I Am Making a Mission.dat Editor
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
I noticed a few mistakes, by the way.
Error: Misssion does not contain \"!SET_MAP\". The data is corrupt.
Error: Misssion does not contain \"!SET_MAP\". The file is corrupt or not a valid Knights and Merchants mission file. \015\n
Possibly the file is encoded, in which case you should load it normally, not with \"Load Non-encoded File\"
Error: Misssion does not contain \"!SET_MAP\". The file is corrupt or not a valid Knights and Merchants mission file. \015\n
Possibly the file is unencoded, in which case you should select \"File->Load Non-encoded File\" from the main menu.
I will send it soon.
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
I did the translations for v0.6 and sent it to you on 27 June. Since then I haven't received any more e-mail from you. It probably ended in my unwanted mailbox. If TDL doesn't mind I can do the translations for the following versions.
But I am quite happy for you to do it, and so is The Dark Lord.
Next version I'll be sending you the translation instead.
Sorry for the whole misunderstanding.
You spelled "mission" with three times a "s".
Any other feedback?
Lewin.
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
Question: what's the roadmap looking like now?
0.8.5 - Where we currently are
0.9 - Will have troops and AI attacks on map, maybe some other features (late 2008)
0.9.5 - Will add extra features and fix bugs (early 2009)
1.0 - Will have all planned features implemented (early-mid 2009)
1.1+ - Will fix bugs in 1.0
Extra features I might do:
- Showing entire group (all soldiers) on map for troops and AI defence
- Not allowing you to place on unsuitable hills, trees, slopes, etc.
- Getting the help file translated
Other projects I might work on:
- Running another mission comp on my website
- Krom's remake
- Mission packages system
- KaM TPR for future patches (if we get the source code)
- My own life, writing software for money (I do a bit of that now)
I'm hoping I'll always have a free community project going, as I get a lot of pleasure out of helping people with things like my editor.
That enough info?
Lewin.
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
I found a bug in the way you handle attack scripts. Currently if the first attack has a counter but the second one doesn't, the counter of the first attack is copied over also to the second attack (I'm assuming this only happens when you edit official missions as it formats the scripts the way your editor handles them).
Thanks very much for reporting!
Lewin.
I've downloaded the editor, and I think it's a very neat one. The scripting just fine, and the tree view has a plethora of buttons and options. However, I've ran across a fairly huge problem: for some reason, I cannot scroll through the map shown in the editor, and the background is not visible (only roads, buildings and units are shown). How can I remedy this issue?
Also, I could be willing to translate the editor into the Portuguese language in case I find myself with more spare time.
Cheers!
EDIT: I currently can't post the link to the image depicting how my editors looks like, hope I provided enough description to identify the problem.
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
Thanks for posting, I'm glad that you like my editor.
I know what is causing your problem. The map is not loading, is it? You should be able to see the map underneath the units/buildings. This means that my editor cannot find the map file for the mission which you have opened.
There are two things that could be causing this:
1. You have not set the KaM directory setting properly. My editor needs to know where KaM is installed in order to load the map files. Click Options -> Set KaM Dir, and make sure that you have entered the path to the folder which contains KaM. (That is the folder which contains KM_TPR.exe, e.g. C:\Program Files\KaM - The Peasants Rebellion\) Please let me know what you have entered there. You may need to reload the mission in order for the map to display.
2. If the above instructions don't fix the problem, then the map you have selected does not exist. In the treeview, open Generic -> Map File. Then press browse and make sure that you have a valid map file selected. THE MAP MUST BE IN YOUR KAM FOLDER! So you can't select a map in My Documents, for example. If you read the help file (on the menu, press Help -> Help) then you might be able to work it out. There are instructions there explaining how to choose the right map file and where to save things.
Please let me know how it goes, and thanks for reporting this.
Lewin.
P.S. As for a Portuguese translation, if you are willing then that would be great! I will send you a PM with instructions.
!SET_AI_CHARACTER RECRUTS doesnt mean how much recruts are in the castle at one time but it's a multiplier (like WORKER_FACTOR)
So !SET_AI_CHARACTER RECRUTS 8 will make less recruts then !SET_AI_CHARACTER RECRUTS 4.
Prolly !SET_AI_CHARACTER RECRUTS 1 will make recruts very fast (one after another)
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
@Litude: This is why it hasn't been working for SR3! So now you know, we should be able to make it work. Try using 9, and that will be less. I assume you were assuming what I was assuming, that it is actually the number of recruits in the barracks. Now we know better, and we should be able to fix the "bug" of finding 500 recruits in the enemy barracks.
Thank you Nick!
Lewin.
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
found small glitch in the editor.
!SET_AI_CHARACTER RECRUTS doesnt mean how much recruts are in the castle at one time but it's a multiplier (like WORKER_FACTOR)
So !SET_AI_CHARACTER RECRUTS 8 will make less recruts then !SET_AI_CHARACTER RECRUTS 4.
Prolly !SET_AI_CHARACTER RECRUTS 1 will make recruts very fast (one after another)
But because its unclear like u said I made a test map. I tryd with 1 school, storehouse and barracks and these are the results of max recruts:
0: no recruts
1: 2 recruts
2: 3 recruts
5: 6 recruts
9: 10 recruts
So always the number+1 exept with 0. didnt test over 9
I also placed some towers to see if it would make a difference but no
im sorry for my previous too fast assumption
You say it doesn't work with SR3? what do you mean? I could look into it.
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