Outpost Universe Forums

Projects & Development => Projects => Outpost 2 Mapper => Topic started by: BlackBox on April 11, 2006, 02:54:31 PM

Title: OP2Mapper Update
Post by: BlackBox on April 11, 2006, 02:54:31 PM
Well, I've decided that the current mapper's codebase (version 2) has gotten so out of order that it would be really hard to continue working on it, adding more features, etc. (Think bad hair day)

Because of this, I've decided to start a rewrite of the OP2Mapper code. The new mapper will be written in C++. (Currently, the project is about 35-50% C++, 50-65% VB6)

This should have a few (positive) implications for everyone.I do plan on having some new features, like allowing custom plugins, docking tool windows, and more

The only downside to this, is that I will not be working on version 2 anymore. Any new features will need to wait until version 3. However, I would say that this is long overdue and it will be well worth the wait.

By the way, if you were wondering, don't ask about a projected release date or anything like that. I don't give those out anymore (since I always end up overrunning the deadline, or worse, release something unfinished at that time).

If you have any comments, questions, whatever, post them here.

-- op2hacker
Title: OP2Mapper Update
Post by: TH300 on April 12, 2006, 02:29:34 AM
Can't wait for the Linux version, cous my windows install gets messed up more and more. However, despite some rumors I haven't found a way to get op2 fully functional on WINE. If someone has, please contact me.

Rewriting the whole thing in C++ is a very good idea, because of the points you mentioned.

Version 2 is at least useable, so its ok when 3 takes a bit longer.
Title: OP2Mapper Update
Post by: BlackBox on April 12, 2006, 02:48:23 PM
I ran OP2 on WINE once but it ran really slow (so much as to be unplayable).

I think the menus didn't work properly either (had to disable SpiffyDraw)

It might run on WineX / Cedega, I never took the time with that however.
Title: OP2Mapper Update
Post by: Leviathan on April 13, 2006, 06:53:45 AM
sweet!

sounds great!

:D
Title: OP2Mapper Update
Post by: BlackBox on April 18, 2006, 03:40:04 PM
Another update:

I have written most of the system interfaces for the mapper. (Generic C++ classes that talk to the rest of the system, for example, to create a window or control, to read a file, and so on). This means that I can start writing the actual code that will make up most of the mapper, I'm done with generic classes that just give me a framework to build the rest of the program upon.

This approach also makes it easy to swap out the classes for building on Linux or another system where the GUI and rest of the system interfaces will be handled differently. If I were to just intermix calls directly to the system all over the main parts of my code, it would be hell later to port to another operating system.

(And yes, I know a few of you out there will ask me why didn't I just use wxWindows, Qt, GTK+ or some other windowing toolkit. Well, I've always felt that these are bloatware, lots of code that would be needed just to do something simple like creating a typical button or scrollbar on the screen. They also would create a lot of extra baggage that would impair performance. Also, it's more stuff I have to learn in order to start the 'real' coding {I would need to read some sort of developer's guide to start using one of these pre made systems}. I understand my system on the other hand and it does what I need it to do, without adding 500+ kb to my program or making it run 3x slower).

Anyway, all of that aside, I'm now getting ready to go with writing the actual meat and bones of the program. This should be pretty straightforward since I can just copy a lot of the code that I use already in the 2.x mapper series (most of the core stuff for 2.x is written in C++ already). I wouldn't expect too much longer before I have something usable ready to roll.

Happy mapping!
-- op2hacker
Title: OP2Mapper Update
Post by: Eddy-B on April 20, 2006, 04:42:14 AM
Quote
(Currently, the project is about 35-50% C++, 50-65% VB6)
... you poor soul!
What respected programmer codes in VB ???

Anywayz... i hope it will be a good mapper again. We'll probably be integrating mapper & scripter together into each other or something, so a map with predefined units (by the mapper) can be automaticly inserted into the scripter for code generation

 
Title: OP2Mapper Update
Post by: BlackBox on April 20, 2006, 08:08:18 AM
Lol, I used VB since it was easy to implement. VB is really simple to code (but of course you get all those other undesired side effects).

Besides, the first version of the mapper (1.x) was written in VB so I just continued with it (at that time I didn't want to spend the time to convert the entire codebase to C/C++).

Yeah, integrating with the scripter would be great. It would be pretty easy to do as well.
Title: OP2Mapper Update
Post by: BlackBox on April 22, 2006, 09:50:08 AM
Another update:

I've got the main window working with MDI support. You can see a screenshot here:
(http://hacker.opu.org.uk/op2mapper3_1.jpg)

Also, I'd like to note the current EXE size. It's only 36 kb. (And 32kb of that is the C runtime, so 4kb is from my code) Had I used some other window system (like wxWindows or MFC) it would have made the final application size much larger.
Title: OP2Mapper Update
Post by: BlackBox on May 11, 2006, 05:11:31 PM
More updates:

- The mapper is now fully capable of loading and displaying a map. (This also means that the tileset loading code and the VOL loading code is complete, since the tilesets are loaded from maps.vol)

The drawing speed is about 2 or 3 times faster than it was in version 2.x of the mapper. (And I have plans to make it even faster yet. Currently it redraws the whole screen when the user scrolls the window, however I plan to add code that will only redraw the portions of the screen that have actually changed during scrolling). I've started 2.x to compare and the whole application seems sluggish. (There is also no delay when starting the 3.x version, whereas 2.x has a splash screen to tell you that the mapper is loading)

The memory usage is also a lot lower than in 2.x. In the screenshot (below) with 3 maps open, the mapper is using about 10 MB of memory. 2.x probably used double that when 3 maps were open. (This is also with debug mode turned on. In the release version memory usage should be lighter yet). However, this is with just the drawing features. Once more features are added memory usage will probably be a bit more.

Here's a screenshot to whet your interest in the new mapper. It also proves that I am making headway with a rewrite of the mapper in C++.
(http://hacker.opu.org.uk/op2mapper3_2.jpg)

As for other features I plan 'above and beyond' 2.x:

- I plan to have real 'plugin' support. The mapper engine is very modular, making it very easy to add new features. My plans for plugin support are a C-style interface implemented in an external DLL. A lot of programming languages can produce C-style interface code (extern "C" functions), so you could use a language other than C / C++ to write an extension in. The plugin layer may even allow you to add your own editing tools which can appear in the mapper (this also keeps the main engine free of 'extra' code, for example automatic map generator tools, something we will probably see soon. This could be implemented in a DLL as an extension to the mapper)

- Another planned feature are docking tool windows, minimaps, and toolbars. This way, you could dock the editing tools on the sides of the window, or have them as a floating window if you prefer. The code to implement these doesn't look too difficult to write, so I plan on doing this (if not in the first 3.x release, early on).

- I plan for integration with Eddy-B's Scripter, and perhaps eventually direct compilation-to-DLL. This way you could place units using the mapper, let it generate a Scripter script, and then compile a DLL from the Scripter script.

- Better support for XP styles. (Currently, the toolbar looks a bit ugly in the screenshot. However, once I add a manifest to be compiled into the program, it should start looking better).
Title: OP2Mapper Update
Post by: Leviathan on May 12, 2006, 06:43:35 AM
Great work!

Everything sounds great :)
Title: OP2Mapper Update
Post by: Sirbomber on May 15, 2006, 04:41:26 PM
Yaaaay Hacker!
Or something like that...

Is it safe to assume the new new mapper won't explode as much as the old new mapper?
Title: OP2Mapper Update
Post by: BlackBox on May 15, 2006, 05:13:46 PM
Hopefully so, yes.

The first version or two might be peppered with bugs though.
Title: OP2Mapper Update
Post by: Arklon on May 15, 2006, 07:08:46 PM
Is this version gonna have my generate-map-from-image feature I requested? Will it also allow me (and only me) to dominate the world?
Title: OP2Mapper Update
Post by: CK9 on May 15, 2006, 07:42:17 PM
Will it have a grid option?  Grids make things a lot easier, :heh:
Title: OP2Mapper Update
Post by: BlackBox on May 15, 2006, 08:30:09 PM
There will be a grid.. I think the current version already has that.

Quote
Is this version gonna have my generate-map-from-image feature I requested? Will it also allow me (and only me) to dominate the world?

Well, it can.. You'll be welcome to code a plugin for the mapper that will allow you to do that. :P
Title: OP2Mapper Update
Post by: BlackBox on June 07, 2006, 03:05:23 PM
Another update:

Finally got the single-tile placement tool functions in. This time there is no floating palette, it's built into the left side of the window. There is a divider which you can use to resize the pane.

(http://hacker.opu.org.uk/mapper_tools.jpg)

Fixed some various bugs which have been cropping up, for example divide by zero errors.

Also, I inserted a handler that will give me useful information about the state of the program when it crashes (which will allow me to actually find and fix the bug) rather than just showing a window with no useful info at all.

I also added an XP manifest so the toolbars and such look nicer.
Title: OP2Mapper Update
Post by: Leviathan on June 09, 2006, 08:56:05 AM
Great work op2hacker :D
Title: OP2Mapper Update
Post by: dm-horus on June 16, 2006, 04:10:19 AM
When can we start beta testing? Im anxious to start working with it. Also, how difficult will it be to make plugins? Ive been manipulating a number of plugins for other apps (in C++) that generate terrain by heightmaps. Id like to make something similar for the mapper. Maybe make up a short SDK for the mapper or at least provide links to resources that would help.
Title: OP2Mapper Update
Post by: BlackBox on June 16, 2006, 08:03:34 AM
Well as for beta testing it probably won't be for a while yet. Yes, the mapper can load files (including those from a VOL) and it can place tiles on the map, but that's purely all it can do. (It can't save maps yet. It can't load standard BMP tilesets yet, only the sierra format. It doesn't have undo, etc)

So I want to make it a little bit more complete before I release it as even an 'alpha'.

As for plugins, I'm pretty sure about how these will work (no API docs or headers yet, sorry since I haven't gotten there yet).

The plugins will use a C interface (as opposed to C++) since this is much more compatible. (If I used a C++ interface you would be locked into using Microsoft C++ and nothing else). On the other hand, C interface functions can be called from many languages so you could use your favorite programming language to develop them.

As for the functions of the plugins, I can see support for at least two types of plugins. The first, simpler, type is one that adds a menu item or toolbar button. When clicked the plugin's code is called and allowed to manipulate the open file.

The second type would be a plugin that creates a new tool that can be loaded on the left side of the screen (like the tile picker). This one will be a bit more complex to write since it will be intercepting things such as drawing and mouse events on the map window, and would need to supply its own window procedure (so it knows when the user clicks on it / resizes it / etc). It will also have to handle loading and saving of custom data if it modifies things that aren't built into the map format already (e.g. units or some other metadata).

The plugins will be able to access data like the map data itself, the drawing calls to paint the map and the tool window, so on -- so they won't be crippled compared to the internal classes (Well, with a few exceptions -- for example most of the interface to the global application object won't be accessible. A plugin would never need access to this code and it would introduce application instability / bugs / memory leaks if the plugin called this code).

As for the API itself, I can give you a sample although it is by no means complete. (Read: the code I'm about to write isn't guaranteed to work when I do actually release a plugin SDK).

C++ classes inside the program will probably be represented as opaque pointers or handles to the real class. Functions will allow you to manipulate the classes thru the pointers.

My code will represent a simple menu plugin, nothing special yet. (Since I don't even know how it's going to work yet, I haven't written code for plugins).
Code: [Select]
// called when the plugin is loaded
bool __stdcall plugin_init()
{
   // register a menu item in the mapper.
   // obtain a handle to the application object.
   MHApp *pApp = Mapper_GetAppObject();

   // register the menu so we can get called back when the user activates it.
   MApp_RegisterMenuHandler(pApp, "Test Plugin", plugin_testmenu);

   // destroy the app handle.
   Mapper_DeleteHandle(pApp);

   return true; // init succeeded
}

// called when the plugin is supposed to clean up
void __stdcall plugin_cleanup()
{
   // do nothing. I'll make it easy on you guys and not require you to unregister the menu items or do other annoying things most plugin toolkits force you to do. I'm sure I can keep track of all that stuff within the app and unregister them myself.
}

// our custom menu handler
bool __stdcall plugin_testmenu(MHMapWindow *curMap)
{
   // let's set (20,20) on the map to the blue tile (index 0).
   // first we need to obtain the map file object from the window object.
   MHMapFile *pMapFile = MMapWindow_GetMap(curMap);

   // now we can set the tile. first we have to get the tile object, change the field, and then set it back.
   MapTile t = MMapFile_GetTile(pMapFile, 20, 20);
   t.tileIndex = 0;
   MMapFile_SetTile(pMapFile, 20, 20, t);

   // done, destroy the handle we created
   Mapper_DeleteHandle(pMapFile);
   // no need to destroy the map window instance passed as a parameter, the mapper will take care of that.

   return true; // success, keep the plugin loaded
}

And that's about it. In fact, I might make the destruction of the handles unnecessary. (The handle will be nothing more than a pointer to the internal class). Thus the pointer can be thrown away so long as it doesn't point to newly allocated data. (which it won't if you're referencing the already-existing map class and such).

Sound good?
Title: OP2Mapper Update
Post by: dm-horus on June 16, 2006, 11:40:31 PM
It sounds like youre moving along quickly. What time frame do you think it has? I dont mean to push you along, Im just curious. Is there anything I can help with? Im not much of a programmer tho....
Title: OP2Mapper Update
Post by: BlackBox on June 25, 2006, 06:18:43 PM
Time frame? I don't want to give one since that has gotten me before (I'm a bad procrastinator).

If you want to help, I need icons for things like the main window, map icons, maybe toolbar icons if you're interested. A splash screen would be nice if you wanted to make one.
Title: OP2Mapper Update
Post by: BlackBox on August 20, 2006, 06:03:38 PM
Okay, an update.

Maybe 'bad news' if you want to call it that.

I was looking at the Mapper3 codebase and thought, blargh, what a mess! The way ithe drawing was implemented was really slow, since I was using all sorts of code to try to keep the core of the program compatible with platforms other than Windows.

At that point I realized, "There's really no point to having a crossplatform map editor when the game it creates maps for only runs on Windows."
I figured, if a user can run OP2 (even on WINE or whatever) the mapper should be just as easy to run on WINE as well.

So I restarted on OP2Mapper 3. This should result in a lot of decluttering of the code (also I should be able to reach much higher speeds than I was before).

Also, I've probably talked about this already, but there will be very few (if any) special or fancy UI effects like the menus and toolbars of OP2Mapper 2, considering that OP2Mapper 2 won't run on Windows 95 without a common control update (and even then I hear that it's kinda iffy from those of you who have tried to run it on 95).

I plan on making even the toolbar completely optional. This way it should guarantee that the program will run on minimal environments (e.g. Win95, as well as WINE).

I also took a couple ideas for handling the windowing through code from OP2 (not that the internal design of the game really impresses me, but I did see one thing that I thought was pretty nice). For example, my code supports 'message filters' like OP2 does with its internal IWnd window objects. This way, the editing tools themselves will be able to easily 'plug in' and catch all events from the map window itself, thus giving a high degree of flexibility.

I pushed it farther than OP2's developers did, since my code will catch any type of message (not just mouse and keyboard events).

I also plan on using much faster drawing code (the 'old' Mapper3 redrew the entire window whenever it was scrolled, instead of just caching the existing data on the screen and drawing only the new parts on screen). This should lead to a huge performance gain when drawing.

I also used vectors and lists from the C++ STL (not sure why really, when I could have written my own 'dynamic array' and linked list implementations). Needless to say I am not using the STL anymore and I plan to just use my own linked lists / arrays. This will make the code a lot faster and decrease memory usage.

Anyway, now that I've rewritten a lot of OP2Mapper 3, expect me to be able to push forward faster with it than I could before.
Title: OP2Mapper Update
Post by: TH300 on August 21, 2006, 08:23:15 AM
Sounds good. And yea - don't make a Linux version just for me. WINE runs many windows programs already, it will run the mapper too.

One thing though: use other drawing code than in mapper2, cous that does definitely not work.
Title: OP2Mapper Update
Post by: Leviathan on August 21, 2006, 09:22:29 AM
Great work :)

Looking forward to it.
Title: OP2Mapper Update
Post by: BlackBox on August 27, 2006, 05:46:49 PM
Okay, here's a pic of what I've got so far for the mapper:

(http://hacker.outpostuniverse.net/mapper/new1.jpg)

This version is a LOT faster than the previous version. I've clocked the drawing code and it takes <15ms to redraw the map.

The map 'tools' on the left are also a lot better written (in the first version of mapper3 I had to basically hack across the engine to be able to do certain things (partly because I wanted to keep it platform-independent), making it a lot less of a pain in the butt for me.

On a smaller note, I'm also using custom cursors (The tile picker is a pencil icon).
Title: OP2Mapper Update
Post by: BlackBox on August 28, 2006, 06:47:32 PM
Here's another screen shot of the work so far, with part of the cell type editor showing (not finished yet).
I've improved it so that the editing tools can either be a separate pane that appears on the left or right side (which are both possible, I'll have a selector that lets you pick where you want it to be), or on the toolbar (as the cell type selector shows).
The actual selection between pane or toolbar probably won't be user settable, it just wouldn't make a whole lot of sense to do so (the cell type editor is simple and only needs one dropdown for setting the cell type, whereas the tile picker shows actual tiles and needs a lot more screen real estate).
Anyway, here it is:
(http://hacker.outpostuniverse.net/mapper/new2.jpg)
(As you can see, there's a slight glitch with the cell type list, as it's not showing all the possible types yet. I just have to make the drop down list slightly longer).

The toolbars are rebars, meaning you can drag them around and you could have the cell type editor on the second row (just no docking yet, wherein you can 'rip' the toolbar away from the rebar and have it floating; that's logic I have to implement manually and it definitely won't come in the first release). I probably will have a setting you can set to place it into a popup box (for both types of map editing tools).

Also note, on the editing tools where they are fixed to the left / right side of the screen, their width is adjustable (you can drag the divider between the tools and the area where the maps are shown).

As for switching between tools, I haven't written that yet but it will likely be selectable from the Layer menu (currently grayed out) as well as toolbar buttons. At some point I also plan to enable plugins to allow people to write their own tools for special purposes.

Other tools I plan on having that aren't in earlier versions are:
- Definitely some sort of 'brush' system that virtually every other game map editor has. This being, you can select a brush size (in tiles) and 'paint' onto the map, the mapper will automatically figure out the edge tiles to make a transition between the different types of terrain.
- Automatic cell type setting (part of the brushes) - when tiles are painted, it sets the cell type accordingly so you don't have to do that manually.
- Better 'tile group', or as it appears Dynamix called it (from looking at some left over map resources in the Outpost2 Pre-demo), "Landforms" which really is a better name, support allowing you to add, remove, and edit landforms.

Already implemented is animations. If you happen to have an animated tile on the map such as a volcano or lava animation, it will play the animation (rather than refusing to play it as the old mapper did).

If you have any questions, comments, or suggestions regarding the new mapper, be sure to let me know!
Title: OP2Mapper Update
Post by: Leviathan on September 01, 2006, 04:55:00 AM
Sounding realy sweet. Look forward to using it and suggesting improvments :)

Thanks for update and your hard work.
Title: OP2Mapper Update
Post by: CK9 on September 03, 2006, 12:41:11 PM
will we be able to set lava paths with the mapper in the same way you set unit locations?  That would make some things a lot easier (especially my big map...)
Title: OP2Mapper Update
Post by: BlackBox on September 04, 2006, 06:57:17 PM
Yeah, I'm gonna have means for setting that (strange that Dynamix didn't do that, since the map format supports it..)

Also, a means to put blight and lava on the map before the game even starts.
Title: OP2Mapper Update
Post by: dm-horus on September 05, 2006, 09:21:31 PM
I am very anxious to start using this. Ive sketched out alot of ideas for maps but I am quite ignorant of making anything in the currently released tools.
Title: OP2Mapper Update
Post by: Nightmare24148 on December 23, 2006, 11:24:16 PM
So...how is the Mapper going? Is it done? Sorry to sound so n00bish.
Title: OP2Mapper Update
Post by: instigator on December 26, 2006, 02:36:04 PM
I downloaded the mapper once. Has the interface been changed since then? I thought it was cool it was just that it would have taken a HUGE amount of time just to make one map because the terrian squares were... confusing. I'll try it again when i get back from break tho... I've been learning alot in school so hopefully stuff will be more applicable to opu stuff. (not that i need a college degree to operate an op2 mapper lol, im just thinking about the programming side of things)

I know stuff, but i hesitate to offer something to the community untill i know what im getting myself into, because of my own lack of subject knowledge.
Title: OP2Mapper Update
Post by: Psudomorph on May 07, 2007, 01:35:34 PM
I'm not asking for anything like a release date, but since its been about 7 months since the last word of it, I'm curious whether you have abandoned the project.
Title: OP2Mapper Update
Post by: Hooman on May 07, 2007, 08:41:43 PM
There is a released version of the mapper. It just continually undergoes improvements, which sometimes fall on the backburner. You know how it can be with some software. There is never a final version. People just keep adding to it.

Here's a link to a download page:
http://wiki.outpostuniverse.net/Mapper (http://wiki.outpostuniverse.net/Mapper)

I don't know how current it is though. I haven't kept up with the project.

 
Title: OP2Mapper Update
Post by: Mcshay on May 07, 2007, 09:24:15 PM
Quote
I don't know how current it is though. I haven't kept up with the project.
That does link to the current mapper, although the links arn't easily found.

Here they are:

Mapper 2.2.1 (http://www.outpostuniverse.net/files/mapper2_2_1.exe)
Mapper Update that requires Mapper 2.2.1 (above) (http://forum.outpostuniverse.net/index.php?showtopic=3100)

The second link upgrades Mapper 2.2.1 to be able to copy and paste cell types as well as tiles (there are two map layers, the graphic tiles, and the cell types each tile is assigned making it passible, impassible, a tube, or another kind of tile).
Title: OP2Mapper Update
Post by: Psudomorph on May 08, 2007, 07:08:26 PM
Perhaps I am misunderstanding something here...

The links you gave take me to more of the Mapper 2 stuff (already have it). What I was asking about is the mapper 3 project, which I gather is a completely different program, and which sounds like it could be infinitely superior to the current mapper. There has been no word on it for several months in this thread. The last news of it in the wiki says that it is well underway, but that seems to be almost a year old.

I am curious if op2hacker has been working on this project and just not given updates, or if he has put it on indefinite hiatus, or even thrown up his hands and abandoned it altogether. :heh:  
Title: OP2Mapper Update
Post by: BlackBox on May 08, 2007, 08:54:31 PM
Well, unfortunately, I haven't really had time to work on the project (or much involving programming) lately. (And when I do have time, I usually lack the motivation to write code :()

Right now, it is complete to the point of being able to modify tiles. It can't save maps (though that feature would be easily implemented). I can't really say it has any features that make it better than mapper 2, besides a quite-broken terrain placement tool (and in its current state, it's just as buggy, if not more so, than mapper 2).

If I had more time to work on my own projects (that is, not relating to classes) there would probably be a bit more development on it.

So, I guess I have to apologize, in a way I have thrown up my hands on it but I hope to (someday) get back to working on it.
Title: OP2Mapper Update
Post by: Psudomorph on May 11, 2007, 05:47:54 PM
Hiatus then. No problem, I was just afraid it might have been abandoned never to be worked on again. No hurry, there is an entire internet out there to occupy us in the meantime.  :)  
Title: OP2Mapper Update
Post by: Combine Crusier on May 25, 2007, 07:35:49 AM
I've been able to save maps!
Title: OP2Mapper Update
Post by: Sirbomber on May 25, 2007, 02:36:34 PM
But you aren't using OP2 Mapper 3, unless you hacked hacker's computer and stole it.
Title: OP2Mapper Update
Post by: BlackBox on May 25, 2007, 07:30:59 PM
too bad my computers were off and unplugged at the time he posted that... so no, he couldn't have hacked it.

Besides, I have it tighter up than a drum anyway... and the mapper code isn't even on this computer... so :P

Yes, OP2Mapper 2 works fine to save maps and so forth.
Title: OP2Mapper Update
Post by: Leviathan on May 26, 2007, 08:31:49 AM
All this talk of the mapper - makes me wanna do some mapping! And of course pester op2hacker to work on Mapper 3 some more :)
Title: OP2Mapper Update
Post by: CK9 on May 31, 2007, 08:08:30 PM
Hacker, can we have a status update please?
Title: OP2Mapper Update
Post by: Leviathan on September 09, 2007, 07:52:25 AM
BlackBox as you are busy, too busy I would assume to do much work on this project can we get source code for mapper2 and what you currently have done on mapper3 please?

Thanks from the mapping community :)
Title: OP2Mapper Update
Post by: Sirbomber on September 09, 2007, 08:20:28 AM
Don't expect any more updates for Mapper 3.
Unless someone else takes over.
Title: OP2Mapper Update
Post by: Leviathan on September 09, 2007, 08:23:15 AM
Well untill we have the source we cant take over.
Title: OP2Mapper Update
Post by: Hooman on September 09, 2007, 11:39:53 AM
We have most of it. Maybe not completely up to date though. I could swear a good chunk of it got posted a long time back, but I can't seem to find it now. Maybe I'm just hallucinating again about things I think were posted but never were.


At any rate, I haven't exactly given up on Hacker though.
 
Title: OP2Mapper Update
Post by: saiyanyoshi on December 03, 2007, 03:57:00 PM
Oy Vey. Very good. Will it be possible to edit campaign maps for OP2 with the v.3 Mapper? I've tried adding edited maps to the maps.vol file in the OP2 directory on my hard drive, yet when I check the map file, it turns out it was saved as a .dat file instead of a .map file found in the extracted maps.vol.
Basically,
How do I save an edited campaign map to where it'd work in the game? :blink:
-WooHoo! I'm the first on Page 3!!!-
Title: OP2Mapper Update
Post by: Arklon on December 03, 2007, 04:37:50 PM
It's saved as a .map and a .dat. The .dat contains the unit placement info. You need to know C++ to make actual missions, though.
Title: OP2Mapper Update
Post by: Mcshay on December 03, 2007, 08:39:52 PM
The .dat file does not mean anything at all to op2. The unit/building/mine placement recordings have nothing at all to do with the map file. These things are imported into a C++ compiler and used to create a new mission .dll file.
Title: OP2Mapper Update
Post by: Sirbomber on December 03, 2007, 09:37:55 PM
You don't have to add them back into the vol. Outpost 2 will look first in the folder it's in, then in the vol files. Whichever file it finds first is the one it uses.