Outpost Universe Forums

Outpost Series Games => Outpost 2 Divided Destiny => Topic started by: BlackBox on December 31, 2003, 10:23:33 AM

Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on December 31, 2003, 10:23:33 AM
Here is the Mapper version 1.7.1 patch:

http://312productions.xfir.net/etc/map_upd17.exe (http://312productions.xfir.net/etc/map_upd17.exe)

You can also go to the OP2 Hacking HQ (in my sig) and download the whole editor there.

If you haven't upgraded to 1.6.1 yet, you have to do that before upgrading to 1.7.1! Go to the hacking HQ to get all the parts of the editor.

The patch includes:

- Fixes in the engine

- The upper left tile is 1,1 not 0,0

- Auto Update, it will check the internet for updates and tell you if they are available.

- For the rest of the list, download the patch.

Happy Mapping!
Title: OP2Mapper Version 1.9 Final
Post by: Leviathan on January 02, 2004, 03:56:03 PM
thx for the update.
i still cant load maps rite, i posted a pic here (http://forum.outpostuniverse.net/index.php?showtopic=503&st=0&#entry11855)
Title: OP2Mapper Version 1.9 Final
Post by: gpgarrettboast on January 05, 2004, 07:16:24 AM
Does it put a grid on the tile selection part? It's hard to choose the right tile...
Title: OP2Mapper Version 1.9 Final
Post by: plymoth45 on January 05, 2004, 09:32:51 AM
yes, put a grid so it is easier to select tiles in the 1.8 version.
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on January 05, 2004, 08:25:54 PM
1.8 is coming out Tomorrow.

The new things in it: (shorter list this time, only 3 additions, but 1 of them is big)
Title: OP2Mapper Version 1.9 Final
Post by: plymoth45 on January 05, 2004, 08:41:53 PM
WOO HOO, the editor is becoming a hole lot better then kev's
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on January 06, 2004, 04:47:44 PM
Ok, the finally awaited moment. Version 1.8.2 is now available.

If you're running 1.7 or above the auto update feature should notify you that an update is available, and send you to the website.

If you're running lower than 1.7, or auto update won't work, go to the OP2 Hacking HQ (look in my sig). Make sure you upgrade up to 1.8 by downloading all the patches in between and installing them in order. (ie. If you have 1.5, install 1.6, 1.7, 1.8 in order)

You can check your version in Help > About in the editor.
Title: OP2Mapper Version 1.9 Final
Post by: Leviathan on January 06, 2004, 07:02:25 PM
ooo v nice

ive been working on a map this week but have had problems. ive been using NHCS editor, when i saved the map sometimes it messed up, row 128 came in and stuff, other complete colums were misplaced n stuff. so everytime this happened i had 2 open the last ok saved file and redo the work i just did. cuz of this i havent got very far.

eak. etc.

edit - o yea... is it possible for the data in the clipboard 2 b saved and then opened l8r? the reason i ask is cuz ive done a lot of work on my map, but its in 1 of the messed up files. if i could copy sections of the map out i could salvage my work. also it would b useful if u wanted 2 get part of n e map in ur new 1 or wutevea.
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on January 07, 2004, 03:22:53 PM
Okay, I'll clarify some important things on the copy and paste.

You can transfer between maps, as long as they are in the same running instance of the mapper. Any copy/paste operation acts on the map that is active when you push the copy or paste button.

The copy and paste does NOT use the clipboard! It uses memory inside the mapper. What this means is:
1) you cannot transfer the block of tiles to another running copy of the mapper.
2) If you quit the mapper with 'copied' tiles that you want to keep, they will be lost when the mapper exits.

To save copied tiles, (and this is answering your question Lev), follow these steps:

1) copy the tiles you want to keep
2) create a new (blank) map, whatever size you want... (64x64 is best if you're not copying sections more than 64 wide or high)
3) paste the tiles into this new map
4) Save this map. you can then load it later, and copy the tiles back out of it.

Also: There is a new feature in 1.8.2 that I forgot to document.
In the New Map window (when you create a blank map) you have the original choices (rocky plains, sand, etc) but there is now a Custom option. If you choose custom, when you hit OK it will ask you for the 4 letter hex code of the tile you want to base it on. (Want to make a map all blue (superhiway) tile? you can. Just use hex 0C00)
When you press OK it creates the map with that tile. If you enter an invalid code or press Cancel, it will default to Ancient Lava Flow.
Title: OP2Mapper Version 1.9 Final
Post by: Leviathan on January 07, 2004, 07:05:06 PM
i havent been able 2 copy and paste from 1 map 2 another :/
i click paste on the 2nd map and on the 2nd click it just pastes wut evea tile i clicked on the tiles menu.
Title: OP2Mapper Version 1.9 Final
Post by: Leviathan on January 07, 2004, 07:24:15 PM
ok ive worked it out.

i went 2 copy tiles 1, 67 - 3, 72 on my map. i clicked copy, clicked the 2 tiles, it said it copyed. i clicked paste and it had infact copyed tiles 1,1 - 3,5.
and also, when i clicked paste, it didnt paste in the tile i clicked, which was 5, 68, it pasted up at the top in tile 4, 1.

also. the section it copys is determined in how far u scroll on the map. eg i scrolled so that tile 1, 67 was it the top left hand corner, therefore it copyed tiles 1,1 etc.
if i scrolled it so tile 1, 66 was in the top left hand corner when i go2 copy tile 1, 67 it will copy tile 1 ,3.

i hope u understand this, im sure its right, and i hope u can fix it.

edit: i tested and its the same for tiles if u scroll right. copy and pasteing tiles eg 100, 1 will copy and paste on tile 1, 1. as long as 100, 1 is in corner (no other tiles r showing b4 100, 1.
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on January 08, 2004, 04:52:31 PM
Ok, I know what you are talking about. The problem has now been fixed. The update check in 1.7 and higher should recognize that there is a new version. You can always download the patch from the Hacking HQ.

BTW, here is an addition that will be in the next release: an updater built into the mapper... It will automatically download new patches when they are available.
(I'm sick of having to build patch EXE's, and you're all probably even sicker of having to download them, at least 150 KB in size, whereas the patch by itself is only ~5kb.)
 
Title: OP2Mapper Version 1.9 Final
Post by: Leviathan on January 08, 2004, 05:06:44 PM
/me wubs op2hacker up and down

finialy, i can get map making again!
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on January 09, 2004, 05:34:21 PM
Oh and BTW... I have a plan for the invalid (not found) tiles.

I am going to rewrite the tile engine soon... What this will introduce first of all, is the ability to change tiles from passable/impassible/superhighway.

It will also handle the invalid tiles.
Title: OP2Mapper Version 1.9 Final
Post by: plymoth45 on January 09, 2004, 11:35:56 PM
i'm still having the prob of getting tiles together that match, but i guess that is something i will learn over time.
Title: OP2Mapper Version 1.9 Final
Post by: Leviathan on January 10, 2004, 08:12:59 AM
n e chanch u can make it b able 2 export a bmp image of the map?
also have a scaled down version of the bmp as a mini map in the editor of the map ur workin on.
also could u add a bit above the tile selection which has the current selected tile and also wut hex code it is. like in Kev's editor.
also right click on a tile on the map should select it. often u can find the tile u want on the map. going 2 find it on the tile selector is anoying.
Title: OP2Mapper Version 1.9 Final
Post by: Leviathan on January 10, 2004, 10:32:21 AM
how come map files r so big, i made a new map. the file is 3.5mb
when i made maps with Kev's editor they were like 100kb  
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on January 11, 2004, 12:24:41 PM
Huh? well depends on the map dimensions.

Does the 3.5mb map work? Something might be wrong, where it isn't saving correctly or something.

If I recall right, the 512x256 map is something like ~700kb.
Title: OP2Mapper Version 1.9 Final
Post by: Leviathan on January 11, 2004, 01:47:55 PM
my 128x128 map i sent u, it works fine, the map file is 3.65mb.
128x128 maps should b 100kb
Title: OP2Mapper Version 1.9 Final
Post by: plymoth45 on January 12, 2004, 09:35:25 AM
my 128x128 map isn't anywhere near finished, but it's saving under 100kb at the moment, i'm still adding all the tiles though.
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on January 12, 2004, 08:05:36 PM
Well, something went haywire. What happened, as I see in the hex editor, is some program inserted the end data (after the actual map data) several times, making the file huge. I don't know whether the Mapper or the NHCS editor did it, but it can be fixed. To do that (and this should work on any map if it happens in the future:)

Open it in a hex editor. Do a Text Search for the text

sanburn

Go to the first occurrence. The first 10 bytes, including the "sanburn" should look similar to this:

7361 6E62 7572 6E20 0000      sanburn ..

Delete the rest of the file after the "sanburn". (In this example it is the unbolded text, that would be starting at the hex byte 20.)

Now save it, and you should have a working map at it's normal size.

As far as the mapper causing it, it shouldn't do that... It's possible the computer went haywire after saving it, or something. (If the file is longer than the map is supposed to be, it's not going to fix it, either, if you save later.)

The code was not based on a loop or anything and should not do this.. The only circumstances that I can see are these:

1) Some other program/piece of code modified it somehow (sort of like a trainer does), not necessarily on-purpose....

2) Files are corrupted/changed. Particularily the file that could have been changed is the tilecode.bin, which holds the end data. (Any changes to that file will reflect in any map saved past the time of change)
If it happens again, do one of these things:

1) use the method above to fix it
2) open the file in the Mapper, delete the file from the hard drive, then save it again
or 3) reinstall Mapper and try again.
Title: OP2Mapper Version 1.9 Final
Post by: Leviathan on January 14, 2004, 09:02:19 AM
nice
it worked fine.
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on January 15, 2004, 08:22:31 PM
1.9 is now released. Download it from the hacking HQ as normal.

Note: You must have 1.8.4 installed before patching to 1.9!

This is the final version before V2, which will have basic mission editing support.
Title: OP2Mapper Version 1.9 Final
Post by: plymoth45 on January 17, 2004, 06:04:54 PM
it seems just like 1.8.4, but oh well, vs 2.0 will beat them all.
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on January 17, 2004, 08:03:49 PM
Well it *does* have that mode selector bar by the toolbar.
Title: OP2Mapper Version 1.9 Final
Post by: plymoth45 on January 17, 2004, 09:13:14 PM
ok, i just niticed i hadn't updated to 1.9 lol, ok, i c the dif
 
Title: OP2Mapper Version 1.9 Final
Post by: Ex Death on March 13, 2004, 03:21:52 AM
I can't even use it, Ive updated it to the newest ver and when i start it up, I see the Splash screen and then it goes through the Loding stuff then it just stops loading the Program i can't even get to to load up all the way

Sorry if you can understand it, its 3:30 Am here and i can't sleep


Edit: @_@ Nvm Got it working, Im sutch a dunce
Title: OP2Mapper Version 1.9 Final
Post by: TH300 on April 01, 2004, 04:07:50 PM
Great work. Now I can do, what I always wanted to do.
Title: OP2Mapper Version 1.9 Final
Post by: Norsehound on May 02, 2004, 11:52:10 PM
Problem:

Quote
Run-time error '339';

Component 'MSCOMCTL.OCX' or one of it's dependancies not currently registered: a file is missing or invalid

Solution?
Title: OP2Mapper Version 1.9 Final
Post by: gpgarrettboast on May 03, 2004, 07:34:51 AM
You probably just need an updated version. You can get it here:

http://activex.microsoft.com/controls/vb6/MSComCtl.cab (http://activex.microsoft.com/controls/vb6/MSComCtl.cab)
Title: OP2Mapper Version 1.9 Final
Post by: Norsehound on May 03, 2004, 09:38:37 AM
I uploaded all the patches and I still have the problem.

Strange...
Title: OP2Mapper Version 1.9 Final
Post by: ZeusBD on May 03, 2004, 01:22:37 PM
I have a problem as well, off the top of my head it did say something about a missing file or something like that....and I did download and install the latest version. I'm running Windows XP.
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on May 03, 2004, 02:26:14 PM
Yes, you have to install the MSCOMCTL.ocx.

I didn't include it in the distribution of the mapper, because it's about 900kb and I wanted to slim down the download.

If it won't start right off the bat, (for example says missing MSVBVM60.dll) you need the VB Runtimes.

You can go on google and search for msvbvm60.dll, or "VB6 Runtime", you'll get it I'm sure.

On computers with WinXP these files should already be installed.

Later today, I may post these files on my site, so you can download them without having to run around places.

Once these files are installed, the mapper itself should work (The code will work across different versions of windows, as far as I know)
Title: OP2Mapper Version 1.9 Final
Post by: Norsehound on May 03, 2004, 05:43:34 PM
Yes this computer DOES run Xp...

But it's on a different drive. Should I just move it to my windows drive or can it work anywhere?
Title: OP2Mapper Version 1.9 Final
Post by: Kramy on May 03, 2004, 06:16:58 PM
Ahhh, VB. It works(maybe).

Most VB programs have weird bugs in them on my system.(and yes, I do have the vb6 runtimes)
Title: OP2Mapper Version 1.9 Final
Post by: plymoth45 on May 04, 2004, 09:46:01 AM
did you ever get the next version out hacker?
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on May 04, 2004, 02:44:24 PM
Plymoth: No not yet.. The next version isn't gonna be till the missions are figured out, and when I implement a mission editor.

Norsehound: The mapper program can be anywhere. Make sure in the same folder as the mapper that there are no files like:
mswinsck.ocx
comctl32.ocx
comdlg32.ocx
msvbvm60.dll
If there are in the mapper folder, move the mapper out of there. (They will screw it up if present alongside the exe file)

If it still won't run, try one, or more of these:
1) right click the op2mapper.exe file and goto Compatibility. Enable compatibility for Win98. (The released mapper was compiled on Win98, but it shouldn't make any difference, since the OS stuff is handled by the VB runtime, not the program itself.)

2) Try moving it to the Windows boot partition and start it from there.

3) Download the VB Runtime, MS Common Controls 6, and MS Common Dialog 6. Install them. If it asks where to install them, enter this (and nothing else) for the path:
%SystemRoot%\System32 (for Windows 2000/XP)
C:\Windows\System (for win9x.... change the c:\windows part if windows is installed elsewhere.)

Kramy: Yeah I know VB has "problems", for the most part it will work, but if I used C++ it would take me about 4 times longer to write it. lol.
 
Title: OP2Mapper Version 1.9 Final
Post by: Kramy on May 04, 2004, 03:20:59 PM
That's true. I know of a language that's really easy though.(Jamascript) Building a simple map editor(drag/drop tiles, mouse input, tileset, etc.) took me 2 hours, and now I can make one in ~ 20 minutes. Ofcourse polishing it up takes a bit longer. :P

It's also more compatible with all versions of windows than VB is. It's very similar in syntax to javascript. Much like C++, except it cuts all the crap out.

// valid program
myWindow = new Window(320,240,"Test-Window");
myWindow.writeln("That's so simple!");
While(1); // keep program running. The garbage collector scraps all objects once processing is done, or there are no more objects.

It's interpretted though(which is how it remains compatible with everything), so you can't expect C++ speed results. Everything needed is included in 1 exe though, and with the built-in "release-version compression" and zipping, a small program like an editor can be only 500kb.

In a year or so the programmer working part time on it plans to release modules for mac/linux compiling.

On my 1.7ghz cpu it averages 160fps for a simple game that copies 400 tiles/frame. Pretty slow, but it works. :) In my oppinion it beats VB, but falls rather short of C++.
Title: OP2Mapper Version 1.9 Final
Post by: Hooman on May 04, 2004, 11:39:29 PM
You'd be surprised what VB can do if you really know how to use it. Mind you, most people don't know how to use it that well. It probably gets a lot of it's reputation for being slow from the masses of beginner programmers that use it. Heck, I started out writting (slow) code in Basic.  B) Anyways, VB is easy to learn but its probably is easier to learn another language to get that extra speed. (But I manitain if you know how, VB can easily be faster than scripting languages!)

Anyways, back on topic. Op2hacker, Can you post any of the details of your map editor if you have time? I'm a bit interested in how it works, at least pertaining to the details of OP2 data structures/file formats.
 
Title: OP2Mapper Version 1.9 Final
Post by: Kramy on May 05, 2004, 12:48:12 PM
It's not just the speed. Anyone can make something run slow in any language. The thing that annoys me about VB is it only works on new windows OS's. :P Sure it "is" compatible with all versions of windows, if you have the dll's, but even if it "is" it isn't.  <_<

It makes me wonder why people design games in VB. You almost get the same speed with a program like MMF, and the dev time is 1/25 with MMF.(assuming you're good at it)

Ofcourse VB is good for apps...but so is Jamascript, so really it just comes down to preference.
Title: OP2Mapper Version 1.9 Final
Post by: BlackBox on May 05, 2004, 02:29:06 PM
It will run on Win95. I know this because I have tested it. Of course, you didn't expect it to run on a 16 bit OS like Win3.1 right?

Also, I know how to program in VB better than most people can. I've talked to people that have earned various degrees in VB that couldn't tell me the first thing about the Declare Sub/Function statement (which is the primary mechanism to access external native code - eg. The Windows API's). If you know what you're doing, it will run pretty fast.

Of course the language is part of it (many parts of the program are not totally compiled, it is somewhat "scripted", you could say, as in it doesn't make calls directly to Windows, it calls thru the VB runtime.

Yes, I could write it in <insert your language here> but no, I don't want to take the time to learn it. Yes, maybe it's faster/better/whatever it is but I don't have any time anymore to learn lots of new computer stuff, so I stick with what I'm good at. Which is VB, HTML, PHP, some C/C++, Java, and Asm thrown in for good measure.

The map editor will run faster and more error free if you can meet certain requirements, like these (these are from the machine that was used to compile and develop it.)
- WinXP Pro (it was initially compiled on a Win98 without problems)
- 333mhz Pentium-II
- 192MB ram
- at least 100-200 mb of virtual memory available on the drives
- video card made after 1998
- closing all unneeded programs, like IE, AIM, etc. before running the editor.
- Up to date versions of all the common components (MS common controls, etc), updates to the OS, updated drivers.
Title: OP2Mapper Version 1.9 Final
Post by: Kramy on May 05, 2004, 04:46:36 PM
No, I didn't expect it to run on a 16bit OS.

1. Win98Se
2. 1.7ghz AMD Athlon 2000+(333mhz FSB)
3. 512mb ram(max for 98 :( )
4. atleast 2.5gb free on every harddrive.
5. GeForce2 MX 400. I think it's from around 2000, but not sure.
6. Only programs running were it and netscape. I don't even have the speaker control program running. :P
7. Components up to date.

Anyway, it actually wouldn't take someone with your experience long to learn Jamascript. Much of it is the same as C++. It's just simpler, and slower. It took me a day to learn the basics of it, and I didn't know a thing about programming. It took me a month to master most of it. Not very long considering many people go to university for atleast 3 years to learn C++.

Ofcouse if you spend more than 2h/day then you could probably learn it faster.

Likewise if you're a crummy learner, or don't understand any computer concepts(doubt it :) ) it might take you longer.
Title: OP2Mapper Version 1.9 Final
Post by: Hooman on May 05, 2004, 05:49:50 PM
OK, this is a bit off topic so I don't like posting it here but....

(and don't take this the wrong way, I was once ignorant to all of this too.)

<rant>
People do not go to university for 3 years to learn C++. In fact I know some people in 3rd year computer science who have never used C/C++. (I personally think they should be kicked out but that another story). And just to dispel some myths about computer science, it's not just learning programming languages. Most overlooked would be the theory courses. You never even TOUCH a computer for those courses. There are also harware design courses too. And the courses which are programming centered, don't teach you the language but what you are doing with the language. Such as data structures and algorithms. The language is really arbitrary and never once have I ever seen a prof concern themselves with the details of how to program in any of them. If they require you to use a specific language, they assume you will learn it on your own time.
</rant>

And yes, Op2hacker, I expect you are one of the better VB programmers. That sort of detail about the Declare Sub/Function is exactly the sort of thing that comes to mind.

And for the record, you can compile VB programs to native code (version 5.0 and up) which can have a noticable speed impact. I've written a small DirectX game in VB that easily ran at 30 fps. (Mind you, the game was still complete crap, but that had nothing to do with VB.  <_< )

And, no I'm not a complete VB nut. I program mostly in C/C++. But I find it a bit strange the reputation that VB gets.

Oh, and due to my lack of people skills (from sitting in front of a computer 24/7) I'm not sure how this sounds so I'd just like to make it clear that I'm not trying to attack anyone here. I view the people here with a great amount of respect.
 
Title: OP2Mapper Version 1.9 Final
Post by: PlayingOutpost0-24 on August 10, 2004, 01:32:38 PM
when will v 2 be completed?
Title: OP2Mapper Version 1.9 Final
Post by: Arklon on September 18, 2004, 03:04:51 PM
I'm wondering the same thing.