Inventive Dingo forums

Mayhem Intergalactic => Cartographic Chaos & Modding Mayhem => Topic started by: RubenKraken on February 01, 2009, 06:55:04 am



Title: Commotion - Map Editor - Beta
Post by: RubenKraken on February 01, 2009, 06:55:04 am
Hallo. I've been working on a map editor for the past few days. I know Jp made a post mentioning making one but I didn't see any updates since early December so I decided to give it a go. I want to heavily stress this is still in beta and there are a couple known issues that I will be working on, so before downloading and getting mad because some obvious feature isn't there or it is crashing please read the issues and planned enhancements sections.

Releases
I'll keep a couple versions back online since I know some people are fans of that, but otherwise I'll keep version history local so if for some reason you really want an old version that is not available let me know and I can upload it.
  • 0.5 (Beta) (http://www.inventivedingo.com/forums/index.php?topic=96.msg799#msg799)
  • 0.4 (Beta) (http://www.inventivedingo.com/forums/index.php?topic=96.msg609#msg609)
  • 0.3 (Beta) (http://www.inventivedingo.com/forums/index.php?topic=96.msg521#msg521)
  • 0.2 (Beta) (http://www.inventivedingo.com/forums/index.php?topic=96.msg457#msg457)
  • 0.1 (Beta)

Issues
  • None of the property values are currently validated so typing anything but a number for properties such as x, or y will cause the program to crash. Be careful!
  • Rifts are not fully implemented yet so bare with the basic functionality that is there.
  • None of the sections from a map are heavily validated yet on load so trying to load a map with unexpected properties may cause the application to crash.
  • With that, required fields such as a name for the map is not validated to make sure it is entered so be careful if you plan to test a map in game.
  • When you add a planet it will default in the center of the map, out of sight, so you may need to scroll a bit to track it down.

Planned Enhancements
  • Fully implementing Rift support
  • Adding validation all over to make the application more stable.
  • Better map layout options. Possibilities include drag&drop moving planets/rifts around, zooming, etc...
  • Guidelines, turns from one planet to another
  • Mini map
  • Ability to rename entities
  • Clicking on an entity from the list should center it on screen

Other Gotchas
  • Commotion requires the .NET Framework 2.0, which most computers these days has installed, but if not you can get it here: .NET 2.0 Download (http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en)

Please post any other issues you run into and feedback and suggestions are welcome.


Title: Re: Commotion - Map Editor - Beta
Post by: Prez on February 01, 2009, 07:56:41 am
Note I am NOT at all a programmer: I think the map editor need a Drag and drop system to place the planets to view first and better the programmed map, also some guide- lines to put planets at the right distance .
Fabio


Title: Re: Commotion - Map Editor - Beta
Post by: Minus on February 01, 2009, 08:18:43 am
Excellent work! I'm going to put this straight to use.

If we're making feature requests, I'd like to be able to duplicate planets. But that's all!


Title: Re: Commotion - Map Editor - Beta
Post by: Chris on February 01, 2009, 08:36:03 am
Cool! I'll definitely check it out next time I'm on Windows.

There's actually no such thing as an "ID property". :)  Lines beginning with ";" are comments, and have absolutely no effect. They only exist in some of the official map files as an artefact of the way I created them.


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 01, 2009, 08:50:25 am
hm, I gues that means I should stop trying to use // for commments.

I tried out the program.  It would be nice if the current text file was displayed at least until a graphical interface could be made.  Also, the it seems to not be able to open map files, just create them.

Its a good start, but has a long way to go.


Title: Re: Commotion - Map Editor - Beta
Post by: Jp on February 01, 2009, 09:17:53 am
I haven't actually been doing much - I have a billion and one different things I want to do, so stuff sort of gets sidelined every so often.

At the moment the only reason I'm not messing around with stuff is because I can't get my linux partition to network correctly.

Anyway, go ahead, I don't have a monopoly on map-editing tools. If you need any help with anything feel free to ask. In particular, I'm working on a robust parser using flex and bison - if you're having parsing issues, maybe you can use mine when it's done.

What language are you using, btw? The reference to .NET says C# to me.


Title: Re: Commotion - Map Editor - Beta
Post by: RubenKraken on February 01, 2009, 03:58:28 pm
Thanks for the comments!

Prez:
I experimented a lot with drag and drop and figured out that I am going to have to wait until I build a proper control for the rifts until I implement it so getting rifts fully implemented is my first priority beyond the smaller bugs. Guidelines is a good point, though. Someone else also suggested a way to tell the distance in turns from one planet to another. I'll throw it up on the enhancements list.

Minus:
Consider it requested!

Chris:
-2 points to me for not properly researching ini files. I ended up building my own parser since all the classes I could find didn't support multiple sections with the same name, so I'll have to make sure to get all the checks in. Please, do let me know what you think.

Kumlekar:
Displaying the current data dump of the file is an interesting idea, I'll add it, however I'm not sure what you mean about until a graphical interface could be made? The planets and rifts should be displayed in the black area to the right, although you may need to scroll a bit to find them.

Also, I tested all the official maps and a few of the custom board maps and with the exception of those with a comment they all loaded for me. What happens when you try to open a file?

Jp:
Thanks, it is nice to have someone around to knock ideas with if I get hung up so feel free to chime in. Yes, it is in C# as using a full on graphics library felt a bit like overkill, plus I'm sure Chris can/will build a much better editor inside the game proper, so no reasons to go through the bother.


Title: Re: Commotion - Map Editor - Beta
Post by: RubenKraken on February 01, 2009, 05:50:36 pm
0.2 Release
Small update since this was easy to fix now that I realize what they are.

  • Fixes the bug where comments in the file (lines that start with ';') causes them not to load properly.


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 01, 2009, 06:55:15 pm
The attached image appears whenever I hit load (before any browsing window opens).
Under details, this is what it says:
Quote
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
   at Commotion.Main.openToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Commotion
    Assembly Version: 0.1.3318.42316
    Win32 Version: 1.0.0.0
    CodeBase: file:///F:/Program%20Files/Steam/steamapps/common/mayhem%20intergalactic/data/base/maps/Commotion.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Data
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Another error:  It seems the rifts are not using the same coordinate system as the planets.  I set a rift to do from 400,400 to 500,500 and put a planet at 500,500.  You can see the result in the attached images.


Title: Re: Commotion - Map Editor - Beta
Post by: RubenKraken on February 01, 2009, 08:34:09 pm
er, odd. I thought I compiled down to .net 2.0, but this is claiming 3.5. I will look into it.

As far as the rifts, dang, yes you are right. I changed the draw code on the planets last minute to make them closer together and forgot to update the rifts. Will fix both momentarily.


Title: Re: Commotion - Map Editor - Beta
Post by: Chris on February 02, 2009, 01:07:50 am
plus I'm sure Chris can/will build a much better editor inside the game proper, so no reasons to go through the bother.

Don't count on it! You guys are keeping me busy enough as it is. ;)


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 02, 2009, 07:32:49 am
Once the two bugs I mentioned are fixed, I will most definatly be using this!


Title: Re: Commotion - Map Editor - Beta
Post by: Chris on February 02, 2009, 10:15:47 am
Finally got to try this out. :)

Good start. The only comment I have to add to the above is that it's a bit odd defining a "name" for each new planet but then having to enter the actual name separately (if you want to give it a name; obviously you should be allowed to leave it blank, so planets can get random names as per usual).

Oh, and you have my permission to use the planet graphics from Mayhem Intergalactic (planet0.png through planet8.png in the data\base\graphics folder) in your editor. :)  Perhaps planet0.png for most planets, and then planets with a nonzero startpriority can have planet1.png (blue player), planet2.png (red player), etc. in descending order of startpriority. That is, if you had a map with 3 planets, which had startpriorities of 1000, 500 and 0, then you'd make those planets blue, red, and neutral respectively. This isn't necessarily how the game assigns planets, but it will enable people to tell at a glance where players will start, and they'll be able to see what the order of priority is by knowing the order of the colours.


Title: Re: Commotion - Map Editor - Beta
Post by: RubenKraken on February 02, 2009, 02:56:17 pm
Chris:
Ah, good times, thanks! I originally was using one of the planet graphics and then threw in the cheesy green planet. As far as the name I plan to have the name provided used as the default name via an option to click while creating. I didn't want to do it automatically because I figured people wouldn't want entity 1, entity 2, entity 3 by default for all their planets if they didn't bother typing a name.

Kumlekar:
I am pretty sure I have both issues fixed but I had already started implementing Rifts more fully so I'll be holding it off a day or two until that is finished.

I think I have a clever way of handling zooming that I might try to sneak in as well as I hate how much scrolling is required. I'm also adding a new enhancement to the list: a mini map.


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 02, 2009, 06:37:02 pm
Finally got to try this out. :)

Good start. The only comment I have to add to the above is that it's a bit odd defining a "name" for each new planet but then having to enter the actual name separately (if you want to give it a name; obviously you should be allowed to leave it blank, so planets can get random names as per usual).
Actually thats one of my favorite features.  This allows for naming based on planets location so that it is very easy to look at the side panel and know which planet you are working with.  Its kinda similar to how you use the "; ID: pathXXXX" lines in the actual map files. 



Title: Commotion - 0.3 Release
Post by: RubenKraken on February 03, 2009, 03:41:51 am
0.3 Release

  • Fixed Rifts not rendering to same scale as planets.
  • (hopefully) Fixed issue where opening a file would cause a crash due to a missing .net 3.5 assembly
  • Added support for adding coordinates to rifts. (Right click on rift to add coordinates)
  • Added support to load in rift data from file


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 03, 2009, 06:04:12 am
0.3 Release

  • Fixed Rifts not rendering to same scale as planets.
  • (hopefully) Fixed issue where opening a file would cause a crash due to a missing .net 3.5 assembly
  • Added support for adding coordinates to rifts. (Right click on rift to add coordinates)
  • Added support to load in rift data from file
Excellent,  I'm going to start using this for maps.  The most pressing issues now seems to be an inability to zoom out, and and inability to remove coordinate sets from a rift. 


Title: Re: Commotion - Map Editor - Beta
Post by: RubenKraken on February 03, 2009, 01:34:14 pm
Yes, yes....you would think with the ability to add you would naturally get the ability to remove. Will fix in the next release. Kind of a pain but if you really need to remove a set you can save the map out to a file, open it in a text editor, remove the set, and then reload it in. Slightly annoying, but at least you are not stuck with a worthless set.

Also, Chris, if you happen to swing by... It seems that you can't download the editor unless you are registered. Not sure if that is how you want it, but I did catch that you allowed maps to be downloaded so not sure if zip files need to be explicitly added or what.


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 03, 2009, 08:08:54 pm
The downloading is probably a forum base premission, instead of global.

There are multiple work-arounds for the rift problem, its just a slight inconvience.  My next map will be created entirely using commotion, so lets see how it turns out! It only uses two coordinate rifts so its not too bad. \ Navigating planets is much easier with this than with text, but this is going to take awhile because the map I'm making is symetrical around three axis's, so calculating where to place planets requires some trig.


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 03, 2009, 11:13:20 pm
Sorry for the double post, but I have a request.  Is it possible to save the planet names that you enter when creating a planet as a comment in the text file?  This would allow them to be loaded with the file when loading a map.  An example:
Quote
[rift]
; ID: path2200
x1=558
y1=1099

x2=558
y2=1567
This would name the rift "ID: path2200" inside of commotion.
Another example:
Quote
[planet]
;Center
name=World Domination
x=0
y=0
baseproduction=10
factoryproduction=3
nativesproduction=3
startpriority=-1
The planet would appear as "Center" in the sidebar when the map was loaded, while still retaining "World Domination" as the ingame name.  This feature would allow for easy navigation around the map instead of having to remeber which planet is "entity 1" and which is "entity 42".

Thanks! The program is awesome!


Title: Re: Commotion - Map Editor - Beta
Post by: RubenKraken on February 04, 2009, 01:26:14 am
Good point, I considered this but since I am not in control of the file format decided against it. I could use the comments section but if possible I'd rather keep comments as comments and have a field specifically for this use.

Chris, if I added a field such as entityname will this be a problem?

I also added the ability to rename entities in the enhancements list as I am sure it will come up sooner or later.


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 04, 2009, 03:00:23 am
All the program would have to do is look up the first comments after the line that says [planet] or [rift].  It would use whatever that line is as the entity name, and would set to a default name is one was not found before the next instance of the [planet] or [rift] within the text file. 

Would it be possible to get a copy of your source code for this? 


Title: Re: Commotion - Map Editor - Beta
Post by: Chris on February 04, 2009, 08:48:35 am
You can add all the fields and sections you like, the game will just ignore data it doesn't recognise.

I recommend using a standard prefix though, e.g. "editor" (so you might use "editorentityname" or "editorname" in this case), just to avoid the possibility of a naming clash in case I make the game support more fields/sections later.

I've added the ability for guests to download attachments from any forum (previously this was only allowed in the Map Repository forum).


Title: Re: Commotion - Map Editor - Beta
Post by: RubenKraken on February 04, 2009, 05:17:23 pm
Chris:
I'll prefix any fields with editor_<fieldname> to remove any possibility of clashing.

Kumlekar:
Yes, that was an option but from a design perspective and writing my own parser I really didn't want to use comments for anything but as a comment. Luckily it won't be an issue now.


Title: Re: Commotion - Map Editor - Beta
Post by: Chris on February 04, 2009, 11:59:33 pm
Sounds good. :)


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 05, 2009, 02:22:57 am
YAY!


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 07, 2009, 04:11:18 am
Um, another request.  Could planets with positive start value be highlighted a different color from the rest of the planets?


Title: Re: Commotion - Map Editor - Beta
Post by: RubenKraken on February 07, 2009, 04:30:28 am
Added to the list. I have a couple more of the enhancements nearly finished. Hoping to wrap them up sometime this weekend and releasing an update.


Title: Commotion - 0.4 Release
Post by: RubenKraken on February 08, 2009, 01:50:51 am
0.4 Release
  • Added ability to remove Rift coordinates
  • Made the planet size dynamic by its baseproduction value
  • Changed it so if a planet's startpriority is greater than 0 it will be blue
  • Changed planet graphics to use the game sprites
  • Entity name is stored in a field named editor_entityname so it can be retrieved on load
  • The selected rift's line will be colored red to help see which you are working with


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 08, 2009, 09:46:12 am
This is excellent!  I can't find anything to complain about outside of the lack of a drag and drop feature, and the inability to copy and paste planets with the same stats (both of which are hardly required, but would make some of this math easier).


Title: Re: Commotion - Map Editor - Beta
Post by: PLAYLIFE on February 14, 2009, 07:16:06 pm
Thanks for the editor.  :D I also hope for the ability to zoom.


Title: Re: Commotion - Map Editor - Beta
Post by: Minus on February 19, 2009, 02:52:36 am
I'm not good at math, but I have a mapping-related math question that doesn't deserve its own thread -

If I have a point A at coordinates 0,500, how do I calculate the position of two other points B and C that are rotated around the origin 0,0 that are also 500 units' distance from 0,0, and so that A B and C are all equidistant from each other? Sorry if that doesn't make sense but I'm writing on an iTouch that is quickly running out of batteries. I think I want to make an equilateral triangle but that might not be the right terminology.


Title: Re: Commotion - Map Editor - Beta
Post by: Jp on February 19, 2009, 04:45:59 am
You're making an equilateral triangle.

A, B, and C are all an equal distance d from each other, and are all 500 distance from O. (At 0,0)

Angle AOB, BOC and COA are all 120 degrees, because they split a full rotation up into three equal parts.

So rotate A around the origin by 120 degrees and -120 degrees. The matrix for that is:

Code:
cos 120    -sin 120
sin 120   cos 120

and

Code:
cos -120    -sin -120
sin -120   cos -120

In numbers:

Code:
-0.5          -sqrt(3)/2
sqrt(2)/2   -0.5

and

Code:
-0.5    sqrt(3)/2
-sqrt(3)/2  -0.5

Do the matrix multiplication, the points you're looking for are:

(-250*sqrt(3), -250)
(250*sqrt(3), -250)

Or in decimals, roughly:

(-433, -250)
(433, 250)

I really should write some programs to rotate maps and the like.


Title: Re: Commotion - Map Editor - Beta
Post by: Chris on February 19, 2009, 05:12:25 am
That's probably the most efficient way to do it. I can never be bothered remembering how to set up rotation matrices, though, so I do it with trig. :)  Just figure out the angles from the origin that you want, feed the angle into cos() for the X coordinate and sin() for the Y coordinate, and multiply by the distance from the origin.

The angle of point A from the origin is 90 degrees (where 0 degrees is due "east" and degrees go counter-clockwise as they increase), so x=500*cos(90)=0, and y=500*sin(90). Hence point A is at (0,500).

Points B and C are each 120 degrees away from point A (360/3 = 120); i.e. they're at 90+120 = 210 and 90-120 = -30 degrees respectively. So point B is at (500*cos(210), 500*sin(210)) and point C is at (500*cos(-30), 500*sin(-30)).  Breaking out the calculator, that's approximately (-433, -250) and (433, -250) respectively.

Which is, thankfully, the same answer. :)

The above method is exactly how the player planets are placed on random maps, incidentally.


Title: Re: Commotion - Map Editor - Beta
Post by: Minus on February 19, 2009, 06:10:52 am
Ugh, been trying for like an hour and this isn't working. You were right about those planets butFFFFFFFFFFFFFFFFFFFFFFFFFF MY CALCULATOR WAS IN RADIAN MODE, FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

ASDFASDVJKASDFKDUKGCCJ,S8O35TTHEKAGJK.;AL;


Title: Re: Commotion - Map Editor - Beta
Post by: Chris on February 19, 2009, 09:00:20 am
Oh, I hate it when that happens...


Title: Re: Commotion - Map Editor - Beta
Post by: RubenKraken on February 20, 2009, 04:26:48 am
Just as an update, this project hasn't died already. I've made a number of changes, but I am going to try and space out the updates a bit more as to give me more time to work on other projects and nobody likes having constant updates making the application they downloaded an hour ago obsolete.

I've also noticed a couple maps being put out using the editor so it's really cool to see some results.


Title: Re: Commotion - Map Editor - Beta
Post by: Chris on February 20, 2009, 04:38:06 am
nobody likes having constant updates making the application they downloaded an hour ago obsolete.

Oh, I don't know... people didn't seem to mind when I was doing weekly updates of MI. ;)


Title: Re: Commotion - Map Editor - Beta
Post by: Minus on February 20, 2009, 05:50:21 am
Quote
So at normal ship speed settings, planets separated by anything up to 200 units are reachable from each other in one turn. Distances of 201-400 units take two turns. Distances of 401-600 units take three turns. And so on.

Chris, you wrote this in another thread, but I'm posting it here because it seems more related than in the thread it was in.

Anyway, I don't believe it is the case. At normal ship speed, planets that are 200-400 units away are reachable in one turn. Planets that are about 190 units away also appear very close. Attached is an .ini with proofs - please doublecheck me because I could be wrong. I'm not pointing this out because I think it needs to be fixed, but because it seems important to take into consideration when making maps.


Title: Re: Commotion - Map Editor - Beta
Post by: Chris on February 20, 2009, 06:06:11 am
Hey, you're right; anything less than 400 units away is a 1-turn trip.

The ETA formula is floor(floor(d/200)*m), where d is the distance and m is usually 1 (for Normal ship speed). Looking at it again, 399/200 = 1.995, which rounds down to 1. So yes, a journey of 399 units takes 1 turn (whereas a journey of 400 takes 2).

I must have gotten flipped around somehow. My bad. Thanks for catching that!

I've edited the original post (http://www.inventivedingo.com/forums/index.php?topic=69.msg495#msg495).


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 20, 2009, 07:39:14 pm
LOL Minus, thats the hell that I went though in making government tyranny.  Totalitarianism is the baseline, everything else was rotated around the center is failed trig functions.  (Failed because I wasn't using a calculator for most of it)  Anyways, do you have a screenshot of Hazard?

Looking at it again, 399/200 = 1.995, which rounds down to 1. So yes, a journey of 399 units takes 1 turn (whereas a journey of 400 takes 2).
*nitpick* I believe you mean trunicates.  Of course I can't spell, and have no idea what I'm talking about.


Title: Re: Commotion - Map Editor - Beta
Post by: Minus on February 20, 2009, 08:20:41 pm
Until I get enough time to really work out all the trigonometry, Hazard is just seven planets, meant to be looked at in .ini format to calculate the distances with some geometry to prove the distance for one jump is 400. One planet at 0,0, three which are a distance of 500 units away from 0,0 and equidistant from each other, and another set of three planets about 360 units distance away from 0,0, equidistant from each other, and I think 160 units distance from the first set of three.

It's for three players (but could probably play interestingly enough with only two), and the aesthetic I'm going for is the radiation hazard symbol:

(http://www.goldbamboo.com/images/content/8496-180px-radiation-warning-symbol-svg-radiation-sickness.png)


Title: Re: Commotion - Map Editor - Beta
Post by: PLAYLIFE on February 22, 2009, 06:20:43 pm
Just as an update, this project hasn't died already. I've made a number of changes, but I am going to try and space out the updates a bit more as to give me more time to work on other projects and nobody likes having constant updates making the application they downloaded an hour ago obsolete.

I've also noticed a couple maps being put out using the editor so it's really cool to see some results.

Well, its not like a multiplayer game when everyone needs to have the same version to play. Nobody NEEDS to download every update anyway. But I'm sure they won't mind if the program they are using gets better. Just make sure that when you release a version, it has a reason for people to download it. That's my humble opinion.


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 24, 2009, 06:40:54 am
lol, mayhem often doesn't require everyone to have the same version.


Title: Re: Commotion - Map Editor - Beta
Post by: Chris on February 24, 2009, 08:56:32 am
Thank you for noticing. ;D


Title: Re: Commotion - Map Editor - Beta
Post by: PLAYLIFE on February 24, 2009, 06:45:58 pm
lol, mayhem often doesn't require everyone to have the same version.

I wasn't referring to Mayhem. That's why I wrote "a multiplayer game".


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on February 25, 2009, 12:47:12 am
Mayhem doesn't have multiplayer?


Title: Re: Commotion - Map Editor - Beta
Post by: Chris on February 25, 2009, 04:48:21 am
He means that he was talking about multiplayer games in general, which usually do require all players to have the same version.


Title: Re: Commotion - 0.5 Release
Post by: RubenKraken on February 28, 2009, 11:36:12 pm
0.5 Release

  • Added Entity Duplication
  • Added Level Dump in editor

Only two updates but I've been messing with them a lot and I think they are really nice additions. Being able to duplicate entities is an obvious improvement, but being able to quickly look at how the level will be generated is a lot nicer than saving and tracking down and opening the ini.


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on March 01, 2009, 12:19:47 am
The level dump is nice, though I don't know how much I'll be using it.  Still have to open notepad or textpad to change anything in the text.  Duplication has a few problems with not scaling planet size, and not showing the copies of a starting planet correctly.


Title: Re: Commotion - Map Editor - Beta
Post by: RubenKraken on March 01, 2009, 08:44:12 pm
Is it not scaling? Rats, thought I fixed that. I will look into it. I'm not sure what you mean by not showing the copies of the starting planet correctly?


Title: Re: Commotion - Map Editor - Beta
Post by: Kumlekar on March 02, 2009, 02:50:58 am
If I start with this:
[planet]
editor_entityname=01
x=325
y=-650
baseproduction=45
startpriority=1
The planet is blue and larger than standard
And duplicate it, then changing the x and y values so the planet can be seen, the planet shows up at the default size and is grey even though it has 45 baseproduction and a startpriority of 1.  If I re-enter the values, it will fix itself, but until I do, the planet stays grey and at default size.