No such regressions were found. (However due to our architecture loading of old save will break new features until restart as map format depends on handlers state.)
When exactly itâs occur for you? Tried to remove mods?
PS: One problem of editor is that itâs doesnât check if mod enabled or not in launcher and load everything. So itâs crashing when itâs unable to load JSON that âinvalidâ since loading not as permissive as in VCMI.
Maybe itâs not good idea to load all mods including disabled?
After loading all mods editor will generate RMG map with all this stuff, fitting or not?
PS I have few mods disabled most of time, because they break game configs, when enabled with other noncompatible mods. They will surely break editor too:-)
Indeed. I had to removed all the mods to make it wokr. Then managed to launch editor with WoG and HoTA, but not to launch map. WoG is missing from the (required?) mod list in editor.
In general I can see itâs far from usable Still, a good job.
I corrected mod.jsons of test mods, now it errors something like
Exception=Error at line 92, Pos 6:Expected , or ], got token "name".
It will need ideal jsons now:-)
Another error:
TApplication.HandleException Res not found config/darkness/buildings.json
When mod is not archived to Content.zip, and unpacked in Content,
My local mod.
I tried yesterday to write about errors, but my browser was bugging.
Yesterday I took one town mod and cleaned it of all errors through jsonlint.com
Finally I managed to get vcmieditor started.
Whoa, editor is making maps with towns, dwellings and creatures from this mod.
I made 36x36 map, placed few towns on it, customized hero. And saved it to maps folder (it has strange extension â.vmapâ (is it vcmi map abbreviation)?
But in VCMI map is selected and than crashes on start, so I couldnât play test map.
Will try again today.
Editor allows to make maps of âanyâ (of big) sizes. I created map 1024x1024, and it was opened.
editor crashes on jsons, where we have comma, and than square/figure bracket (VCMI is allowing such behavior), that were all incidents I corrected before map editor started.
I think editor must allow such âerrorâ, just check if comma before ] ,} and remove it before evaluation.
Later I will write some throughts on interface. I bear in mind, that VCMI can have tens or hundred of mods, and so standard HMM3 editor interface is not good enough for handling such masses of objectsâŚ
At least dropdown list filter by mods is required to handle objects listed to the right.[/quote]
Map format is still incomplete, VCMI will crash with some maps, but should not (you may report it as a bug).
1024x1024 * 2 levels is fixed limit for now. Is see no reason to increase it but it is obviously possible. BTW Editor should work map of ANY size and any number of levels limited mostly be RAM size and CPU speed (map rendering itself do not depends on map size) (you may try to generate json for such map by yourself ).
Json parser is from freepascal standard library, I do not want to change it (but may be will have to fork it, json serialiser forked already)
Full text search works already and will be improved more.
It searches by ânameâ property, so user must have to memorize names for objects in mods to find them:-)
Text search is cool, but I think that mod filter is absolutely must have also. User can remember mod names at least
Another idea:
most of heroes in mods (I mean map def of hero class) donât have âeditorAnimationâ set. In editor we have full animation, so they just rotate/run on hex in various direction:-)
I propose for heroes and boats: donât animate them, just take 3 frame (east direction stand) and draw it in editor.
I think there must be editor option to turn off animation of objects (draw only 1st frames) at all. Since itâs cpu consuming and user gets disctracted by all this flashing and moving.