Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: WITP editor x

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Scenario Design >> RE: WITP editor x Page: <<   < prev  1 [2] 3 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: WITP editor x - 10/7/2006 12:47:42 AM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline

quote:

ORIGINAL: CJ Martin

Found my first bug:

Aircraft screen, art on

Selecting any aircraft past index 244 (i.e. 245-249), the art will not update to match the bitmap number. Looks like only those last five slots have this issue.

-CJ



It's not really a bug, drawing is based on bitmap id, one of the devs posted this not long ago -

"WITP update Version 1.8.0.2 will include two features specifically for scenario modifiers:

1. Four additional sets of aircraft artwork.
Currently there are 249 aircraft but only 244 sets of aircraft artwork. We have found that we can easily
increase the aircraft artwork to 248. The additional artwork can be added as one more row in all three of
the allied aircraft artwork files. The new artwork will be for allied aircraft and will be bitmaps number
245-248. This will not affect stock scenarios or games in process but can be used by modders. Sorry,
we are not able to consider increases in Japanese artwork or beyond 248 total in this update.

2. Change in Task Force split (in editor).
Currently editor location slots 3500-3999 are used for Task Forces, with 3500-3899 for
Japanese (400 slots) and 3900-3999 for allied (100 slots). We are going to adjust this to be 250-250,
with 3500-3749 for Japanese and 3750-3999 for allied. Note that there are no changes to the editor - the
change will only affect how the scenario load routine recognizes the slots. This will not affect stock
scenarios or games in process. It should also have no affect on current modified scenarios as the
positions 3750-3899 do not appear to be used in any scenario."

however keep looking, as for listing LCUs I'll see what I can do.

Later

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to CJ Martin)
Post #: 31
RE: WITP editor x - 10/7/2006 2:18:33 AM   
CJ Martin

 

Posts: 119
Joined: 5/20/2002
From: Pax River, MD
Status: offline
I'm not sure that is the problem, let me explain what I am seeing in more detail.

I am modding CHS to a mid-1943 start. As such CHS is my starting point. The aircraft file in CHS has index 244 as the Seafire III/XV, and the bitmap is also 244. This diplays correctly in the editor. Index 245 is the Wildcat VI, and uses bitmap 206. This does not display any art in the editor. Index 246 is the F4U-4, and uses bitmap 209. This also does not display any art. Same problem for the rest of the slots.

In no case are bitmaps 245-249 used, in fact I wasn't aware I could add that row (CHS doesn't use that row either).

Does that make sense?

-CJ

(in reply to BigJ62)
Post #: 32
RE: WITP editor x - 10/7/2006 2:40:11 AM   
TOMLABEL


Posts: 5116
Joined: 1/27/2006
From: Alabama - ROLL TIDE!!!!!
Status: offline

quote:

ORIGINAL: CJ Martin

I'm not sure that is the problem, let me explain what I am seeing in more detail.

I am modding CHS to a mid-1943 start. As such CHS is my starting point. The aircraft file in CHS has index 244 as the Seafire III/XV, and the bitmap is also 244. This diplays correctly in the editor. Index 245 is the Wildcat VI, and uses bitmap 206. This does not display any art in the editor. Index 246 is the F4U-4, and uses bitmap 209. This also does not display any art. Same problem for the rest of the slots.

In no case are bitmaps 245-249 used, in fact I wasn't aware I could add that row (CHS doesn't use that row either).

Does that make sense?

-CJ




I've noticed the same thing as well. However, I do think that this editor is an incredible improvement over the stock editor.

TOMLABEL

_____________________________


Art by the Rogue-USMC

WITP Admiral's Edition: Ship & Sub Art/Base Unit Art/Map Icon Art

"If destruction be our lot - it will come from within"...Abraham Lincoln

(in reply to CJ Martin)
Post #: 33
RE: WITP editor x - 10/7/2006 6:03:30 AM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline

quote:

ORIGINAL: CJ Martin

I'm not sure that is the problem, let me explain what I am seeing in more detail.

I am modding CHS to a mid-1943 start. As such CHS is my starting point. The aircraft file in CHS has index 244 as the Seafire III/XV, and the bitmap is also 244. This diplays correctly in the editor. Index 245 is the Wildcat VI, and uses bitmap 206. This does not display any art in the editor. Index 246 is the F4U-4, and uses bitmap 209. This also does not display any art. Same problem for the rest of the slots.

In no case are bitmaps 245-249 used, in fact I wasn't aware I could add that row (CHS doesn't use that row either).

Does that make sense?

-CJ


You are right, I looked my code a little closer and noticed I was only drawing up to slot 244 and dismissing
the rest because of the bmp limitations, anyway I've since fixed this but not uploaded as yet.

Thanks

p.s. btw you will have to add that extra row manually with a paint prog.

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to CJ Martin)
Post #: 34
RE: WITP editor x - 10/7/2006 10:53:39 AM   
Nemo121


Posts: 5821
Joined: 2/6/2004
Status: offline
BigJ62,

Would you mind going into some detail with respect to the improvements you are planning to make to the ground formation editor? You are trying to add functionality to compare the LCU type with the TO&E entered for specific units, correct? Any other enhancements?

FWIW the more I work with the editor the more I am gratified by how much of an improvement it is over the official editors. By flagging errors it speed up the error-correcting aspect of things by several orders of magnitude. I think it is going to help people make far more mods.

(in reply to BigJ62)
Post #: 35
RE: WITP editor x - 10/7/2006 12:50:40 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline

quote:

ORIGINAL: Nemo121

BigJ62,

Would you mind going into some detail with respect to the improvements you are planning to make to the ground formation editor? You are trying to add functionality to compare the LCU type with the TO&E entered for specific units, correct? Any other enhancements?

FWIW the more I work with the editor the more I am gratified by how much of an improvement it is over the official editors. By flagging errors it speed up the error-correcting aspect of things by several orders of magnitude. I think it is going to help people make far more mods.


Thanks, what I'd like to do is put the Update Formations command into the Set LCU dialog that way you can choose exactly which units to update based on their TO&E id. Right now all you can choose is Japanese and or Allied. The Update Formations command searches for every unit that has a TO&E id and based on this id sets the type, suffix, nationality, exp, morale, symbol, unit type(1-3) and all weapons.

Later

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to Nemo121)
Post #: 36
RE: WITP editor x - 10/7/2006 12:54:38 PM   
Iron Duke


Posts: 529
Joined: 1/7/2002
From: UK
Status: offline
Hi,

Noticed this also happens with a/c slot 076 , the last Japanese a/c slot , it does not show the .bmp

_____________________________

"Bombers outpacing fighters - you've got to bloody well laugh!" Australian Buffalo pilot - Singapore

(in reply to BigJ62)
Post #: 37
RE: WITP editor x - 10/7/2006 1:22:40 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline

quote:

ORIGINAL: Iron Duke

Hi,

Noticed this also happens with a/c slot 076 , the last Japanese a/c slot , it does not show the .bmp


I noticed this myself when I was mapping out the graphics place holders, according to the manual Japanese are assigned slots 1 - 75 and the Allies slots 76 - 249 however the first graphic in the allied art file refers to bitmap id 77 so, why is 76 skipped I do not know?

Later

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to Iron Duke)
Post #: 38
RE: WITP editor x - 10/7/2006 9:26:31 PM   
kokubokan25


Posts: 1252
Joined: 7/19/2004
From: Iliaca, Spain
Status: offline
I noticed some "bug crash" when try to copy and paste Ship classes. My versión is 0.956.
Anyone has the same problem? Will be solutioned?

_____________________________


(in reply to BigJ62)
Post #: 39
RE: WITP editor x - 10/7/2006 10:12:37 PM   
timtom


Posts: 2358
Joined: 1/29/2003
From: Aarhus, Denmark
Status: offline
Crashes sometimes - only sometimes - when using the search feature to find leaders. Sorry I can't be more specific.

_____________________________

Where's the Any key?


(in reply to kokubokan25)
Post #: 40
RE: WITP editor x - 10/8/2006 1:57:20 AM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline

quote:

ORIGINAL: fremen

I noticed some "bug crash" when try to copy and paste Ship classes. My versión is 0.956.
Anyone has the same problem? Will be solutioned?


you have an old version download the newest one.

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to kokubokan25)
Post #: 41
RE: WITP editor x - 10/8/2006 1:58:22 AM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
quote:

ORIGINAL: timtom

Crashes sometimes - only sometimes - when using the search feature to find leaders. Sorry I can't be more specific.


Ok thanks I'll check it out.

I found a problem not sure if it's the one you are having. When clearing out the edit control the app will
crash, I found this problem in all the views with a search function, it is now fixed to be included in the
next release(v0.9.6.1).


< Message edited by BigJ62 -- 10/8/2006 6:23:27 AM >


_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to timtom)
Post #: 42
RE: WITP editor x - 10/8/2006 7:15:23 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
New version 0.9.6.1 available. I've made several corrections and improvements and added a new feature, see my web site for more details. Any problems let me know.

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to BigJ62)
Post #: 43
RE: WITP editor x - 10/8/2006 8:53:47 PM   
kokubokan25


Posts: 1252
Joined: 7/19/2004
From: Iliaca, Spain
Status: offline
I just downloaded the new version. Great job and many thanks.
I noticed the ship classes now show the bmb side and shil files.
Would be very useful in the plane label, the screen also show the TOP_ALPHA.bmp and not only the Top.bmp. I have some problems to "center" the top plane when modding a new aircraft in the alpha file. If you see the top plane in the same form the game runs it can easily corrected.   

_____________________________


(in reply to BigJ62)
Post #: 44
RE: WITP editor x - 10/8/2006 11:01:04 PM   
Nemo121


Posts: 5821
Joined: 2/6/2004
Status: offline
Would it be possible to add a button to disable the sillhouette view on the ship screen? I like the view with the background but don't like the pinkish background and would like the option of not seeing it.

(in reply to kokubokan25)
Post #: 45
RE: WITP editor x - 10/8/2006 11:35:14 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
quote:

ORIGINAL: fremen

I just downloaded the new version. Great job and many thanks.
I noticed the ship classes now show the bmb side and shil files.
Would be very useful in the plane label, the screen also show the TOP_ALPHA.bmp and not only the Top.bmp. I have some problems to "center" the top plane when modding a new aircraft in the alpha file. If you see the top plane in the same form the game runs it can easily corrected.   


Thanks, yes shouldn't be a problem. btw really like your subs.

< Message edited by BigJ62 -- 10/8/2006 11:39:13 PM >


_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to kokubokan25)
Post #: 46
RE: WITP editor x - 10/8/2006 11:36:57 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline

quote:

ORIGINAL: Nemo121

Would it be possible to add a button to disable the sillhouette view on the ship screen? I like the view with the background but don't like the pinkish background and would like the option of not seeing it.


Yes, not a problem.

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to Nemo121)
Post #: 47
RE: WITP editor x - 10/8/2006 11:38:02 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
I can't say this enough: it's a FANTASTIC piece of work!

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to BigJ62)
Post #: 48
RE: WITP editor x - 10/8/2006 11:40:35 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline

quote:

ORIGINAL: Terminus

I can't say this enough: it's a FANTASTIC piece of work!


Thanks and I've still got a few more ideas that might make it easier to edit scenarios.

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to Terminus)
Post #: 49
RE: WITP editor x - 10/9/2006 12:22:00 AM   
CJ Martin

 

Posts: 119
Joined: 5/20/2002
From: Pax River, MD
Status: offline
This really is awesome.

Here's my next tiny request - the "add/remove" button is great, and would be even better if when "removing" a unit it also set the location and commander to 000.

Having the units display is a great addition - thanks for adding that!

-CJ


(in reply to BigJ62)
Post #: 50
RE: WITP editor x - 10/9/2006 6:35:44 AM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline

quote:

ORIGINAL: CJ Martin

This really is awesome.

Here's my next tiny request - the "add/remove" button is great, and would be even better if when "removing" a unit it also set the location and commander to 000.

Having the units display is a great addition - thanks for adding that!

-CJ




Originally that's how I had it. Removing units is the easy part as far as zeroing out the location and leader, adding them back in gets very tiresome when you have to renter the info, example - I wanted to mod one of the small scenarios and removed some of the units and thought better of it and decided to renter some of them back in the way they were so I had to open the original scenario in another editor and do each unit individually. I've tried various solutions to this problem but have never been satisfied with the results so, for the time being I'm going to leave it this way and let the user decide how best to aproach this problem. I am still trying to come up with better way and I think I might have the leader problem fixed but the location problem might be a bit of a bear.

Thanks

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to CJ Martin)
Post #: 51
RE: WITP editor x - 10/9/2006 2:01:46 PM   
CJ Martin

 

Posts: 119
Joined: 5/20/2002
From: Pax River, MD
Status: offline
I can understand that. It is an interesting problem.

-CJ

(in reply to BigJ62)
Post #: 52
RE: WITP editor x - 10/9/2006 11:51:39 PM   
CJ Martin

 

Posts: 119
Joined: 5/20/2002
From: Pax River, MD
Status: offline
I think I've stumbled across a nastly little bug -

Formation type "0" (zero) is not causing the unit to be ignored when updating a formation (the way the stock editor works). Instead, it seems anything with formation type 0 has its OOB wiped and replace by blank "support" in slots 11 & 16.

I discovered this after updating IJN/IJA units and later Witpchk reported all IJA/IJN HQ's and Forts had zero support. Whoops!

Also found a minor one - when setting the default "type" on the formation screen, what is set is one more than what is entered - example set type 11 (for engineers), pushing the button changes the field to type 12.

-CJ




< Message edited by CJ Martin -- 10/9/2006 11:54:28 PM >

(in reply to CJ Martin)
Post #: 53
RE: WITP editor x - 10/10/2006 3:42:16 PM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
quote:

ORIGINAL: CJ Martin

I think I've stumbled across a nastly little bug -

Formation type "0" (zero) is not causing the unit to be ignored when updating a formation (the way the stock editor works). Instead, it seems anything with formation type 0 has its OOB wiped and replace by blank "support" in slots 11 & 16.

I discovered this after updating IJN/IJA units and later Witpchk reported all IJA/IJN HQ's and Forts had zero support. Whoops!

Also found a minor one - when setting the default "type" on the formation screen, what is set is one more than what is entered - example set type 11 (for engineers), pushing the button changes the field to type 12.

-CJ





Yep was not validating formation id value 0, fixed in next release(v0.9.6.2). As for the minor
I'm not seeing the problem, type values are incorrect in main interface just like the original
editor, but in the Set LCU dialog those are the correct values, in other words go by the text
not the number, I guess I might have to change that to avoid confusion.

Thanks

In the next release the Type combo control in the Locations view will now reflect the true
value.


< Message edited by BigJ62 -- 10/10/2006 4:59:31 PM >


_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to CJ Martin)
Post #: 54
RE: WITP editor x - 10/10/2006 5:13:30 PM   
CJ Martin

 

Posts: 119
Joined: 5/20/2002
From: Pax River, MD
Status: offline
Sounds great!

-CJ

(in reply to BigJ62)
Post #: 55
RE: WITP editor x - 10/13/2006 12:13:05 AM   
Nemo121


Posts: 5821
Joined: 2/6/2004
Status: offline
In the leader database when I enter the letter K in the search box the programme crashes.

(in reply to CJ Martin)
Post #: 56
RE: WITP editor x - 10/13/2006 12:15:56 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
K for Krash?

(in reply to Nemo121)
Post #: 57
RE: WITP editor x - 10/13/2006 7:36:10 AM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline

quote:

ORIGINAL: Nemo121

In the leader database when I enter the letter K in the search box the programme crashes.


Found the problem, now fixed and uploaded v0.9.6.4. I was using the wrong constant integer to
set the array size(copy and paste error).

Thanks

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to Nemo121)
Post #: 58
RE: WITP editor x - 10/19/2006 2:04:10 PM   
Arkady


Posts: 1262
Joined: 5/31/2002
From: 27th Penal Battalion
Status: offline
awesome 

_____________________________


(in reply to Nemo121)
Post #: 59
RE: WITP editor x - 10/20/2006 4:33:36 AM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline
Thanks, right now I'm working on optimizing the application--God I hate M$--.

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to Arkady)
Post #: 60
Page:   <<   < prev  1 [2] 3 4   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Scenario Design >> RE: WITP editor x Page: <<   < prev  1 [2] 3 4   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.000