[Agent] Gallipoli Mod AAR (Full Version)

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Agent S -> [Agent] Gallipoli Mod AAR (12/28/2011 12:11:25 PM)

Okay I'm going to journal how far I can get in creating a mod for this game.
By the end of this thread I hope to have a shareable scenario mod (not usually my strongpoint)
Step 1: Find a good map.

[image]local://upfiles/26546/7A33E972082C4DDFB25373249694F8A9.jpg[/image]




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 12:12:27 PM)

part of a larger map...
[image]local://upfiles/26546/BDC58BA5B7DE40E8AE1778E7C0B39112.jpg[/image]
(note the transparent layer background, (using GIMP))




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 12:15:03 PM)

Place a hex grid over the lot and start counting tiles.
To determine the map size in the scenario editor.
[image]local://upfiles/26546/08E11DCEDD7D4F4EB068B7C1C1EA2DEE.jpg[/image]
gives me a playing map of around 50x75 just under a km per hex.




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 12:41:17 PM)

Open the editor.
Set map dimensions to 50x80.
Filling the map with ocean
Then click on create new scenario...
[image]local://upfiles/26546/19445C83E3E74EC28DECC1A648BA2671.jpg[/image]




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 12:42:39 PM)

to place this in a new empty folder...


[image]local://upfiles/26546/D50749C3ED1C48B08AE4EAB8FA076B77.jpg[/image]




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 12:44:13 PM)

Only to get this...[sm=00000003.gif]
[image]local://upfiles/26546/918977E89FB143DEAF5ECD7FCBF7129B.jpg[/image]
full text of error below.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at ToFEdytor.Scenario.GenerateMapFile(String folder, Boolean newmap)
at ToFEdytor.Scenario.CreateNewScenario(String name, String author, Int32 a, Int32 b, Int32 type, String folder, String template)
at ToFEdytor.NewScenarioForm.CreateNewScenarioButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Time Of Fury Editor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Slitherine/Time%20of%20Fury/Time%20of%20Fury%20Editor/Time%20of%20Fury%20Editor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.235 built by: RTMGDR
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.236 built by: RTMGDR
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Microsoft.Xna.Framework
Assembly Version: 4.0.0.0
Win32 Version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
Microsoft.Xna.Framework.Graphics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.233 built by: RTMGDR
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




doomtrader -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 12:45:04 PM)

Finally!!!!




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 12:48:09 PM)

Files have been created in the folder.
but I can not load the scenario to edit.

[image]local://upfiles/26546/4C8905B468104D77B8E1FA46361E617F.jpg[/image]




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 12:50:19 PM)

When I try to load the 1915 Gallipoli scenario I get this...

[image]local://upfiles/26546/21631099A86F417988B52019E652CF3A.jpg[/image]
Full text below...
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.BinaryReader.ReadByte()
at ToFEdytor.Scenario.LoadScenario(String folder, Boolean mapLoad)
at ToFEdytor.WelcomeForm.LoadScenarioButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Time Of Fury Editor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Slitherine/Time%20of%20Fury/Time%20of%20Fury%20Editor/Time%20of%20Fury%20Editor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.235 built by: RTMGDR
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.236 built by: RTMGDR
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Microsoft.Xna.Framework
Assembly Version: 4.0.0.0
Win32 Version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
Microsoft.Xna.Framework.Graphics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.233 built by: RTMGDR
CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 12:54:34 PM)

I have reinstalled xna and repaired it.
I also installed the editor, now as a subdirectory within the time of fury folders, thinking it may have been a pathing issue.
All to no avail.
This scenario currently on hold.
until the editor is updated.

[image]local://upfiles/26546/64CE1D1BC6D941CABE9BDCCC180411F5.jpg[/image]
I'm not [:@], just a little frustrated.




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 1:01:49 PM)

[8|]
oh and could someone zip and upload the operation overlord scenario folder and post here please.
I tried opening and modifying the scenario, but killed it. It no longer opens and hangs the game.

There is no saveas in the editor file menu. (yes I should have copied and renamed first).
When you change the tile size of a map in an existing scenario, the change is not retained.

In retrospect I did get further with the 'pacific' editor, but that was on an older computer running xp.




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 1:10:10 PM)

What comes next is the laborious task of transposing, hex by hex, the composite map overlay with the map maker in the editor.

[image]local://upfiles/26546/214C16A857244CE6A644509947AFFAD3.jpg[/image]
I really like this map's colour palette.
While waiting for the editor issues, I think another mapskin for this is in order.




gwgardner -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 2:53:47 PM)

overlord




Peter123 -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 3:46:57 PM)

Agent, do you run the editor as administrator?
I do, and I can load the scenario.




Barthheart -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 3:57:21 PM)


quote:

ORIGINAL: Peter123

Agent, do you run the editor as administrator?
I do, and I can load the scenario.


Peter123 might be on to something here. I see above that you have ToF in the "Program Files (x86)" directory. Win 7 really doesn't like things being changed on the fly in this directory. Try reinstalling Tof just off the "C:\" direrctory or something like I use "C:\Games\Time of Fury".





Agent S -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 9:20:15 PM)

Thanks guys will try the directory swap.
Program run as administrator




Peter123 -> RE: [Agent] Gallipoli Mod AAR (12/28/2011 11:12:44 PM)

It seems a directory issue. When I try to save in your directory I cant load the scenario.
No need to reinstall ToF, just save your scenario in a desktop folder, that works for me.




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/29/2011 9:46:02 AM)

Reinstalled clean.
Still some serious issues. Can't change map size, once editing underway, but less crashes.
Will try the desktop folder option also. Thanks for the suggestions.




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/29/2011 10:28:32 AM)

[:)]
far less crashing.
I've moved the scenario folder to the desktop.
I'm running the editor in admin mode.
but now some questions that may require version 2 of the editor.

[image]local://upfiles/26546/466913FF97DE46058F3CF809AF48D6D0.jpg[/image]
Bartek,
1. Could you explain the number range in random box, and what it defines.
2. How do I define a hex that can be amphibiously invaded? it may require a checkbox like railroads.
3. The beach terrain tile is on the others.png file, and controlled by the sprites_depth.csv within the mapskin file, how are the 6 beach tiles selected and placed on the map? Does every coastal edge automatically acquire a corresponding beach graphic?




doomtrader -> RE: [Agent] Gallipoli Mod AAR (12/29/2011 4:20:35 PM)

Let me try to answer those questions.
1. This number defines which gfx tile is displayed for this hex.
2. This should be ready after the weekend
3. IIRC the beach terrain is added automaticaly to each hex, so every coastal hex has got beach under it




Rasputitsa -> RE: [Agent] Gallipoli Mod AAR (12/29/2011 4:54:34 PM)

Wow ! [&o]




Agent S -> RE: [Agent] Gallipoli Mod AAR (12/29/2011 9:45:36 PM)

Thanks D.,
Are the beach terrain tiles randomly selected?
Great if not, then we could coincide the beach condition with the terrain tile. Eg rock outcrops cliff tops with alpine terrain. Mangroves with swamp etc.
How are they chosen?




Agent S -> Mapping begins (12/29/2011 11:49:53 PM)

While the terrain mapping goes on okay.
I have to add cities via notepad and the cities.csv file.
(the city database editor does not save value changes.)
The map also has some big black areas, as I could not alter the map dimensions.
But at least it is progress from constant crashing.
But this is really shooting in the dark here.
Some understanding of the sequence of scenario construction would be beneficial.

[image]local://upfiles/26546/83118B767AB24FEAAD30F5372CCFC01C.jpg[/image]
1.placing cities/ towns.
2.then roads (modified rail)
3.then streams




doomtrader -> RE: Mapping begins (12/29/2011 11:58:07 PM)

I'm really happy you have been able to move forward.

For the scenario most important are countries settings and the map itself.
It is also worth to consider sea zones. Depends on the scale of the hex and the turn time you will choose, you can divide it completely different.
Remember that some of the fleet actions are sea zones restricted




Agent S -> RE: Mapping begins (12/30/2011 12:07:01 AM)

It would be really handy if the railroad was visible somehow. (although I know this is probably not possible at editor level).
Also the hex editor pop-up should have the ability to 'stay on top' of the main window.
For this scenario, sea zones will not be all that significant, as the straits were largely impassable due to extensive mines.
It is more a case of land the units. Through them some supplies and wish them luck.
The odds of the allies getting any further north than the historical outcomes will be small.
The invasion hexes will be limited.




doomtrader -> RE: Mapping begins (12/30/2011 12:13:27 AM)

You can switch the editor to railroad mode from the menu on the left.
Choose little steamengine.




Peter123 -> RE: Mapping begins (12/30/2011 10:55:34 AM)


quote:

ORIGINAL: Agent S


I have to add cities via notepad and the cities.csv file.
(the city database editor does not save value changes.)



It does. You must click again on the city icon after Edit. Then select the city at the end of scroll list and deploy clicking on the map.

the same applies to units.

Good work. Keep going.




Agent S -> Turkish Orbat (1/1/2012 4:29:47 AM)

Posting this in here, as this thread is much a resource, as an aar of how this mod proceeds.
If anyone can find more detailed information, post up.
TURKISH ORBAT:
The Allies landed against the most heavily defended and best-prepared position in the Ottoman Empire. Furthermore, the defending infantry divisions and commanders, although outnumbered, were the best available in the Ottoman Army, a factor which significantly affected the outcome of the campaign....Man-for-man, the Turks were as effective as their Allied counterparts. Gallipoli: Turkish Defense, March 25th,  1915
HQ 5th Turkish Army [Vehip Pasha]
HQ 3rd Army Corps, Gallipoli
HQ ?? Army Corps
Canakkale Fortress Command (includes 115 guns in 15 forts)
1st Aircraft Squadron (later in the campaign a German detachment joined the Turkish squadron, still later, in early 1916, as the Allies were withdrawing, the 6th Aircraft Squadron joined.)
[Turkish Navy deployments are given separately]
5th Division, Bulair
7th Division, Bulair
3rd Division, Kum Kale
11th Division, Kum Kale
9th Division, Cape Hellas
19th Division, Gaba Tepe (in reserve) [Mustafa Kemal]
Notes
  • When 3rd Army Corps reinforced the Gallipoli Peninsula defenses, it arrived with the 7th and 18th Divisions.  We have no knowledge of what happened to the 18th Division.
  • The shadowy presence of Liman von Sanders, the legendary general who was chief German advisor to the Turkish Army, hovers everywhere.  
    Gallipoli: Turkish Counteroffensive, August 1915 [Not only are details scarce about units and formations - we consulted approximately 30 websites just to get the little we have - because the battle arena was geographically small, Turkish regiments and divisions were all mixed up, with the situation getting worse as the counteroffensive progressed. Reconstructing an accurate orbat is difficult under these circumstances. We have put down such corps, divisions and regiments as was possible.]
    3rd Turkish Army [Kemal Yer]
    5th Turkish Army [Vehip Pasha]
    3rd Army Corps
    [Ehad Pasha; Chief-of-Staff  Fahrettin Bey]
    Deployed opposite ANZAC 5th Division <-> 14th Infantry Regiment
    9th Division <-> 25th Infantry Regiment; 64th Infantry Regiment
    16th Division <->47th Infantry Regiment, 48th Infantry Regiment, 77th Infantry Regiment, 125th Infantry Regiment
    19th Division [Mustafa Kemal]<->18th Infantry Regiment, 27th Infantry Regiment, 57th Infantry Regiment, 72nd Infantry Regiment
    4th Cavalry Brigade [deployed north, to protect Tayfi area]
    16th Army Corps
    (also called Saros Group) [Fevzi Bey] Reinforces and takes position in  area Bulair-Enez-Kavak
    6th Division
    7th Division
    12th Division ??th Army Corps (is the Asian group of three divisions?) [Faik Pasha] Might have been an ad hoc formation
    4th Division
    8th Division [Ali Reza Beg] -        
    10th Infantry Regiment -        
    23rd Infantry Regiment -        
    24th Infantry Regiment 11th Division
    Unidentified Regiments -        
    13th, 15th, 28th, 30th, 41st , and 64th Regiments are mentioned in the 3rd Corps Area -        
    11th and 25th Regiments are mentioned, as are 16th and 19th Regimentsinformation from: http://orbat.com/site/history/historical/turkey/gallipoli1915.html
    also this




  • Agent S -> RE: Turkish Orbat (1/1/2012 4:49:08 AM)

    and deployment,(love wikipedia)
    [image]http://upload.wikimedia.org/wikipedia/commons/7/73/Map_of_Turkish_forces_at_Gallipoli_April_1915.png[/image]




    Agent S -> RE: Turkish Orbat (1/1/2012 11:50:37 AM)

    Doom I'm finding scenario creation VERY difficult.
    I know nothing of game programming and none of the database panels, (for me at least), are not in any way intuitive.
    Rather than waiting for innumerable questions, with simple answers could you please explain each panel, the data field represented and the possible value ranges.
    -example to follow.




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