Home › Forums › Destiny of an Emperor › Destiny of an Editor (permanent beta test mode active)
Tagged: Destiny of an Editor, Destiny of an Emperor, Huo Hu, Niahak, ROM Hacking, Xian Zhu Xuande, Zhuge Liang
- This topic has 1,129 replies, 26 voices, and was last updated 10 years, 12 months ago by
MiDKnighT.
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October 2, 2011 at 10:13 pm #26995
sonic.penguin
ModeratorQuote:* Int/Agi location switchedNooooooooo! hehe, just kidding, actually Im glad because agility being a sort of innate or hidden stat sorta came last in order of importance vs. str and int and thats how it appears in game as well. Thanks.
Been playing with the map tools a little more and they seem to be working okay atm other than that grass/forest issue. Mountain set seems to be a safe bet.
October 3, 2011 at 12:23 am #26996MiDKnighT
ModeratorOh wow, I didn't know Niahak was doing more updates. I still have some things on the wish list if you're still updating…
– Ability to move "warps" around. Ie…move towns and villages. Also ability to assign chapters to map areas.
– Battle page to assign generals to battles along with location of the battle and beginning/ending text.
Those are the main ones I've been looking for. The "how to's" for these are all in http://www.lordyuanshu.com/forums/topic/how-to-move-castles-change-graphics-etc-in-doae1
I'll make you a deal… You get those done and I will work on the ultimate mod for Gongsun Zan with map edits, moved towns, major plot changes, etc… (I'm open to other suggestions though).
October 3, 2011 at 12:52 am #26997sonic.penguin
ModeratorI want the ability to make pancakes in your next update as well >_<
October 3, 2011 at 2:07 am #26998MiDKnighT
ModeratorI don't care about pancakes. Just want to be able to make super awesome DoaE mods with a great tool! :lol:
October 3, 2011 at 3:20 am #26999Niahak
ModeratorHaha, sonic.penguin posting about new mods, feature requests and such just got me motivated to replace the two separate tools (generals/text) with one specific one (text added to the generals and mapping tool).
MiDKnighT, the stuff on your list is probably still my highest set of priorities. I'd probably leave caves/towns until we know where those maps themselves are stored, but battles are easy enough to do :)
I'll see what I can get done next weekend. As long as things are fairly quiet, I'd imagine I can make some progress.
October 3, 2011 at 11:59 am #27000sonic.penguin
Moderatorso far .96a seems more stable than .96, no major crashes or bugs yet… Map editor is much easier to work with now, just gotta discover what was creating warps all over the map with that grass/forest tile.
But don't worry, I'm good at bringing program's to their knees!
October 3, 2011 at 12:41 pm #27001MiDKnighT
ModeratorQuote:I'd probably leave caves/towns until we know where those maps themselves are storedI don't think that's important. We know where the warps are in the ROM. Ie…the address on the world map vs the address in the town entrance. I also thought of 3 other things that would be very useful in the tool to add to the wish list (besides making pancakes):
– In the map editor, it would be nice to have a grayed out non-editable area of the surrounding map tiles. Ie…a little bit showing from the surrounding regions. That way it is easier to correlate your map edits with other regions. For example, I want to make a bridge that spans Region 1 and 2. When I edit region 1 I can't see where my bridge is going in region 2 unless I keep flipping back and forth. If I could see just 1 tile from region 2 in the region 1 edit that would make life a lot easier.
or better yet:
– For the map editor, editing 1 region at a time is a bit tedious considering that there are over 270 regions. It would be really cool if we could either make the tool bigger or the tiles smaller so that we could fit 4 regions on the screen at once… Or maybe even 9 or 16 regions at once if we made the tool bigger *and* made the tiles a bit smaller. That way instead of editing 270 separate regions individually, we could edit big chunks of the map at once.
– Ability to edit the weapon and merchant shops in towns. I've done this before but can't find my notes. I could find it again. If you were serious about adding this I could research this for you and help in whatever ways I can.
Hopefully these ideas inspire you :) Let me know if I can help in any way. Besides writing the code… I couldn't make sense of the code you gave me. Is there a tool that makes it a lot easier?
October 3, 2011 at 12:52 pm #27002MiDKnighT
ModeratorI can also work on how to edit town layouts if you want me to research that.
October 3, 2011 at 2:02 pm #27003sonic.penguin
ModeratorManaged to get an unhandled exception when switching from one dialogue box to another in the text editor. I think I had this issue before in .96 and it crashes the program.
October 4, 2011 at 1:26 am #27004Niahak
ModeratorQuote:– In the map editor, it would be nice to have a grayed out non-editable area of the surrounding map tiles. Ie…a little bit showing from the surrounding regions.Hmm. I think this is pretty reasonable. I'll have to do a bit of wrangling.
Quote:It would be really cool if we could either make the tool bigger or the tiles smaller so that we could fit 4 regions on the screen at once… Or maybe even 9 or 16 regions at once if we made the tool bigger *and* made the tiles a bit smaller.Space constraints are my only issue here. I'd imagine some people are still running 1024×768 (scary as that sounds) and I want to make sure they can still use DoaEd. I'll see what I can do, though.
How about a minimap selector tool of some kind? The listbox is kind of clunky, but I'd imagine I could do some sort of 2-d table thingy to select map sections.
…I type those words and suddenly spend two hours prototyping one. The hard part's done, although I still have some huge performance issues to work out.
And yet, there is a roadblock…

Sigh, you win again, randomly missing chunks of map. I'll get you next time!
Seriously, though, I'll just flip through sometime tomorrow for the missing pieces. Sorry for any inconvenience these blatantly missing pieces of the map may have caused.
Quote:I can also work on how to edit town layouts if you want me to research that.Don't worry about that! I've got enough to chew on for now (unless you want to look into it).
We actually have a few regions that report outrageous relative locations (one 0,0 when everything else starts at 4,x and some that report 160ish values for both column and row). One of them looks like the Luoyang area where you briefly meet Sun Ce (who should be Sun Jian, of course). If you want to look for special regions, that might be a good start. You could always find them by sorting in DoaEditor, too :)
Quote:Hopefully these ideas inspire you :) Let me know if I can help in any way. Besides writing the code… I couldn't make sense of the code you gave me. Is there a tool that makes it a lot easier?Haha, if there were I and several thousand other programmers might be out of a job :moogle: This code's a particularly nasty case, though. I'm sure if you had easier stepping stones to use, it'd be no problem for you. Ultimately code (of any type) is just another language, and your work figuring out how data works in DOAE indicates you have the brainpower for it. If there are any specific questions you have, I'd be glad to answer them!
Quote:Managed to get an unhandled exception when switching from one dialogue box to another in the text editor.Any idea what text might've been entered before you switched? Maybe I'm missing an invalid character check somewhere. Think I need to look into a logging system.
October 4, 2011 at 2:21 am #27005DragonAtma
ModeratorNiahak, at least one chunk is mislocated; I count fourth column from the right and sixth row from the top. It looks like it belongs in the topmost of the three holes forming less-than shape. And, of coruse, the three chunks to the right of it should be moved left one chunk ;)
If possible, you should repost that at full size so we can hunt for other misplaced chunks; imageshack doesn't seem to have size restrictions (see http://img33.imageshack.us/img33/6056/zetegineamegamap.png ) and the faq says it allows pictures of up to 5 MB (which should not be a problem here).
October 4, 2011 at 3:01 am #27006MiDKnighT
ModeratorExcellent Niahak. Glad to see you're motivated for more Destiny of an Editor awesomeness. I do like the Region selector. It would make life easier for finding your way around the edits. I still think with 270 regions we need to block them out into bigger chunks for editing. For people with low resolution, they can just change their resolution! I checked my spreadsheet and it looks if we did 4×4 regions for editing (ie…16 regions displayed for editing at once) then we would have about 25 editable big zones which seems much more reasonable for serious editing if you could still see the individual tiles well enough. Here's what we'd be looking at:
# of Regions on Screen – Number of total editable zones
1 – 270+ (tedious!)
4 – 100 (a little less tedious but 100 is still a lot)
9 – 49 (seems pretty reasonable although the screen might be kinda big)
16 – 25 (may require a *big* Destiny of an Editor screen but you could knock out big map chunks at once. Ie…you could do some major map work in a hurry.)
Quote:We actually have a few regions that report outrageous relative locations (one 0,0 when everything else starts at 4,x and some that report 160ish values for both column and row). One of them looks like the Luoyang area where you briefly meet Sun Ce (who should be Sun Jian, of course). If you want to look for special regions, that might be a good start.I think I know what you're talking about. Are you talking about the zone at 26 vert, 7 horizontal where you walk to the castle and talk to the Sun guy? Ya that one is kinda off the charts map wise.
Quote:Ultimately code (of any type) is just another language, and your work figuring out how data works in DOAE indicates you have the brainpower for it. If there are any specific questions you have, I'd be glad to answer them!It would take a long phone call looking at the code together for me to understand what you've got going there. Not sure you would have the patience. :-)
October 4, 2011 at 11:00 am #27007DragonAtma
ModeratorOnce again, I recommend including an "always there" 304×285 minimap (one pixel per tile). Shouldn't be hard to find room for it, especially if it's a detatched window.
October 4, 2011 at 12:59 pm #27008sonic.penguin
ModeratorI like the minimap idea. Actually, this whole program is starting to remind me a lot of the civilization 3 editor. It included modifications to maps (w/ minimap w/ different sized brushes ie: 1×1/5×5 etc. for mass terrain changes, changes to ai, ai assignments, resource allocation to tiles, city names, combat experience, etc. It was very basic but that UI was very easy to follow and wasn't overtly complex. Maybe you could get some ideas from it for DOAEditor?
Here is a link to some guy doing a demo on the map editing:
http://www.youtube.com/watch?v=Bnmh3dQx8lA&feature=results_main&playnext=1&list=PL52B3643AD0F37DDB
Here is another one on editing general game settings, obviously the settings won't be the same and might include lists of DOAE nations Wei, Wu, Shu, etc or may have lists of battles for each or something…:
October 4, 2011 at 7:22 pm #27009MiDKnighT
ModeratorFor Niahak:

GET TO WORK!!!
:lol: :lol: :lol:
Just kiddin man. We're all just excited to see you work your magic.
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