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Author Topic: World Viewer - Supports Mods + Graphical Map! (8/12)  (Read 67111 times)

Knight Otu

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #90 on: July 14, 2010, 02:45:31 pm »

I got a file here where the deities of a civ aren't parsed correctly. Senduit seems to be acting up, so I'll see if the files fit here. It's the second civ, The Meditation of Riddles.

Spoiler: worldhistory (click to show/hide)

worldsites in next post
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Knight Otu

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #91 on: July 14, 2010, 02:46:36 pm »

Spoiler: worldsites (click to show/hide)
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Mason11987

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #92 on: July 14, 2010, 04:51:58 pm »

Knight Otu, try it now

Knight Otu

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #93 on: July 15, 2010, 05:29:30 am »

Doesn't seem to work. It might be because both rulers don't worship anyone (being demons), though the other Encar civ with only one leader that was a demon does get its worship list without problem.
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Mason11987

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #94 on: July 15, 2010, 08:07:49 pm »

Doesn't seem to work. It might be because both rulers don't worship anyone (being demons), though the other Encar civ with only one leader that was a demon does get its worship list without problem.

V 1.10.4
Fixed it.

In my parsing I looked for the text " List", to know when I was done with the Worship List. 

First deity in that civ was "  Canci Listentruth".   Ha.

I fixed it up so it shouldn't mess up like that again.

Would you mind trying it again?
« Last Edit: July 15, 2010, 08:22:30 pm by Mason11987 »
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Knight Otu

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #95 on: July 16, 2010, 04:51:07 am »

Heh. Yeah, it works now. Thanks! :)
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Mason11987

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #96 on: July 19, 2010, 06:54:19 pm »

I'm still around :)

V 1.11

Not a major feature release but more of a "this should have came with the initial release" sort of thing.

Now no need to rename files, you can select the files you want to use.



Thanks for checking back :)

pickupsticks

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Re: World Viewer - Supports Mods + Graphical Map! (7/19)
« Reply #97 on: July 19, 2010, 10:09:18 pm »

That'll make things even easier.
Good work, thanks!


I was wondering what could be done with a detailed-world-map export, if someone made one of those available when parsing the world.  Do you think you could get the sites and suchlike to line up on there as well?  That would be a step towards incorporating evil and temperature and rainfall and all the other goodies, which some people might appreciate having along with everything else.


Watching this with interest :D
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Mason11987

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Re: World Viewer - Supports Mods + Graphical Map! (7/19)
« Reply #98 on: July 19, 2010, 11:19:50 pm »

That'll make things even easier.
Good work, thanks!


I was wondering what could be done with a detailed-world-map export, if someone made one of those available when parsing the world.  Do you think you could get the sites and suchlike to line up on there as well?  That would be a step towards incorporating evil and temperature and rainfall and all the other goodies, which some people might appreciate having along with everything else.


Watching this with interest :D

I had thought of it when I was first starting the map project and figuring out which was the "real" map.  I haven't checked exactly how those work yet, but I wouldn't be surprised if I could have an option where you could flip between different maps.

I suspect this might be some fairly cool low-hanging fruit.  I'll give it a shot.

I've been working on getting something out of huge historical event logs in the xml, but that's been buggy and slow (VB isn't all that great at throwing around 100's of MB in strings lol) so I might have to wipe all that and do it a different way, no big deal.

KaelGotDwarves

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Re: World Viewer - Supports Mods + Graphical Map! (7/19)
« Reply #99 on: July 19, 2010, 11:23:14 pm »

Posting to follow the project. Good work.

Mason11987

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Re: World Viewer - Supports Mods + Graphical Map! (7/19)
« Reply #100 on: July 19, 2010, 11:41:44 pm »

Posting to follow the project. Good work.

Thanks!

That'll make things even easier.
Good work, thanks!


I was wondering what could be done with a detailed-world-map export, if someone made one of those available when parsing the world.  Do you think you could get the sites and suchlike to line up on there as well?  That would be a step towards incorporating evil and temperature and rainfall and all the other goodies, which some people might appreciate having along with everything else.


Watching this with interest :D

Just thought I'd give it a shot and see what happened by loading the graphic biome map.

And it... well, worked?  You be the judge:



(I have a feeling that this might not work for different tileset sizes, haven't checked yet though)

In next:
- Fixed a bug where minimize will crash
- Fixed problem where clicking the location on a site didn't bring you to the site on the map (related to new support for different size tilesets)
« Last Edit: July 20, 2010, 12:05:39 am by Mason11987 »
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Hectonkhyres

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Re: World Viewer - Supports Mods + Graphical Map! (7/19)
« Reply #101 on: July 20, 2010, 12:07:52 am »

Its... so... beautiful...
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Ratbert_CP

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Re: World Viewer - Supports Mods + Graphical Map! (7/19)
« Reply #102 on: July 20, 2010, 10:09:28 am »

I have a feeling that this might not work for different tileset sizes, haven't checked yet though

You shouldn't have a problem.  These high-res maps use color-coding rather than tileset/graphics for the export.  If you count the pixels, you should find the image dimensions to be a nice power-of-two multiple of the cell/tile dimensions of your world.  And that should remain constant, regardless of your tileset.  The issue with the low-res, tileset based export is that it's rendered with the tileset based on the underlying biome, and the rendered cell/tile is sized based on the size of the tileset rather than the fixed size of the cell.

Does that make sense?  I think I may have confused myself... ;)
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Mason11987

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Re: World Viewer - Supports Mods + Graphical Map! (7/19)
« Reply #103 on: July 20, 2010, 10:37:13 am »

I have a feeling that this might not work for different tileset sizes, haven't checked yet though

You shouldn't have a problem.  These high-res maps use color-coding rather than tileset/graphics for the export.  If you count the pixels, you should find the image dimensions to be a nice power-of-two multiple of the cell/tile dimensions of your world.  And that should remain constant, regardless of your tileset.  The issue with the low-res, tileset based export is that it's rendered with the tileset based on the underlying biome, and the rendered cell/tile is sized based on the size of the tileset rather than the fixed size of the cell.

Does that make sense?  I think I may have confused myself... ;)


so maps like the biome map will come out exactly the same regardless of what tileset you have installed?

If so I think we should be good.



We're moving slowly but consistently towards real parsing of the xml.

I've added basic "region" "entities" and "Historical figures" tabs.

The dump definitely is "incomplete", but things I expect to be able to get out of the sort of events you can read:
Spoiler (click to show/hide)

It's possible some of these won't actually be in the program, but there are several that I find extremely interesting that I'm excited about (10, 12), and a few I think are necessary to connect everything that's relevant (1, 3, 5, 8, 9, 17, 20, 21).  But any of the above are possible, certainly.
« Last Edit: July 20, 2010, 10:43:30 am by Mason11987 »
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Star Weaver

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Re: World Viewer - Supports Mods + Graphical Map! (7/19)
« Reply #104 on: July 20, 2010, 12:17:16 pm »

I haven't really looked, but given that rivers and such form one-pixel lines on the export maps, I think they might be 1-pixel-per-embark-tile, or 16x16 pixels per world tile.
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