PostPosted: 15 Jul 2008, 09:22
Nope! Troops and units a seperate in my editor.Oh my bad I thought soldiers were also counted as units.
Talk about Knights and Merchants!
https://knightsandmerchants.net:443/forum/
https://knightsandmerchants.net:443/forum/viewtopic.php?t=157
Nope! Troops and units a seperate in my editor.Oh my bad I thought soldiers were also counted as units.
I assumed the same. A soldier is a unit too, right? How about using the names 'Citizens' and 'Soldiers'/'Troops' to prevent future misunderstandings.
Notice that KaM has a limit in a size of a clear-up - when using 15, 20 and 25 clear-ups their size was exactly the same (maybe a small difference between 15 and 20).
I found some less important bugs:
- When adding player via the tree view, switching to script or saving makes an error:
- Tree view also allows adding 9th player (I thought that up to 8 is possible). Multiplayer missions allows too many players - in New window, too.
- Not really a bug, default colour of player 1 (24 25 27 28 29 30 30 31) is a bit different that the colour in original missions (24 25 26 27 28 29 30 31 or nothing in the script).
- Shortcuts like Ctrl+F are working on the Map tab, where is nothing to search. In bigger files pressing the shortcut accidentaly (Ctrt+F is near Ctrl+D) can crash the editor.
- Sometimes, the scrolling bars are disappearing (when expanding tree view to full screen and back when displaying bottom-right part of the map) or they are not allowing to scroll properly (when expanding the tree view and switching to script tab and back). Auto-scroll and minimap is OK.
I also have one suggestion: maybe adding little preview of flag/coloured square into the Colour and Minimap Colour selection window is a good idea? I often have to look into the help file and search numbers of colours when choosing non-default one.
The editor is great! It's good that you're making new utilities making the mission editing easier and faster!
Yeah, but that's out of my control unfortunately.Do you think that I should remove the 25? I think that it also depends on the map size as to how large the area revealed is.
Ok, I'll disable them unless you are on the script tab. I didn't know you could crash the editor with that though...
Have you discovered any other non-default colours? Please tell them to me if you have, I'd like to include them by default.
Thanks!And thank you again for such a good bug report, I need more people like you! Please report anything else you find and make more suggestions!
Lewin.
I checked all sizes: the biggest size of clear-up is 16, and it doesn't depend on the map size (tested on 64x64 and 176x176)
There are many possibilities of colours - also from the default ones you can make darker or lighter colours. When I discover some other new colour that is looking good on people and flags I'll send them.
One small thing only: players' 7 and 8 are both marked black, and player's 6 colour is similar to the road's colour. Some lighter colours would be better. But it's not the most important thing, not many missions have so many players.
Of course, troops and AI defence marked on map (you wrote about them few days ago) is a good idea.
It's good that you're updating the editor very quickly!
The reason for this is because if you don't set the values for team colour, then the default colours for 7 and 8 is black, and 6 is a kind of grey. I understand what you're saying though, and I think I'll change them, after all, who leaves the colours as default anyway?
Ok, I'll be glad to include them! Send me any colour that looks ok.
You seem to be using my editor a lot! Have you made any missions? Do you have a campaign planned? I'd like to test them out at some point...
P.S. I sent you a PM, did you recive it? (login to check)
I was talking about colors of the numbers on the map and on the minimap in your editor - they can't be changed.
Are the colours OK?
I'm now trying to understand some things like attacks (they work different in TSK and TPR) and goals (I don't know why they're not working for me - but this is not the editor's bug).
Hey I've noticed that loading already decoded map files is somewhat broken. It doesn't show the joke at all, and if you first load another mission and then an already decoded mission the editor will not update the map file.
Yeah and what about making the default when loading non-encoded files to search for both dat and txt or all files?
Do you think it's necessary to show DATs while using non-encoded? How many people will have non-encoded DAT files? I think this might just be confusing. (give me a good reason and I'll gladly add it though) After all, you can use all files if for some reason you wish to open a non-encoded dat file.
May I ask what you were using my editor for? I would recommend that you don't use it for SR3 editing, as it may not load all everything correctly for the original maps. (e.g. Some complex attack types aren't supported)
I've never really understood attacks. I've just used a few examples that work. If you find anything new (a part from what you told me in the PM) then please let me know, I would like my editor to be as versatile as possible.
With goals: Are you using them the same as they are used in the original missions? Some people get confused with the retain/destroy thing. Basically: for Goals use retain, for Lost Goals use Destroy. You can use them the other way around but then you will have weird stuff like you lose once you've killed the enemy.