Re: [Warzone-dev] Question on maps

2009-04-05 Thread Stephen Swaney
On Sun, Apr 05, 2009 at 07:42:02AM +0100, Florian Schanda wrote: > A linux editor based on my effort would also run fine on windows and osx - If > I do write one it would be written in PyQt4. It is starting to look like Qt is the default widget set for Warzone tools. And yes a linux editor would

Re: [Warzone-dev] Question on maps

2009-04-05 Thread Florian Schanda
On Sunday 05 April 2009 02:58:30 kim metcalfe wrote: > ot is that what all this is about - not having a linux editor... if > thats the case > what happens to the windows editor once this other thing becomes available A linux editor based on my effort would also run fine on windows and osx - If I

Re: [Warzone-dev] Question on maps

2009-04-04 Thread kim metcalfe
actually the map editor is not that difficult once you understand the rules.\ reading the ENTIRE editworld document would help iron out any troublesome bits. failing that just ask and i would be more than happy to assist you with whatever the problem is ( windows only as we dont have linux editor.

Re: [Warzone-dev] Question on maps

2009-04-03 Thread Gerard Krol
Florian Schanda wrote: > Our eventual aim is to write a random map generator for warzone Nice. I already have a start of that, but it is far from finished. Take a look at the "random_map" branch in the git://gitorious.org/warzone2100/gerard_.git repository. What I have currently got working is a

Re: [Warzone-dev] Question on maps

2009-04-03 Thread Florian Schanda
Hello, Thanks for your answers. My follow up questions below are in the context of "what is strictly necessary to get started". I.e. I want to implement the absolute minimum to write a valid and playable warzone map; I can always flesh out the details later... On Wednesday 01 April 2009 17:37:

Re: [Warzone-dev] Question on maps

2009-04-03 Thread Zarel
On Fri, Apr 3, 2009 at 2:22 AM, Per Inge Mathisen wrote: >> I assume I need this to effectively define starting positions of players -- >> each should be given two initial construction droids? No other items are >> strictly necessary? > > Correct. Wait wait, I thought CCs were necessary, too. I

Re: [Warzone-dev] Question on maps

2009-04-03 Thread Per Inge Mathisen
On Thu, Apr 2, 2009 at 11:00 PM, Florian Schanda wrote: > In that map, there are gateways and zones (and equivalency zones). What are > they - and are they strictly necessary? In 2.2 and later, gateways are only used by the AI as hints as to where to place defenses. If empty, the AI will use othe

Re: [Warzone-dev] Question on maps

2009-04-01 Thread Per Inge Mathisen
On Wed, Apr 1, 2009 at 9:48 AM, Florian Schanda wrote: > I am looking into writing a python API for *writing* warzone maps, in > particular multiplayer maps. I had some questions on the files for each map - > if somebody could > a) point me to the relevant source code that parses them > b) tell me

Re: [Warzone-dev] Question on maps

2009-04-01 Thread Christian Ohm
On Wednesday, 1 April 2009 at 8:48, Florian Schanda wrote: > I am looking into writing a python API for *writing* warzone maps, in > particular multiplayer maps. I had some questions on the files for each map - > if somebody could > a) point me to the relevant source code that parses them > b)

[Warzone-dev] Question on maps

2009-04-01 Thread Florian Schanda
Hi all, I am looking into writing a python API for *writing* warzone maps, in particular multiplayer maps. I had some questions on the files for each map - if somebody could a) point me to the relevant source code that parses them b) tell me what they are meant to do / store c) tell me if they a