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Time of Fury editor 1.03 released

 
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Time of Fury editor 1.03 released - 1/10/2012 7:34:52 AM   
doomtrader


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We have finished new version of the Editor.
The idea standing behind the editor is to allow you to easily modify and create new scenarios. Of course much easier is to just modify already existing scenarios, but please before you will do that, remember to make a backup.
Editor for the game is a constant Work in Progress. We have reached the stage, where further development is impossible without community feedback. Please post any ideas for new functionalities, features and improvements which will allow you to work with it easier and faster.
Post reports about any unexpected behavior of the Editor.

Please tag any thread about the editor by writing editor in square brackets. [EDITOR]

Thanks in advance for your feedback and for your understanding.



IMPORTANT NOTE!

You need to have XNA installed to run the editor, you can download it here:
http://www.microsoft.com/download/en/details.aspx?id=20914


Time of Fury' download link:
http://www2.wastelands-interactive.com/shared/Editor_Time_of_Fury_1_03.exe



< Message edited by doomtrader -- 1/31/2012 5:43:46 PM >
Post #: 1
RE: Time of Fury editor 1.03 released - 1/10/2012 7:40:44 AM   
doomtrader


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quote:

1.03
-------------
Added:
* "Modified" info when data in database editor are changed.

Fixed:
* Creating new scenario exception are now handled.
* Placing units and cities on map works properly.
* Editing rivers works properly

Improved:
* Adding new object to the database.
* If data in database editor was modified, information stating so will appear.



< Message edited by doomtrader -- 1/10/2012 7:41:03 AM >

(in reply to doomtrader)
Post #: 2
RE: Time of Fury editor 1.03 released - 1/10/2012 12:59:25 PM   
aspqrz

 

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OK. Modifications to units now stay when made.

I can see how to move existing units around, but not how to place new units ... create them in the database first and then place them on the map?

Also, the Override command which, I presume, allows you to change const values from the generic value for a specific country doesn't work. Tells you "country has already been created" even though you can change generic const values.

Improving!

Phil

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Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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(in reply to doomtrader)
Post #: 3
[Editor] - 1/10/2012 11:24:53 PM   
Agent S


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The 'cancel' button for the 'add new object: Country' dialog box does not work.

The remove selected country button does not work, initiates a sequence that ends with error comments.

The country colour does not stay fixed. Unable to save changed country colour.

Unable to assign a commander to country.

Unclear as to how to allocate a hex for amphib assault.

New map had to be square, could not make a 75x80 map had to be 80x80

Pulldown button on Land Unit Ownership only give 1 country option. Has to be typed in manually.

the terrain tile 'jungle' (SOP throw-back), should probably read as 'rough' terrain.

can not assign a naval unit to a fleet. No fleet names selectable.

Fleets not saved

Naval Unit changes not saved.


despite the above, it is much more stable than 1.0

@Mark: If you're reading this thread.
HELP!!!






Attachment (1)

< Message edited by Agent S -- 1/12/2012 12:53:52 AM >


_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to aspqrz)
Post #: 4
RE: [Editor] - 1/10/2012 11:37:02 PM   
aspqrz

 

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Yes. The country colour can be changed, but not reliably. Forex, I was able to change it for the UK, but nothing would let me do it for Germany. Also, when you change one country colour it seems as if it randomly changes all the colours of the minor countries to variations of Green

Phil

_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au

(in reply to Agent S)
Post #: 5
RE: Time of Fury editor 1.03 released - 1/10/2012 11:42:37 PM   
Ret44

 

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quote:

I can see how to move existing units around, but not how to place new units ... create them in the database first and then place them on the map?


Yes. When you create a new unit in the database editor, the new unit will be added to the unit list on main window.

quote:

The country colour does not stay fixed. Unable to save changed country colour.


Do you pressed "Save modified data" button after change? If yes and color will still be the same, try move around on map.

quote:

Unclear as to how to allocate a hex for amphib assault.


We will implement this in future release.

(in reply to aspqrz)
Post #: 6
RE: Time of Fury editor 1.03 released - 1/11/2012 1:14:29 AM   
Agent S


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From: Melbourne, Australia
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quote:

Do you pressed "Save modified data" button after change? If yes and color will still be the same, try move around on map.

no, it reverts to green.
Many of these dialog boxes are NQR (not quite right). Often the 1st input works, but the problems exist when trying to add a second line of data.

_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to Ret44)
Post #: 7
RE: Time of Fury editor 1.03 released - 1/11/2012 4:03:24 AM   
aspqrz

 

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Sorry, by "changed country colour" I mean unit colour ... and, no, using the Save Modified data makes no difference at all.

Also, for a future release, would it be possible to select units (air/land/naval) and other map items (cities/fortifications) by country ... scrolling through a list of all the air or naval or land units in the entire game is not a good way to have to select a unit ...

Also, can units be named on the map? Trying to figure out which unit is which (see previous paragraph) is pain enough as it is

Still, as I said, significant parts of the editor now work ... but significant parts still don't work (yeah, I know, "work in progress" ... )

Phil

_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au

(in reply to Ret44)
Post #: 8
RE: Time of Fury editor 1.03 released - 1/11/2012 5:06:16 AM   
StellarRat

 

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Here's a couple of features that would be quite handy:


1. I'm trying to figure how to take a "real world" map (jpg) and use it to produce a new map for the game. I'm not opposed to just using the real map as a trace for the TOF map. Is there a simple trick for this? Or could this be added as an editor function?

2. Being able to cut and paste pieces of an existing game map and rescale them to create a new map would be hugely helpful too.

(in reply to aspqrz)
Post #: 9
RE: Time of Fury editor 1.03 released - 1/11/2012 11:15:28 PM   
doomtrader


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If you are trying to use the real world map, just use another layer with hexes, and put it over the map.

(in reply to StellarRat)
Post #: 10
RE: Time of Fury editor 1.03 released - 1/13/2012 6:14:27 AM   
Agent S


Posts: 1311
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From: Melbourne, Australia
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Can the options dialog be fixed.
I keep having to set the hex grid on, every time I open the file.
The settings hould be permanent, once changed.
Also the boxes should 'stay on top' not get hidden behind the map

< Message edited by Agent S -- 1/13/2012 12:15:25 PM >


_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to doomtrader)
Post #: 11
RE: Time of Fury editor 1.03 released - 1/13/2012 7:01:44 AM   
Hairog


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I still can't delete air units or naval units in the editor. You need to fix that soon please.

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(in reply to Agent S)
Post #: 12
RE: Time of Fury editor 1.03 released - 1/17/2012 3:36:06 AM   
Agent S


Posts: 1311
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
Could you please review the posts in my Gallipoli mod thread before you release 1.04.
Thanks.


_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to Hairog)
Post #: 13
RE: Time of Fury editor 1.03 released - 1/30/2012 11:30:41 AM   
Agent S


Posts: 1311
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
Editor still very busted, an update soon?
please!


_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to Agent S)
Post #: 14
RE: Time of Fury editor 1.03 released - 1/30/2012 12:02:09 PM   
Agent S


Posts: 1311
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
Please explain to me the sequence of defining the connections of sea zones without creating an error.

_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to Agent S)
Post #: 15
RE: Time of Fury editor 1.03 released - 1/30/2012 12:02:50 PM   
Agent S


Posts: 1311
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From: Melbourne, Australia
Status: offline
when defining a commander, the dialog box will only show 1 country
commander dialog box not saving anything

< Message edited by Agent S -- 1/30/2012 12:05:45 PM >


_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to Agent S)
Post #: 16
RE: Time of Fury editor 1.03 released - 1/30/2012 12:12:54 PM   
Agent S


Posts: 1311
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
Im sure ive gone over these before...
cancel naval unit button not working
fleets and naval units not working.

seriously guys, I really want to try and make a scenario here, and this editor, in its current state makes me want to abandon the work entirely.
I'd much rather be playing a host of other games than bashing my head in frustration over this crappy editor.
fix it!

(its bloody hot in Melb. at the moment, and I'm not a happy camper).




_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to Agent S)
Post #: 17
RE: Time of Fury editor 1.03 released - 1/30/2012 1:33:48 PM   
doomtrader


Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
I need to wrap new version on my other PC.
Will try to do it tonight

(in reply to Agent S)
Post #: 18
RE: Time of Fury editor 1.03 released - 1/31/2012 9:31:54 AM   
Agent S


Posts: 1311
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
much appreciated.



_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to doomtrader)
Post #: 19
RE: Time of Fury editor 1.03 released - 1/31/2012 11:09:42 AM   
doomtrader


Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
I've got a little delay as there was a power line break.

(in reply to Agent S)
Post #: 20
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