Map editor


#101

run debug version, it will create “heap.trc” show it contents please.


#102

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.


#103

Ok, I’ve managed to obtain heap.trc file. This time editor crashed during loading that map.
heap.zip (753 Bytes)


#104

Special build #4 for testing features from PR 200

Important texture loading control fixes.

github.com/vcmi/vcmi_editor/rel … .1.7-alpha


#105

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.


#106

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

#107

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


#108

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?


#109

There is Map editor category on bug tracker.


#110

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?


#111

Try to use gmail


#112

New bug fix release github.com/vcmi/vcmi_editor/rel … .9-alpha.2

Contains critical bug fix in map terrain format.


#113

#114

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


#116

New release 0.1.13

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


#117

New release 0.1.14

Few important fixes.

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


#118

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.


#119

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.


#120

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.


#121

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