Dynaverse.net
Taldrenites => General Starfleet Command Forum => Topic started by: FPF_TraceyG on January 20, 2004, 12:24:49 pm
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In EAW, the definitions file for the Artifex map editor contained 6 different Blackhole types, 4 Asteroid types, 3 Nebula types and a Shipping Lane hex. In Op, the definitions file only shows one Blackhole terrain type.
Terrain types are often used by mission scripts of course to select from an array of maps which one is most appropriate (as created by the scriptor) to use in that mission. When I created missions for EAW, I also created a test map with an example of each terrain type so I could then run a mission there (in single player) just to check that the maps were working. When I ported over those missions to OP, I made no changes whatsoever to the maps or how they were selected ie. I left the 6 Blachole types in hte mission scripts. The maps work just fine in OP.
This begs the question then, is the definitions file for OP as is currently being used with the Artifex map editor complete? Does it contain all the possible terrain types or will the game engine actually recognise others that are simply not being used and therefore possibly hidden within the game? Is there any way we can find this out?
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I just took a look at two OP mvm (metaverse map) files using a binary editor. The first map was created by me using the Artifex map editor for OP which I just downloaded from the Xenocorps website. The second map file I looked at was an original map that came with the game.
At the the beginnng of each mvm file is an area where the map definitions are stored, followed by the map data itself, each map hex is stored in 32 hexadecimal pairs.
The definitions data for the original map from the game does not match the data in the Artifex map editor. The original maps do in fact contain 6 types of Blackhole hexes, unlike the Artifex editor definitions which only contain one. Clearly then, OP does support these terrain types.
I recommend all people using the Artifex map editor, edit their definitions file to include these types.
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Taking the mvm map definitions directly from an original map that came with the game, the definitions.txt file for the Artifex map editor should look as follows:
[Classes/Regions]
type="string"
range="array"
0="Neutral"
1="Federation"
2="Klingon"
3="Romulan"
4="Gorn"
5="Lyran"
6="Hydran"
7="Mirak"
8="ISC"
[Classes/Regions/UI/Color]
0=0xdcdcdc
1=0x0066f5
2=0xcf3300
3=0x40ff60
4=0xa06612
5=0xdf9f00
6=0x8762ba
7=0x11dccb
8=0xce65e6
[Classes/CartelRegions]
type="string"
range="array"
0="Neutral"
1="OrionOrion"
2="OrionKorgath"
3="OrionPrime"
4="OrionTigerHeart"
5="OrionBeastRaiders"
6="OrionSyndicate"
7="OrionWyldeFire"
8="OrionCamboro"
[Classes/CartelRegions/UI/Color]
0=0xdcdcdc
1=0xef0000
2=0x0066f5
3=0x60c060
4=0xffc040
5=0xa720ba
6=0xc02612
7=0xee251e
8=0x319ccb
[Classes/Terrain]
type="string"
range="array"
0="(none)"
1="Blackhole1"
2="Blackhole2"
3="Blackhole3"
4="Blackhole4"
5="Blackhole5"
6="Blackhole6"
7="Asteroid 1"
8="Asteroid 2"
9="Asteroid 3"
10="Asteroid 4"
11="Asteroid 5"
12="Nebula 1"
13="Nebula 2"
14="Nebula 3"
15="Shipping Lane"
[Classes/Planets]
type="string"
range="array"
0="(none)"
1="Homeworld 1"
2="Homeworld 2"
3="Homeworld 3"
4="Core World 1"
5="Core World 2"
6="Core World 3"
7="Colony 1"
8="Colony 2"
9="Colony 3"
10="Asteroid Base 1"
11="Asteroid Base 2"
12="Asteroid Base 3"
[Classes/Bases]
type="string"
range="array"
0="(none)"
1="Starbase"
2="Battle Station"
3="Base Station"
4="Weapons Platform"
5="Listening Post"
[Classes/Cell]
type="class"
[Classes/Cell/Economic]
type="int"
range="0<5<35"
[Classes/Cell/Impedence]
type="float"
range="0.01<1.0<100.0"
[Classes/Cell/Strength]
type="int"
range="0<50<100"
[Classes/Cell/Region]
type="index"
range="Regions"
[Classes/Cell/CartelRegion]
type="index"
range="CartelRegions"
[Classes/Cell/Terrain]
type="index"
range="Terrain"
[Classes/Cell/Planet]
type="index"
range="Planets"
[Classes/Cell/Base]
type="index"
range="Bases"
[Classes/Map]
type="class"
[Classes/Map/Width]
type="int"
range="10<10<1000"
[Classes/Map/Height]
type="int"
range="10<10<1000"
[Classes/Map/Cells]
type="Cell"
range="array"
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It appears this is not the end of the story though. From the Taldren OP API, we find the following enumerated types actually listed in the game code:
kTerrainSpace1
kTerrainSpace2
kTerrainSpace3
kTerrainSpace4
kTerrainSpace5
kTerrainSpace6
kTerrainAsteroids1
kTerrainAsteroids2
kTerrainAsteroids3
kTerrainAsteroids4
kTerrainAsteroids5
kTerrainAsteroids6
kTerrainNebula1
kTerrainNebula2
kTerrainNebula3
kTerrainNebula4
kTerrainNebula5
kTerrainNebula6
kTerrainBlackHole1
kTerrainBlackHole2
kTerrainBlackHole3
kTerrainBlackHole4
kTerrainBlackHole5
kTerrainBlackHole6
kTerrainDustclouds
kTerrainShippingLane
kTerrainNone
Notice here there is a new terrain type not used in the map at all, Dustclouds. I wonder if its possible to add this in to the definitions.txt file and create a map with dustclouds and see if it works.
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Ok, so I made I new definitions.txt file for the Artifex map editor including the above terrain types, made a map with it with some of those terrain types, made a single player campaign file, loaded up the game and ran that campaign and....
it works. All the blachole hexes have unique icons, shipping lane and dustcloud hexes look like normal space though.
The advantage however, is that we now have another terrain type from which to trigger missions from, as missions can be coded to trigger in dustcloud hexes.
The complete list of terrain types that a mission can be specifically set to trigger are as follows:
kAsteroidHex
kNebulaHex
kBlackHoleHex
kShippingLaneHex
kDustCloudsHex
kEmptySpaceHex
kAnyTerrainHex
kBaseStationHex
kBattleStationHex
kStarbaseHex
kBaseWeaponsPlatformHex
kBaseListeningPostHex
kAnyBaseHex
kHomeworldHex
kCoreworldHex
kAsteroidBaseHex
kColonyHex
kAnyPlanetHex
As you can see, the only one on this list which hadn't made sense up until now were the dustcloud hexes.
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Just as a heads-up, in the past I've found the dust clouds setting and the asteroid base hex setting somewhat unpredictable/unreliable from the scripting side. The rest seem to function perfectly
dave
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Is there some way to create a unique shipping lane icon for the map?? This might be quite helpful if SQL ever gets off the ground and more sophisticated economy is supplied by scripting external to the D2.
-
Quote:
Just as a heads-up, in the past I've found the dust clouds setting and the asteroid base hex setting somewhat unpredictable/unreliable from the scripting side. The rest seem to function perfectly
dave
Thanks for that Dave, I wonder if that unreliability is a coding problem or a map problem.
-
Quote:
Is there some way to create a unique shipping lane icon for the map?? This might be quite helpful if SQL ever gets off the ground and more sophisticated economy is supplied by scripting external to the D2.
I think all the map hex isons are stored in the sprites file, which is inaccessible currently. It would be nice though.
-
In EAW, the definitions file for the Artifex map editor contained 6 different Blackhole types, 4 Asteroid types, 3 Nebula types and a Shipping Lane hex. In Op, the definitions file only shows one Blackhole terrain type.
Terrain types are often used by mission scripts of course to select from an array of maps which one is most appropriate (as created by the scriptor) to use in that mission. When I created missions for EAW, I also created a test map with an example of each terrain type so I could then run a mission there (in single player) just to check that the maps were working. When I ported over those missions to OP, I made no changes whatsoever to the maps or how they were selected ie. I left the 6 Blachole types in hte mission scripts. The maps work just fine in OP.
This begs the question then, is the definitions file for OP as is currently being used with the Artifex map editor complete? Does it contain all the possible terrain types or will the game engine actually recognise others that are simply not being used and therefore possibly hidden within the game? Is there any way we can find this out?
-
I just took a look at two OP mvm (metaverse map) files using a binary editor. The first map was created by me using the Artifex map editor for OP which I just downloaded from the Xenocorps website. The second map file I looked at was an original map that came with the game.
At the the beginnng of each mvm file is an area where the map definitions are stored, followed by the map data itself, each map hex is stored in 32 hexadecimal pairs.
The definitions data for the original map from the game does not match the data in the Artifex map editor. The original maps do in fact contain 6 types of Blackhole hexes, unlike the Artifex editor definitions which only contain one. Clearly then, OP does support these terrain types.
I recommend all people using the Artifex map editor, edit their definitions file to include these types.
-
Taking the mvm map definitions directly from an original map that came with the game, the definitions.txt file for the Artifex map editor should look as follows:
[Classes/Regions]
type="string"
range="array"
0="Neutral"
1="Federation"
2="Klingon"
3="Romulan"
4="Gorn"
5="Lyran"
6="Hydran"
7="Mirak"
8="ISC"
[Classes/Regions/UI/Color]
0=0xdcdcdc
1=0x0066f5
2=0xcf3300
3=0x40ff60
4=0xa06612
5=0xdf9f00
6=0x8762ba
7=0x11dccb
8=0xce65e6
[Classes/CartelRegions]
type="string"
range="array"
0="Neutral"
1="OrionOrion"
2="OrionKorgath"
3="OrionPrime"
4="OrionTigerHeart"
5="OrionBeastRaiders"
6="OrionSyndicate"
7="OrionWyldeFire"
8="OrionCamboro"
[Classes/CartelRegions/UI/Color]
0=0xdcdcdc
1=0xef0000
2=0x0066f5
3=0x60c060
4=0xffc040
5=0xa720ba
6=0xc02612
7=0xee251e
8=0x319ccb
[Classes/Terrain]
type="string"
range="array"
0="(none)"
1="Blackhole1"
2="Blackhole2"
3="Blackhole3"
4="Blackhole4"
5="Blackhole5"
6="Blackhole6"
7="Asteroid 1"
8="Asteroid 2"
9="Asteroid 3"
10="Asteroid 4"
11="Asteroid 5"
12="Nebula 1"
13="Nebula 2"
14="Nebula 3"
15="Shipping Lane"
[Classes/Planets]
type="string"
range="array"
0="(none)"
1="Homeworld 1"
2="Homeworld 2"
3="Homeworld 3"
4="Core World 1"
5="Core World 2"
6="Core World 3"
7="Colony 1"
8="Colony 2"
9="Colony 3"
10="Asteroid Base 1"
11="Asteroid Base 2"
12="Asteroid Base 3"
[Classes/Bases]
type="string"
range="array"
0="(none)"
1="Starbase"
2="Battle Station"
3="Base Station"
4="Weapons Platform"
5="Listening Post"
[Classes/Cell]
type="class"
[Classes/Cell/Economic]
type="int"
range="0<5<35"
[Classes/Cell/Impedence]
type="float"
range="0.01<1.0<100.0"
[Classes/Cell/Strength]
type="int"
range="0<50<100"
[Classes/Cell/Region]
type="index"
range="Regions"
[Classes/Cell/CartelRegion]
type="index"
range="CartelRegions"
[Classes/Cell/Terrain]
type="index"
range="Terrain"
[Classes/Cell/Planet]
type="index"
range="Planets"
[Classes/Cell/Base]
type="index"
range="Bases"
[Classes/Map]
type="class"
[Classes/Map/Width]
type="int"
range="10<10<1000"
[Classes/Map/Height]
type="int"
range="10<10<1000"
[Classes/Map/Cells]
type="Cell"
range="array"
-
It appears this is not the end of the story though. From the Taldren OP API, we find the following enumerated types actually listed in the game code:
kTerrainSpace1
kTerrainSpace2
kTerrainSpace3
kTerrainSpace4
kTerrainSpace5
kTerrainSpace6
kTerrainAsteroids1
kTerrainAsteroids2
kTerrainAsteroids3
kTerrainAsteroids4
kTerrainAsteroids5
kTerrainAsteroids6
kTerrainNebula1
kTerrainNebula2
kTerrainNebula3
kTerrainNebula4
kTerrainNebula5
kTerrainNebula6
kTerrainBlackHole1
kTerrainBlackHole2
kTerrainBlackHole3
kTerrainBlackHole4
kTerrainBlackHole5
kTerrainBlackHole6
kTerrainDustclouds
kTerrainShippingLane
kTerrainNone
Notice here there is a new terrain type not used in the map at all, Dustclouds. I wonder if its possible to add this in to the definitions.txt file and create a map with dustclouds and see if it works.
-
Ok, so I made I new definitions.txt file for the Artifex map editor including the above terrain types, made a map with it with some of those terrain types, made a single player campaign file, loaded up the game and ran that campaign and....
it works. All the blachole hexes have unique icons, shipping lane and dustcloud hexes look like normal space though.
The advantage however, is that we now have another terrain type from which to trigger missions from, as missions can be coded to trigger in dustcloud hexes.
The complete list of terrain types that a mission can be specifically set to trigger are as follows:
kAsteroidHex
kNebulaHex
kBlackHoleHex
kShippingLaneHex
kDustCloudsHex
kEmptySpaceHex
kAnyTerrainHex
kBaseStationHex
kBattleStationHex
kStarbaseHex
kBaseWeaponsPlatformHex
kBaseListeningPostHex
kAnyBaseHex
kHomeworldHex
kCoreworldHex
kAsteroidBaseHex
kColonyHex
kAnyPlanetHex
As you can see, the only one on this list which hadn't made sense up until now were the dustcloud hexes.
-
Just as a heads-up, in the past I've found the dust clouds setting and the asteroid base hex setting somewhat unpredictable/unreliable from the scripting side. The rest seem to function perfectly
dave
-
Is there some way to create a unique shipping lane icon for the map?? This might be quite helpful if SQL ever gets off the ground and more sophisticated economy is supplied by scripting external to the D2.
-
Quote:
Just as a heads-up, in the past I've found the dust clouds setting and the asteroid base hex setting somewhat unpredictable/unreliable from the scripting side. The rest seem to function perfectly
dave
Thanks for that Dave, I wonder if that unreliability is a coding problem or a map problem.
-
Quote:
Is there some way to create a unique shipping lane icon for the map?? This might be quite helpful if SQL ever gets off the ground and more sophisticated economy is supplied by scripting external to the D2.
I think all the map hex isons are stored in the sprites file, which is inaccessible currently. It would be nice though.