Author Topic: A 'taste' of OP2Mapper 2.0  (Read 25072 times)

Offline BlackBox

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A 'taste' of OP2Mapper 2.0
« on: December 14, 2004, 07:11:47 PM »
Here is a preliminary screenshot of the OP2Mapper 2.0 with the new project dialog box open. The map being shown is cm01.map (no, editing doesn't work yet)



That's all for now.... ;)  

Offline plymoth45

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« Reply #1 on: December 14, 2004, 07:53:04 PM »
Coming along nicely :) Once you have it finished then i will start making maps again, as i had problems with getting my maps finished in a reasonable ammount of time, i hope that this version will help out :)

Offline gpgarrettboast

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« Reply #2 on: December 15, 2004, 10:12:27 AM »
yay! :) I can't wait till it's done. :P

Offline Leviathan

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« Reply #3 on: December 15, 2004, 11:04:52 AM »
Gonna be Great :)

Offline selfdestruct

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« Reply #4 on: December 15, 2004, 11:20:47 AM »
that looks great , i know that this is a long shot but can u now minipulate the ai now for single and multi or that is too complex to do?
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Offline HaXtOr

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« Reply #5 on: December 15, 2004, 11:29:57 AM »
im actualy working on ai code that can be used on any new map. I can get the ai to take over mines with just a vf and a sf.  just a few problems to solf and massice testing before i release the code

Offline BlackBox

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« Reply #6 on: December 15, 2004, 02:48:41 PM »
It probably won't have AI editing capabilities (yet). It WILL be able to produce basic LoS / LR multiplayer DLL's, and maybe colony games (with little or no computer AI). This part is pretty much "full feature", you can control almost all aspects for the player and map (the units, beacons, even tube/wall segments, day/night, veh. lights, starting resources, etc), at least for making basic multiplayer levels.

For AI, I'll probably do it like most modern RTS'es (they have default "AI Triggers" which are libraries of AI functions that by default get enabled, and you can override them with your own triggers if you want). I'll either use an event-based tree system (condition/action, like most games), or a scripting language. I'm leaning toward the tree because it is a lot easier to learn to use (targeted at people who have little or no programming experience). However, based on time constraints I might have a scripting language to implement more complex routines (for more interesting AI).

Again though, don't expect AI editing right now, but it will come sometime (at a later version).

The editor WILL have a techtree editor (reason not so much for ease of editing, the tech tree format is really simple to understand, but for time (make it faster to create researches, and make the linkages between a research and it's prerequisites more obvious - again probably a tree structure).

As for map editing features, expect ones like copy and paste, minimaps, etc.

The program will have a project/workspace type of setup, where you have a panel to pick different files to edit in your project (like the MS VB / C++ IDE's) so you can edit files together in tandem (place units directly to the map window so you can see immediately how they will look in game), etc.

As for other features... I don't know yet.

Leave any wanted features here.
« Last Edit: December 15, 2004, 02:50:28 PM by op2hacker »

Offline The_Blight

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« Reply #7 on: December 15, 2004, 06:32:04 PM »
As a n00b to the OP2mapping, I have no clue what's already in and what's not, as I have simply not had the time to look at it due to school work and being as ill as a dog...

- Tile Flood, Select the tile of your choice, Ctrl click inside work space and the entire map is filled with a "basic" layer of a one sort ground type.

- Water :)

- Like someone above explained, maybe rig maps with AI Triggers, so they'll put defences at specific points, different attack routes could be defined (eg frontal, backdoor, 2 sided)

--> as I think of it, the game has a waypoint sytem, one I rarely use, is there no way to put standard waypoints on a map, which playerX @ LocationX will follow ?

- A bit OT: Once a decent AI can be created, Skirmish battles can be fought against AI's...

- Cliff - row builder, click at start pos, and drag till end pos, cliff pieces get put, in a fitting way..


Please don't feel offended by me asking for impossible things, this was just a brainstorm and if it's not possible then it's impossible, but this is just my 2.00 ç...

 

Offline Eddy-B

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« Reply #8 on: December 16, 2004, 01:05:54 PM »
Im not working on this editor, but i can reply to your queries:

Quote
Tile Flood, Select the tile of your choice, Ctrl click inside work space and the entire map is filled with a "basic" layer of a one sort ground type
i think this is already a feature of the old editor.
Quote
Water
.. OP2 doesn't have water.. and no, it cannot be added (unless you really hack into the exe BIG TIME - and i think nobody here's looking forward to that :P)
Quote
Like someone above explained, maybe rig maps with AI Triggers, so they'll put defences at specific points, different attack routes could be defined (eg frontal, backdoor, 2 sided)
..well , this could be done, but it would require a lot of coding on 'our' part and also an understanding of a sort-of basic scripting language on your part to be able to set up parameters for this.. but yes, it could be done, and i believe it will be done, although not any time real soon.

About the waypoints: they are used internally (for AI) also, but any unit (or group of..) can have a set of (max.8) waypoints.

Quote
Once a decent AI can be created, Skirmish battles can be fought against AI's
..working on it :D   New campaign coding was started about 2 weeks ago. Input is welcome. PM me

Quote
Please don't feel offended
.. non taken !
Quote
this was just a brainstorm and if it's not possible then it's impossible
Just keep it coming !!
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Offline PlayingOutpost0-24

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« Reply #9 on: December 16, 2004, 01:25:48 PM »
can hardly wait :)
Great news for OP2 fans... OP3 in progress.
Official Site
Outpost 3: A New Power progress
OP3:NP Discussion

Progress in OP3:NP[/size][/font]
PLANNING[|||||||||-]
GRAPHICS [||||------]
SOUNDS [|---------]
MAP DESIGNING [|||||-----]
CODING [----------]
Going slowly... Very slow.

Offline TH300

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« Reply #10 on: December 16, 2004, 02:05:57 PM »
Quote
Quote
Tile Flood, Select the tile of your choice, Ctrl click inside work space and the entire map is filled with a "basic" layer of a one sort ground type
i think this is already a feature of the old editor.
this function, that is already in the mapper, isn't enough.
The filled area should be limitable with selection or certain tiles, so that not the entire map becomes filled. And it should be filled with a variety of tiles (not only one).

Offline Leviathan

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« Reply #11 on: December 16, 2004, 06:23:24 PM »
for money pie map the morale is set to 99%
u should be able to set the morale level.
can u set number of people in colony? kids, workers, sci;s

Offline Tellaris

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« Reply #12 on: December 16, 2004, 08:59:18 PM »
Easy Cliff/Mountain creation WITHOUT putting each insgnificant tile in one by one would be nice.   Same with other featuers, such as craters, rocks, ect...




Any ETA on when it'll be done?   IE. after December?   Next June?
« Last Edit: December 16, 2004, 09:01:30 PM by Baikon »
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Offline PlayingOutpost0-24

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« Reply #13 on: December 17, 2004, 02:32:27 PM »
Quote
Easy Cliff/Mountain creation WITHOUT putting each insgnificant tile in one by one would be nice.

yea... mabi.-.. the tiles shud be put into categories like  "South Slope" "North Slope" and then an autotool that creates a cliff by randomizing these groups...


eg. i put down a cliff with autotool at the X
Code: [Select]

          __North Slope #3
         |X| East slope #5
West slope   South Slope
     #3                #1

« Last Edit: December 17, 2004, 02:33:55 PM by PlayingOutpost0-24 »
Great news for OP2 fans... OP3 in progress.
Official Site
Outpost 3: A New Power progress
OP3:NP Discussion

Progress in OP3:NP[/size][/font]
PLANNING[|||||||||-]
GRAPHICS [||||------]
SOUNDS [|---------]
MAP DESIGNING [|||||-----]
CODING [----------]
Going slowly... Very slow.

Offline BlackBox

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« Reply #14 on: December 17, 2004, 02:34:39 PM »
Quote
u should be able to set the morale level.
can u set number of people in colony? kids, workers, sci;s
Yeah, when I referred to "resources" that included all this stuff. (Basically anything you can set in the _Player class)

Quote
Any ETA on when it'll be done? IE. after December? Next June?
No clue. It won't be done in time for christmas or anything, but I'm sure it won't take until june.... (what you see in the screenshot is all that's implemented in the program. lol)

Offline Eddy-B

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« Reply #15 on: December 17, 2004, 05:59:43 PM »
Quote
what you see in the screenshot is all that's implemented in the program
.. well , at least you got it to display a map already.. that's one function down, several hundreds still to go.. lol :P  
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Offline BlackBox

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« Reply #16 on: February 13, 2005, 04:11:26 PM »
Got a lot more work done on the editor recently.

It can now show a tile picker (lol), and is close to being able to edit tiles.

I'm also adding new modes to make it easier to edit stuff on the map.

Here's a screenshot of the editor in "Cell Type Editing Mode": (green = passable, red=impassable)


Also note, the nice rebars and menus.

Hopefully you're drooling for the editor to come  ;)  

Offline Highlander

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« Reply #17 on: February 13, 2005, 08:16:24 PM »
Maybe you should make the editor water proof.. ? you know, just in case... :P

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Offline plymoth45

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« Reply #18 on: February 13, 2005, 11:31:41 PM »
Will we still have to make our own dlls hacker? or is this version going to have dll capability in it?

Offline nesfreak1

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« Reply #19 on: February 14, 2005, 03:22:54 AM »
First off, I'd like to say thank you for all your hard work, and secondly, the idea about randomizing the tiles that your puting in, under a general type of course is a great idea.  I think that the best map editor i ever used was the one for StarCraft.  If you could do something like that for OP2, I'd love it.  thanks again guys and gals
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Offline TH300

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« Reply #20 on: February 14, 2005, 06:08:00 AM »
Nice, can't wait for it.

And that is exactly the mode, I was looking for.

Offline Leviathan

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« Reply #21 on: February 14, 2005, 07:39:03 AM »
Great

I think i wont be the main mapper after this is done :)

Offline BlackBox

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« Reply #22 on: February 14, 2005, 08:23:10 AM »
Lol. The fact that it will be complex? (Well not really, I'm trying to make it as easy as possible)
Or the fact that it will be so easy to make good maps that anyone can do it? ;)

To answer Plymoth45's question, yes it will probably have basic multiplayer DLL capabilities at the time of release. (Think static, no-AI maps, a good example of one is Pie Chart). Basically it will allow you to place buildings for players and set things like their starting amounts of ore, disasters, etc.
I'll try to implement stuff for all the five gametypes in multiplayer (well, Land Rush might not be right away, since that's the most awkward to implement -- you have to check that the player bases are all set up before you can create the victory condition).

As far as colony games / campaigns, that probably won't come until later.
(The editor won't even allow you to create those yet)

The way it's probably going to work is a tree structure for the different player attributes. Units for the players will be placed directly onto the map.

The editor will also have a techtree editor as well, and 'project' capabilities so you can group maps, scripts, and techtrees together.

Regarding the starcraft editor: It's probably not going to use a tree view like on the left, but in the map editor view there will be a toolbar, where you click different buttons to engage different tools. (Eg. you click a picture of red and green sheets and it pops up a cell type editor options box, and the map has the red and green colors superimposed)

Offline Eddy-B

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« Reply #23 on: February 14, 2005, 11:51:09 AM »
Quote
the idea about randomizing the tiles that your puting in, under a general type of course is a great idea
I think randomizing tiles will have the opposite effect, since tiles have to be selected that match up, or otherwise the map can just be put in the category "UGLY".  But> you'll need to ask the "prof" mappers about this, i don't randomizing is such a good idea.

To hacker: making a passable/impassable screen is a good improvement !
As for single-player maps (AI) ... i'll come help you on that later. I still stick with the scripting idea.
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Offline Tellaris

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« Reply #24 on: February 14, 2005, 03:42:28 PM »
Perhaps in a future addition, or maybe it'll make it into the inital version, if it can create its own DLLs, I imagine it wouldn't be TOO hard to at least have it create basic building data...
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