merged yet.

  1. allowed mods for map planned
  2. already done
  3. already done
  4. easy to fix if still an issue. wait for next release
  5. known missing feature

There are builds:
vcmi.arseniyshestakov.com/windows/PR/200/

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.

New release 0.1.10

Improved toolbox, added more options for deleting objects

https://github.com/vcmi/vcmi_editor/releases/tag/v0.1.10-alpha

New release 0.1.13

https://github.com/vcmi/vcmi_editor/releases/tag/v0.1.13-alpha

New release 0.1.14

Few important fixes.

https://github.com/vcmi/vcmi_editor/releases/tag/v0.1.14-alpha

1 Like

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 :slight_smile:

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 :slight_smile:

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"