Re: Aprone, how do you save maps in swamp?

2017-01-10 Thread AudioGames . net Forum — Developers room : severestormsteve1 via Audiogames-reflector


  


Re: Aprone, how do you save maps in swamp?

Thanks Aprone.That's actually quite a coincidence; I was not coordinating with anyone else on this question, I was simply looking for a way of storing a large number of tiles plus their information in a file and hoping it wouldn't take a whole bunch of time and memory to load. I appreciate this a lot.

URL: https://forum.audiogames.net/viewtopic.php?pid=293016#p293016





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Aprone, how do you save maps in swamp?

2017-01-08 Thread AudioGames . net Forum — Developers room : severestormsteve1 via Audiogames-reflector


  


Re: Aprone, how do you save maps in swamp?

Thanks Aprone.That's actually quite a coincidence; I was not coordinating with anyone else on this question, I was simply looking for a way of storing a large number of tiles plus their information in a file and hoping it wouldn't take a whole bunch of time and memory to load. I appreciate this a lot.

URL: http://forum.audiogames.net/viewtopic.php?pid=293016#p293016





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Aprone, how do you save maps in swamp?

2017-01-08 Thread AudioGames . net Forum — Developers room : Aprone via Audiogames-reflector


  


Re: Aprone, how do you save maps in swamp?

Severestormsteve, every now and then I'm asked about this, and I'm not sure if you and another guy coordinated this but just before noticing this post I was sent the same question via email.  I'm sure I've typed this out to explain it to a few people over the years, but I cannot seem to find any of the old letters, so here goes as I try to type this all out again without forgetting anything important.  Oh yeah, to save time I'll just point the email guy to here after I've typed it out.    Haha!I'm not sure which order is the easiest way to explain, so to start I'm just going to summarize the layout of a Swamp map file.  There are some loops involved, so hopefully it isn't overly confusing.  Af
 ter the summary I will try to go into a bit more detail to explain how some of the parts work.-start of file-number of tile types...loop through tile typestile color (you can probably leave blank or zero because this is only used for me when visually building the map with my map editor)tile type (1=ground 2=wall 3=topofsomething)tile descriptiontile sound...end of tile types loopstarting player xstarting player ystarting player direction (0-359)x shift (you can probably leave blank or zero because this is only used for me when visually building the map with my map editor)y shift (you can probably leave blank or zero because this is only used for me when visually building the map with my map editor)zoom (you can probably leave blank or zero because this is only used for me when visually building the map with my map editor)start x (I think this may also be an editor thing, but I'm not 100% 
 positive)start y (I think this may also be an editor thing, but I'm not 100% positive)map widthmap height...loop through map width...nested loop through map heighttile numbertile zone 1tile zone 2flood water value (you can probably leave blank or zero.  This is used to help the "building helper" navigate players toward the nearest exit.)scent trail value (you can probably leave blank or zero.  This doesn't pertain to normal maps so you won't need to worry about it.)...end of nested map height loop...end of map width loopnumber of zones...loop through zoneszone name...end of zone loopnumber of map markers...loop through markersmarker namemarker xmarker y...end of marker loopnumber of map loot (sound ambiences basically)...loop through your map lootsloot name (name it Amb for anything that will be a sou
 nd)loot xloot yloot amountloot type (1=gear  2=questitem  3=small radius ambient  4=large radius ambient, and 5=random ambient which is quiet and randomly decides when to play.  I think 6 might be a random ambient also, but one that plays less often than number 5.  You can ignore numbers other than these I think.)loot sound...end of map loot loopTitle of first safe zone story.First safe zone story.Title of second safe zone story.Second safe zone story.Title of third safe zone story.Third safe zone story.Title of first outpost story.First outpost story.Title of Second outpost story.Second outpost story.final map width (use same as above or you can pick a smaller area, to restrict the playing size.  you might want to do this if your map will be using map copy to pull map pieces in from outside of the playable portion of the map.)final map heightline you can leave blankline you can leave blank-end of file-Tile types represent all of the different kinds of tiles like grass, pavement, or tile floor.  Many of those are all technically floor, for example, so the tile type identifies them.  The description is the name which might only be used in the map editor, so you may be able to ignore that.  The sound is the name of the folder, in steps, where the game will pull the foot step sounds from when someone walks on this.  When we aren't talking about floors, the sound is listing a specific file name (not a folder), and that is the sound played when the player runs into this type of tile.  Like bumping into a fence, wall, or crate.Next are some bits about how the player first spawns on the map.  I should make a quick note that on the server any and all of this map data can be changed as needed, but when playing single player maps (or CMMS) these values are what w
 ill be used.  The player direction is zero for east, then I believe it goes clockwise so 90 would be south.A loop within a loop will take you through all of the tiles on the map.  There are 5 pieces of information about each tile, though you can ignore the last 2.  Tile number is actually the number of the previously mentioned tile type.  If the 3rd tile type was grass, for example, then any tile with the number 3 is grass.  The tile zone 1 and zone 2 values work in the very same way, except we haven't gotten to the part about zones yet.Now zones.  Zones are just a list of text descriptions that can be used around the map.  When a tile has a numb

Re: Aprone, how do you save maps in swamp?

2017-01-08 Thread AudioGames . net Forum — Developers room : Aprone via Audiogames-reflector


  


Re: Aprone, how do you save maps in swamp?

Severestormsteve, every now and then I'm asked about this, and I'm not sure if you and another guy coordinated this but just before noticing this post I was sent the same question on Skype.  I'm sure I've typed this out to explain it to a few people over the years, but I cannot seem to find any of the old letters, so here goes as I try to type this all out again without forgetting anything important.  Oh yeah, to save time I'll just point the skype guy to here after I've typed it out.    Haha!I'm not sure which order is the easiest way to explain, so to start I'm just going to summarize the layout of a Swamp map file.  There are some loops involved, so hopefully it isn't overly confusing.  Aft
 er the summary I will try to go into a bit more detail to explain how some of the parts work.-start of file-number of tile types...loop through tile typestile color (you can probably leave blank or zero because this is only used for me when visually building the map with my map editor)tile type (1=ground 2=wall 3=topofsomething)tile descriptiontile sound...end of tile types loopstarting player xstarting player ystarting player direction (0-359)x shift (you can probably leave blank or zero because this is only used for me when visually building the map with my map editor)y shift (you can probably leave blank or zero because this is only used for me when visually building the map with my map editor)zoom (you can probably leave blank or zero because this is only used for me when visually building the map with my map editor)start x (I think this may also be an editor thing, but I'm not 100% p
 ositive)start y (I think this may also be an editor thing, but I'm not 100% positive)map widthmap height...loop through map width...nested loop through map heighttile numbertile zone 1tile zone 2flood water value (you can probably leave blank or zero.  This is used to help the "building helper" navigate players toward the nearest exit.)scent trail value (you can probably leave blank or zero.  This doesn't pertain to normal maps so you won't need to worry about it.)...end of nested map height loop...end of map width loopnumber of zones...loop through zoneszone name...end of zone loopnumber of map markers...loop through markersmarker namemarker xmarker y...end of marker loopnumber of map loot (sound ambiences basically)...loop through your map lootsloot name (name it Amb for anything that will be a soun
 d)loot xloot yloot amountloot type (1=gear  2=questitem  3=small radius ambient  4=large radius ambient, and 5=random ambient which is quiet and randomly decides when to play.  I think 6 might be a random ambient also, but one that plays less often than number 5.  You can ignore numbers other than these I think.)loot sound...end of map loot loopTitle of first safe zone story.First safe zone story.Title of second safe zone story.Second safe zone story.Title of third safe zone story.Third safe zone story.Title of first outpost story.First outpost story.Title of Second outpost story.Second outpost story.final map width (use same as above or you can pick a smaller area, to restrict the playing size.  you might want to do this if your map will be using map copy to pull map pieces in from outside of the playable portion of the map.)final map heightline you can leave blankline you can leave blank-end of file-Tile types represent all of the different kinds of tiles like grass, pavement, or tile floor.  Many of those are all technically floor, for example, so the tile type identifies them.  The description is the name which might only be used in the map editor, so you may be able to ignore that.  The sound is the name of the folder, in steps, where the game will pull the foot step sounds from when someone walks on this.  When we aren't talking about floors, the sound is listing a specific file name (not a folder), and that is the sound played when the player runs into this type of tile.  Like bumping into a fence, wall, or crate.Next are some bits about how the player first spawns on the map.  I should make a quick note that on the server any and all of this map data can be changed as needed, but when playing single player maps (or CMMS) these values are what wi
 ll be used.  The player direction is zero for east, then I believe it goes clockwise so 90 would be south.A loop within a loop will take you through all of the tiles on the map.  There are 5 pieces of information about each tile, though you can ignore the last 2.  Tile number is actually the number of the previously mentioned tile type.  If the 3rd tile type was grass, for example, then any tile with the number 3 is grass.  The tile zone 1 and zone 2 values work in the very same way, except we haven't gotten to the part about zones yet.Now zones.  Zones are just a list of text descriptions that can be used around the map.  When a tile has a numb

Aprone, how do you save maps in swamp?

2017-01-07 Thread AudioGames . net Forum — Developers room : severestormsteve1 via Audiogames-reflector


  


Aprone, how do you save maps in swamp?

Hi,Obviously I'm asking this to Aprone, but if anyone else knows the answer I'd appreciate it from you as well. But the reason I ask Aprone in particular, is because at least on multi1 map of swamp, there are well over 10 individual tiles, however the map loads pretty much instantaneously when it's launched. So what I'm asking is, how do you do that tile system? Are the tiles really just big rectangles that have a start x, end x, start y, and end y? Or do you have it so that every tile (coordinate) on the map is stored? I would have assumed the first, but in using CAE Jone's map editor, I found that it's actually quite possible to set tiles individually, as in you could have  grass in a rectangle all the way from 1 1 to 10 10, and plop a dirt tile at 4, 3 and it would save just fine, leading me to believe that maybe you store the tiles individually.I looked at the multi1 map file to see if I could get an idea, but it's more s
 omething likegrassgrass*inserts an 8 digit number*wallwall.wav*inserts long number*I would greatly appreciate your help in this matter, as the games which I am working on do use large scale maps such as this.Thanks,Steve.

URL: http://forum.audiogames.net/viewtopic.php?pid=292911#p292911





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector