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For anybody wondering about those tmp troubles I had...djpyre20:42 30-06-2002
Re: For anybody wondering about those tmp troubles I had...Olaf van der Spek21:56 30-06-2002
Re: For anybody wondering about those tmp troubles I had...djpyre23:35 30-06-2002
Re: For anybody wondering about those tmp troubles I had...Olaf van der Spek01:05 01-07-2002
Re: For anybody wondering about those tmp troubles I had...djpyre01:11 01-07-2002
Re: For anybody wondering about those tmp troubles I had...Olaf van der Spek01:17 01-07-2002
Re: For anybody wondering about those tmp troubles I had...djpyre01:41 01-07-2002
Re: For anybody wondering about those tmp troubles I had...djpyre02:20 01-07-2002
Re: For anybody wondering about those tmp troubles I had...Olaf van der Spek04:01 01-07-2002
Re: For anybody wondering about those tmp troubles I had...djpyre06:15 01-07-2002
Re: For anybody wondering about those tmp troubles I had...Olaf van der Spek00:28 02-07-2002
Re: For anybody wondering about those tmp troubles I had...djpyre08:00 02-07-2002
Re: For anybody wondering about those tmp troubles I had...Blade06:52 05-07-2002

> Wat do I have against FA2 YR - well, the lists don't seem to pull information from the game correctly. As I mentioned before, the anim list is off... and there are quite a few other little things like his that hinder map making (trial and error is the only way to figure out most of these things - which takes up time - but I can tell you the anim list is off by four)

> Ini editing did not function because of the following reasons:
> Adding a new tileset of cliffs did not work because fa2 yr wouldn't display them properly (little empty squares would appear in there place) and I'm not even certain if the game would except them.

I know how to solve that, I added many NEW tilesets to the terrain expansion as well, if you looked at the TX .ini files you would see the new ones...the game will use all the new stuff correctly from the expandmd##.mix files (don't add them to the iso***.mix files). FA2YR cannot read from expandmd## named files...copy the file and rename it to expand## still in the RA2 directory and FA2YR will use the new tiles correctly (well so long as there isn't an alternate version that you replaced in the normal mix files). You also need the .ini files in the directory as well for FA2YR to use them but for the game to use them you just need them in an expandmd##.mix along with your tiles.

> Adding a new LAT tileset has the same problem, plus you would have to go through the lists and tell the game which tiles are supposed to connect to which tiles (because their morphable) and that would take forever.

Not really...there is a limit to how many true latting sets you can have though (4 IIRC) because they have to be specified in the [General] section...same goes for slope sets (though you can make more that you would have to adjust manually).

> Just adding simple "one piece" pieces works from time to time, but that wouldn't be a vey diverse "new theater" now would it? Why build an entire theater of "farm-crop" style pieces? There'd be no elevated parts, just flat terrain with stuff added to it!
> What I'm doing is cunstructing every part needed to give the appearance that a new theater has been added to the game, I just can't see how ini editing my way there is a good idea.

You need to make the new tiles and give them unique names (don't use a letter after the set number though as you earlier suggested, that signifies alternative version of the same tile for auto randomisation). You can then add a new tileset entry to the bottom of the .ini file lists (I reccommend making it compatible with the existing TX though and if of good quality I would accept it as a submittal to the TX for a future update).

> My review off terrain expansion:
> It doesn't "interfere" with the original pieces of terrain... it just mods them (and if you don't like the idea of the original theater being modded, interfere is the right word)

Thats not true. Most of the new stuff added to new urban from urban and temperate never had an equivalent existing in it already to be replaced. You misunderstand exactly what I had to do to research and implement the TX.

> The only additions were not of a very great scale. Tunnels have been done before, he's not the first to add those.

The tunnels are already in the game, but you try using the (TX) cuplet map (that doesn't really need the TX to actually load it) without the TX and you'll see that the tunnels don't work correctly. Those "new" tunnel tiles are actually fixed versions of the WW ones that have incorrect terrain type cells specified (normally 6 which is "RailRoad" instead of 5 which is "Tunnel Entry/Exit node"). No one ever figured out why the tunnels in RA2 didn't work correctly until this. The tunnel top image is also positioned wrongly without the TX as well.

>The animation data for the Desert waterfalls is all right there, all he had to do was repallet the temperate one and add the file to the desert's .mix.

I actually had to redraw the tiles with desert terrain using some clever image editing techniques (well they weren't that revolutionary, but they did the job), the temperate and desert iso***.pal files are the same pallet.

>Did he put the Lunar cliffs in, I forgot to check - those are already in the game too, they just need some supporting data.

Yeah, like new tileset information in the .ini and new tiles. The .ini file has that set as Blank and the number of tiles set to 0. Did you actually read the documentation that explains how the TX was done and what you have to do to add TOTALLY new tiles?

> I did like the fixes he made, though, particularly the repairable bridge supports.

That was thanks to Olaf and an updated TMP edit that he provided for me that fixed an earlier omission in the TMP saving format.

> But none of this shows that ini editing is the way to add an actual functioning new theater - it can't be done that way, and with how nonsupportive FA is with the stuff you can add (another big problem with FA) you would never be able to actually make any maps with your new theater (doesn't that defeat the purpose).

I know for a fact that this is possible to make an apparently new theatre using the existing ones without breaking them and if you'd taken the time to e-mail me rather than go through this public song and dance I could have explained in detail how its done.



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