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Thread: Geomod Tool for Mapping

  1. #41
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Geomod Tool for Mapping

    HUGE BUG:

    The program doesn't read the existing building entries in the descr_strat.

    When you add an entry, validate and then save, all you have got left is this building entry. Nothing anywhere else.
    That nearly broke my spirit - but good modder that I am (and listening to the warnings of the programmers) I had made a back up.

    This will need to be fixed, you have to finish everything that you can with the program before you do the buildings manually. After that no more program use unless you have made backups of descr_strat.










  2. #42

    Default Re: Geomod Tool for Mapping

    This seems to be specific to the english version... There must be a trouble in a translation somewhere, maybe something that must not have been translated. I have not find it yet.

    EDIT : I found the error, this new one must work now :
    Last edited by Octavius; November 02, 2008 at 04:28 PM.

  3. #43

    Default Re: Geomod Tool for Mapping

    Quote Originally Posted by gigantus View Post
    Crash:
    Symptom: If there is no entry in the "Regions\Various\Owner Faction" field validating will creash the program.
    Cause: Settlement has been entered in descr_regions but not in descr_strat. The game will automatically allocate the region and settlement to the rebel faction (lazy modder syndrome)
    Suggested Fix: Alert when 'validate' is pressed. A default entry might only work if you can establish the correct name of the rebel faction as it might change (PDeR calls them 'Lesser Factions' for example).
    Ok, I must recognize I'm one of the "lazzy modders" and I've observed one crash when validating the change in position of the settlement. I imagine it is the same reported by gigantus.

    I will try the new version asap.

  4. #44
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Geomod Tool for Mapping

    The new version works like a charm: the owner faction problem is solved and so is the 'adding building' problem.

    Came across a small one (easy to fix):
    Regions\Buildings\Type - when you choose 'castle' validate does not have any effect. The entry stays 'settlement' instead of 'settlement castle'. Surely just a matter of changing the input line?

    A little note to my fellow users: there are three files that need some attention:
    1. win_conditions - the program sets all factions in all aspects to zero, you have to change it manually.
    2. descr_mercenaries - make sure you have this file finalized BEFORE you start using GeoMod
    3. data\descr_rebel_factions and text\rebel_faction_descr, same as #2.

    If you use different names for factions (text\expanded.txt) finalize the expanded.txt file, it is easier to reference when setting up regions.










  5. #45

    Default Re: Geomod Tool for Mapping

    I will fix all these bugs this week.

    Have you tried the map generator ?

  6. #46
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Geomod Tool for Mapping

    Nice tool. Puts things into demographic order. Cool to see if your data input makes sense with fertility and spread of religions. Pop density helps as well.










  7. #47

    Default Re: Geomod Tool for Mapping

    the horde ability too seen my tutorial on regions with Gemod??

  8. #48

    Default Re: Geomod Tool for Mapping

    Nice! I like it!

    I am going to ask to sinople to add the link in his first message.

  9. #49
    sinople's Avatar These Romans are crazy!
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    Default Re: Geomod Tool for Mapping

    First post updated with the new link for the new english version and the tutorial made by Nakharar

  10. #50
    DragonsWarrior's Avatar Senator
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    Default Re: Geomod Tool for Mapping

    great device can you edit existing maps?

  11. #51
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Geomod Tool for Mapping

    That's how we tested it and found the bugs.

    Answer is yes (make a backup anyhow before going ahead).










  12. #52

    Default Re: Geomod Tool for Mapping

    I must say that, after some doubts at the beginning, this is one of the most useful tools for modding I've ever used, in a really tedious aspect of modding as mapping.

    Thanks to the developers and to Nakharar for the tutorial.

    (as an example, yesterday night I added about 15 regions and corrected arount 20 already present in only 90 min )

  13. #53
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Geomod Tool for Mapping

    Bug?
    Symptom: Resources on the same co-ordinates get deleted
    Cause: for modding purposes resources can have the same co-ordinates to increase the income for the town. This way merchants will still only trade a single instance of the resource.
    Fix: Give error message but DO NOT delete the duplicate positioned resource.










  14. #54

    Default Re: Geomod Tool for Mapping

    nice finds gigantus, tell me guys what should i do my nex tutorial on it on??

  15. #55

    Default Re: Geomod Tool for Mapping

    I am currently updating my program. So I am checking all the reported bugs.
    I added a subroutine to change the ReadOnly attribute of the M2TW files.
    I have many work at now so it will take a litte time until the next release.

    Quote Originally Posted by gigantus View Post
    Crash:
    Symptom: If there is no entry in the "Regions\Various\Owner Faction" field validating will creash the program.
    Cause: Settlement has been entered in descr_regions but not in descr_strat. The game will automatically allocate the region and settlement to the rebel faction (lazy modder syndrome)
    Suggested Fix: Alert when 'validate' is pressed. A default entry might only work if you can establish the correct name of the rebel faction as it might change (PDeR calls them 'Lesser Factions' for example).
    How is it possible to have no entry in the Owner Faction field ? When adding a new region, the program automatically attribute England in this field.

    Quote Originally Posted by gigantus View Post
    Bug:
    Symptom: If two regions have the same RGB code changing it will change it for both.
    Cause: Somewhere in the programming.
    Suggested Fix: Alert, as at the moment you need to close the program and do the change manually.
    Two regions can't have the same RGB, neither in the game, nor in the program. I use it as a unique ID for the regions.

    Quote Originally Posted by gigantus View Post
    Bug:
    Symptom: Alert says "Region_Name is already in use". In fact it is a duplication of RGB code.
    Cause: Maybe my translation
    Suggested Fix: Correct translation and\or check sub routine.
    I don't understand how you got this error.

    Quote Originally Posted by gigantus View Post
    Bug:
    Symptom: 'Validate' allows missing settlement (white pixel).
    Cause: Omitted check?
    Suggested Fix: New subroutine check.
    OK.

    Quote Originally Posted by gigantus View Post
    Bug:
    Symptom: Regions\Size\Population only allows 4 didgit (9999) numerical entry. Beyond that the 'arrow' has to be used.
    Cause: ?
    Suggested Fix: ?
    I have 5 digits allowed, I can't reproduce your bug...

    Quote Originally Posted by gigantus View Post
    - 'Options\Advanced Options' = being able to choose frm drop down list
    Do you have the complete list of all the possible advanced options ?

    Quote Originally Posted by gigantus View Post
    - 'Factions\Campaign' = Drop down list for AI entries
    Done.

    Quote Originally Posted by gigantus View Post
    - 'Factions\Characters' = to be implemented
    - 'Regions\development\resources' = Dropdown list based on entries from EDB
    - Trading Resources = choose from drop down menu (descr_sm_resources) and moveable like ports
    OK. I'll do this.

    Quote Originally Posted by gigantus View Post
    - 'Map Window' = big enough to display complete maximum size (510x510) map at max zoom out
    It's a little complicated to modify the screen size because of my algorithme.

    Quote Originally Posted by gigantus View Post
    Bug?
    Symptom: Resources on the same co-ordinates get deleted
    Cause: for modding purposes resources can have the same co-ordinates to increase the income for the town. This way merchants will still only trade a single instance of the resource.
    Fix: Give error message but DO NOT delete the duplicate positioned resource.
    Mmm OK, I'll try to do something like that.

  16. #56
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Geomod Tool for Mapping

    The following problems are not created by the program. They happen when checking a map that has NOT been created with GeoMod:
    Missing owner faction

    The region has been entered in the descr_region but not descr_strat. The game will automatically allocate the region to the slave faction. Game works.
    Duplicate RGB code
    Again only possible if NOT created with GeoMod. Game does not work (unspecified error). When validating the regions individually I get that error.

    Other things:
    5 digits - this could be because I am using 120dpi instead of the regular 96dpi. Will come back on that one.
    Options\Advanced Options - not sure if there are more, at least have never seen any others.
    marian_reforms_disabled
    rebelling_characters_active
    gladiator_uprising_disabled
    night_battles_enabled
    show_date_as_turns
    brigand_spawn_value (numerical variable, 3 digits)
    pirate_spawn_value (numerical variable, 3 digits)
    Region\resources
    These are related to one line of entry in export_descr_buildings.txt (hidden_resources) Is it possible to have them on a drop down list?










  17. #57

    Default Re: Geomod Tool for Mapping

    Quote Originally Posted by gigantus View Post
    Region\resources
    These are related to one line of entry in export_descr_buildings.txt (hidden_resources) Is it possible to have them on a drop down list?
    Yes, sure.

  18. #58

    Default Re: Geomod Tool for Mapping

    I've seen there is a menu for characters but it is empty.
    Is it a feature still to implement? Or at least a "Move" button to replace the characters in a right tile.
    That would be great to fully edit the campaign.

  19. #59

    Default Re: Geomod Tool for Mapping

    Yes, it is still to be implemented, but I will do it for the next version.

  20. #60
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Geomod Tool for Mapping

    Some other thing:

    Win_conditions.txt:
    If I have entries for all factions then the program will delete the entries for unplayable factions. I haven't checked if that is also the case with unlockable factions.

    Other pitfall:
    If you do not have the two lines:
    unlockable
    end
    in your descr_strat then the program has a problem reading the file properly. (Big mess I created before I found out when checking one of my mods)










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