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Map editor
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Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1529
Location: Warsaw, Poland
Posted: 2016-07-07, 17:23   

Quote:
empty grid is still editable - click grid, then press Insert

Ahh, you meant Insert key - this is far from intuitive when there's no "insert" text anywhere in the window :P
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DJ Warmonger blog
beegee wrote:
Warmonger, you are the best!
 
 
     
AVS 

Joined: 25 Feb 2011
Posts: 544
Location: Russia
Posted: 2016-07-07, 19:02   

Warmonger wrote:
Quote:
empty grid is still editable - click grid, then press Insert

Ahh, you meant Insert key - this is far from intuitive when there's no "insert" text anywhere in the window :P


Quote:
Posiible, but absolutely non-intuitive :P (It is grid editable with Insert-Delete)


:)
 
     
AVS 

Joined: 25 Feb 2011
Posts: 544
Location: Russia
Posted: 2016-07-08, 15:24   

New release 0.1.5

Special build #2 for testing features from PR 200

New features:
- Heroes pool
- New design of hero secondary skills
- Incremental objects search
 
     
Warmonger 
VCMI programmer


Age: 27
Joined: 07 Jun 2008
Posts: 1529
Location: Warsaw, Poland
Posted: 2016-07-08, 18:09   

Added Windows build with PR200 (and some other stuff like new templates) for everyone:

https://www.dropbox.com/s..._PR200.rar?dl=0
_________________
Think twice if you really need to send me private message. Use public forum for general questions.
DJ Warmonger blog
beegee wrote:
Warmonger, you are the best!
 
 
     
AVS 

Joined: 25 Feb 2011
Posts: 544
Location: Russia
Posted: 2016-07-08, 22:00   

Warmonger wrote:
Added Windows build with PR200 (and some other stuff like new templates) for everyone:

https://www.dropbox.com/s..._PR200.rar?dl=0


You can merge it with 0.1.5 editor (just ignore "gamepath.txt" & "zlib1.dll" zlib1 is just a copy vcmi one, gamepath.txt is not needed on windows if editor is in same folder).
 
     
Kantor 

Age: 22
Joined: 28 Dec 2013
Posts: 89
Location: Poland
Posted: 2016-07-09, 16:26   

I tried to run map editor, but encountered a problem - main window just after appearing freezes completely, and tiles aren't rendered at all. AFAIR previous version worked good for me.

editor.zip
Download 39 Time(s) 703 Bytes

 
     
AVS 

Joined: 25 Feb 2011
Posts: 544
Location: Russia
Posted: 2016-07-09, 17:53   

Kantor wrote:
I tried to run map editor, but encountered a problem - main window just after appearing freezes completely, and tiles aren't rendered at all. AFAIR previous version worked good for me.


What about "loading progress" window?
Also screenshot will be good to see

upd. If previous version worked, try to remove shipped custom "opengl32.dll"
 
     
Kantor 

Age: 22
Joined: 28 Dec 2013
Posts: 89
Location: Poland
Posted: 2016-07-10, 13:48   

Quote:
If previous version worked, try to remove shipped custom "opengl32.dll"

Getting rid of that dll solved the problem on my side, thanks.


Quote:
What about "loading progress" window?
Also screenshot will be good to see

Loading progress was visible, just the main form froze after appearing. In attachment I marked area that wasn't rendered at all.

editor.png
73 Time(s) 154.34 KB

 
     
AVS 

Joined: 25 Feb 2011
Posts: 544
Location: Russia
Posted: 2016-07-11, 07:41   

New release 0.1.6

Special build #3 for testing features from PR 200

Various fixes and improvements
 
     
Kantor 

Age: 22
Joined: 28 Dec 2013
Posts: 89
Location: Poland
Posted: 2016-07-11, 13:48   

I have a problem with map I created, looks like editor has quite big memory leak during saving as a vmap file. Beside this rendering of all chests seems blinking.

VCMImap.h3m
Download 36 Time(s) 68.51 KB

 
     
AVS 

Joined: 25 Feb 2011
Posts: 544
Location: Russia
Posted: 2016-07-11, 18:35   

Kantor wrote:
I have a problem with map I created, looks like editor has quite big memory leak during saving as a vmap file. Beside this rendering of all chests seems blinking.


run debug version, it will create "heap.trc" show it contents please.
 
     
AVS 

Joined: 25 Feb 2011
Posts: 544
Location: Russia
Posted: 2016-07-11, 19:19   

There are no memory leaks, but too extensive memory usage - to be fixed, (64 bit build works fine). Rendering is far from optimal It`s a known problem

UPD. There was video memory leak - textures, fixed in git master.
 
     
Kantor 

Age: 22
Joined: 28 Dec 2013
Posts: 89
Location: Poland
Posted: 2016-07-12, 11:16   

Ok, I've managed to obtain heap.trc file. This time editor crashed during loading that map.

heap.zip
Download 35 Time(s) 753 Bytes

 
     
AVS 

Joined: 25 Feb 2011
Posts: 544
Location: Russia
Posted: 2016-07-12, 22:49   

Special build #4 for testing features from PR 200

Important texture loading control fixes.

https://github.com/vcmi/vcmi_editor/releases/tag/v0.1.7-alpha
 
     
Draeganfire 

Age: 45
Joined: 15 Sep 2016
Posts: 41
Posted: 2016-12-02, 20:19   

Has there been any movement to releasing a map editor version for VCMI 0.99 yet?
If so I have a few suggestions for improvements from the 0.98 version.

1) I don't believe there needs to be a focus on importing objects from town mods. My reasoning is that the random town and random dwelling features accomplish this just fine, and I suspect the reason the map editor didn't function when town mods were added is because it was trying to import buildings to itself. The trick is to make the map able to chose allowed mods for the scenario, and to make the random town able to designate which mod it works with specifically. (note: if it's easier to make a map editor that imports the mods parts, then ignore this)

2) I would like to see some intense work with the towns themselves so that they feature the buildings and the feature to chose what buildings are built. (Reference HOMM3 Map editor from original game.)

3) The ability to set which factions are allowed to a player (including individual mods, not just neutral) and to only allow those heroes in the taverns.

4) MOST IMPORTANT: on the minimap make the swamp a lighter color. I have a map where I feature a underground swampland, and in the 0.98 version you cant see the area where swamp is compared to underground rock area.

5) take out some of the town icons for placement on map.....the town changes in the game as you build.....so having one of each town in the map editor to place on the map should be fine.

As always I am more than willing to volunteer to playtest.
 
     
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