Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: New Scenario Editor

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: New Scenario Editor Page: <<   < prev  1 2 [3]
Login
Message << Older Topic   Newer Topic >>
RE: New Scenario Editor - 2/1/2018 4:01:26 PM   
InfiniteMonkey

 

Posts: 346
Joined: 9/16/2016
Status: offline

quote:

ORIGINAL: John 3rd

Hey Sir.

Since I have been working on re-tooling BTSL and BTS I am concerned that in deleting a bunch of the extra ZERO variants that I've missed some of the reinforcements coming in and left them with the now non-existent aircraft. Is your tool able to cross check and find that? I am sure that I've missed some and am increasingly paranoid about that...


I did not notice anyone posted on the forums about the editor. If you let me know where I can get the files, I will write some stuff to detect the missing aircraft and generate a report for you. IM me if you have a specific request. The editor is progressing. I do not have it set up as an installable module I can distribute atm.

As I mentioned before, work has slowed on the editor because I am prototyping various aspects of my game. More recently, I've been busy working on the air model for my game as well as playing around with 3d modelling for prototyping combat replays. I haven't been paying as much attention to the forums during that time. My first attempt at modelling a plane for the replay functions is attached below. Note that I am not done. I colored it for fun - I have not textured it or done any of the other stuff (control surfaces, machine guns, pilots, rear guns/gunners, bombs, etc.). Just trying to learn/gauge effort level in adding 3d combat replay to game design.




Attachment (1)

(in reply to John 3rd)
Post #: 61
RE: New Scenario Editor - 2/1/2018 4:04:20 PM   
el cid again

 

Posts: 16268
Joined: 10/10/2005
Status: offline
quote:

I did not notice anyone posted on the forums about the editor.


If this is a request for access to the new editors, I can send them to you.

If this is a comment about discussions, there used to be many more discussions.
These may be found in very old threads.

I am surprised by your effort, but think it is a worthy one. I would like to
easily access fields not available in the standard editors. In WITP days,
there was a non Matrix editor which permitted doing that, and I miss some of its
features. So Bravo!

< Message edited by el cid again -- 2/1/2018 4:05:50 PM >

(in reply to InfiniteMonkey)
Post #: 62
RE: New Scenario Editor - 2/1/2018 4:13:24 PM   
el cid again

 

Posts: 16268
Joined: 10/10/2005
Status: offline

quote:

ORIGINAL: Dili

I can confirm that the editor - scenario 4 buttons are visible in W7


I prefer working in Windows 7 and most of my many stations use it (or can use it -
some have alternative drives which boot to Windows 10). But I retain Vista and
XP stations for various legacy programs that refuse to work in 7. I cannot
get the Scenario Editor to work in the Scen section with respect to these buttons -
NONE of them function - only the top two appear at all. But it is true I am
working on very high resolution monitors so I can do art if needs be. I had not
considered lowering display resolution. Related issues with the other editors have
been fixed by new editors (pwhexe.dat, pwzone.dat, pwzlink.dat) - and so I believe
a secenario editor that does not have display issues is possible. It does not make
a lot of sense why all the other parts of the editor work except for those buttons
on 8 different Windows 7 machines of various types if it isn't an actual problem
in the program. It is, however, useful to know you have it working - which indeed
implies that some settings must be the issue. Obviously I use the settings I use
and if settings can mess up the function of the buttons, I am setting that to happen
in some way. Fortunately, it is rare to need those buttons.

(in reply to Dili)
Post #: 63
RE: New Scenario Editor - 2/1/2018 4:33:18 PM   
InfiniteMonkey

 

Posts: 346
Joined: 9/16/2016
Status: offline

quote:

ORIGINAL: el cid again

quote:

I did not notice anyone posted on the forums about the editor.


If this is a request for access to the new editors, I can send them to you.

If this is a comment about discussions, there used to be many more discussions.
These may be found in very old threads.

I am surprised by your effort, but think it is a worthy one. I would like to
easily access fields not available in the standard editors. In WITP days,
there was a non Matrix editor which permitted doing that, and I miss some of its
features. So Bravo!

I really just mean that I have not been paying as much attention to the forums so I did not notice that John had posed a question to me about the capabilities of the new editor. I'm suggesting that in this case where has something specific he'd like to check for in his scenario that he IM me. I may not see the post even once I check the forums, but I will see the IM/e-mail almost immediately. I tend to check the forums several times per day and note new threads and posts. More recently, I've been engrossed in design and development on both the editor and the new game.

On the editor,
- I've been testing alternatives to HSQLDB (the DB used by Tracker)
- Working in the new witploadae (my original version used the 1.7.1124 version instead of the beta 1126 version that exposes additional fields)
- Looking at how to incorporate witploadai which I did not know existed when I started this effort.
- Redesigning the drag and drop/bulk copy/replace logic
- Working on the creating new LCU AV, AAA, ASW, and Gun ratings

Working on the last part and stumbling across an ASW rant?/debate? sent me on a tangent of typing up and refining ASW concepts for the design on the new game. I needed a break from staring at code / design docs, so I engaged a different part of my brain to try out 3d modelling of aircraft.

(in reply to el cid again)
Post #: 64
RE: New Scenario Editor - 2/1/2018 5:15:05 PM   
BillBrown


Posts: 1441
Joined: 6/15/2002
Status: online

quote:

ORIGINAL: el cid again


quote:

ORIGINAL: Dili

I can confirm that the editor - scenario 4 buttons are visible in W7


I prefer working in Windows 7 and most of my many stations use it (or can use it -
some have alternative drives which boot to Windows 10). But I retain Vista and
XP stations for various legacy programs that refuse to work in 7. I cannot
get the Scenario Editor to work in the Scen section with respect to these buttons -
NONE of them function - only the top two appear at all. But it is true I am
working on very high resolution monitors so I can do art if needs be. I had not
considered lowering display resolution. Related issues with the other editors have
been fixed by new editors (pwhexe.dat, pwzone.dat, pwzlink.dat) - and so I believe
a secenario editor that does not have display issues is possible. It does not make
a lot of sense why all the other parts of the editor work except for those buttons
on 8 different Windows 7 machines of various types if it isn't an actual problem
in the program. It is, however, useful to know you have it working - which indeed
implies that some settings must be the issue. Obviously I use the settings I use
and if settings can mess up the function of the buttons, I am setting that to happen
in some way. Fortunately, it is rare to need those buttons.



It is not the display resolution, it it the text size as shown below. I use a 30" monitor
at 2560 x 1600 resolution, Windows 7 and have no problem.




Attachment (1)

(in reply to el cid again)
Post #: 65
RE: New Scenario Editor - 2/1/2018 7:11:47 PM   
Dili

 

Posts: 4075
Joined: 9/10/2004
Status: offline

quote:

ORIGINAL: InfiniteMonkey


quote:

ORIGINAL: el cid again

quote:

I did not notice anyone posted on the forums about the editor.


If this is a request for access to the new editors, I can send them to you.

If this is a comment about discussions, there used to be many more discussions.
These may be found in very old threads.

I am surprised by your effort, but think it is a worthy one. I would like to
easily access fields not available in the standard editors. In WITP days,
there was a non Matrix editor which permitted doing that, and I miss some of its
features. So Bravo!

I really just mean that I have not been paying as much attention to the forums so I did not notice that John had posed a question to me about the capabilities of the new editor. I'm suggesting that in this case where has something specific he'd like to check for in his scenario that he IM me. I may not see the post even once I check the forums, but I will see the IM/e-mail almost immediately. I tend to check the forums several times per day and note new threads and posts. More recently, I've been engrossed in design and development on both the editor and the new game.

On the editor,
- I've been testing alternatives to HSQLDB (the DB used by Tracker)
- Working in the new witploadae (my original version used the 1.7.1124 version instead of the beta 1126 version that exposes additional fields)
- Looking at how to incorporate witploadai which I did not know existed when I started this effort.
- Redesigning the drag and drop/bulk copy/replace logic
- Working on the creating new LCU AV, AAA, ASW, and Gun ratings

Working on the last part and stumbling across an ASW rant?/debate? sent me on a tangent of typing up and refining ASW concepts for the design on the new game. I needed a break from staring at code / design docs, so I engaged a different part of my brain to try out 3d modelling of aircraft.



Did you used Blender to model it?

(in reply to InfiniteMonkey)
Post #: 66
RE: New Scenario Editor - 2/1/2018 8:33:56 PM   
InfiniteMonkey

 

Posts: 346
Joined: 9/16/2016
Status: offline
Yeah. It was free. :) I'm not sure yet if 3d replay is in the cards for the game or not. It seems both cool and fluff-y to me. All the 3d would be is visualizations of AAR's... Either way, it has been fun playing with Blender.

(in reply to Dili)
Post #: 67
RE: New Scenario Editor - 2/2/2018 11:06:51 AM   
Dili

 

Posts: 4075
Joined: 9/10/2004
Status: offline
Yes, Blender is already a competent software, is at level commercial ones in some areas - check Eevee viewport render of v2.8 - currently in Alpha or Beta, but the interface is cumbersome. There is a fork called Blender for Artists which is more friendly but obviously lags the last official version.

(in reply to InfiniteMonkey)
Post #: 68
RE: New Scenario Editor - 3/9/2018 2:43:32 AM   
Aawulf

 

Posts: 105
Joined: 7/14/2005
Status: offline
Rich Dionne produced the first War In The Pacific Excel editor. With his permission, I took what he had done and expanded upon it for mass editing functionality, text changes and greater depth. It is still available on Spooky's site http://mathubert.free.fr/files_witp.htm "WitpExcel by Aawulf : a vey well done database Editor (Simple Instructions are on a worksheet in the workbook) - now in version 4.2".

Much of the data in the original game was hard coded and there were many limitations. In fact, there were frequent pockets of unrelated data mingled within. I'm thinking it has been well over a decade since, but the basic structure appears to the same. I havent done much with VBA since then, but I am guessing that it is archaic kids play with the younger fellas to read, edit and replace data fields. Most of the work was identifying what was what by examining the raw hex data for patterns and recognizable values. I likely have the spreadsheet editors stored if they would be helpful.

(in reply to InfiniteMonkey)
Post #: 69
RE: New Scenario Editor - 5/14/2018 12:21:53 AM   
Simon40

 

Posts: 4
Joined: 5/8/2018
Status: offline
I'm glad to see this happening, and I hope it is still making progress. Being able to edit and therefore customise the game, even in a small way, is one of the most enjoyable aspects for me personally as a player. It's great to see people still working on improving something which in gaming terms has been around for a quite a while now.

(in reply to Aawulf)
Post #: 70
RE: New Scenario Editor - 5/19/2018 7:47:09 AM   
el lobo


Posts: 817
Joined: 7/20/2013
From: Khon Kaen, Thailand (orig: Sacramento, CA)
Status: offline

quote:

ORIGINAL: ancient doctor

Could you please explain to the naive and stupid me - no joke here - how can i do what you mentioned WITPQS?cause its really very difficult to do the type of editing without it.Thanks

Did you ever get an answer to your question?

Are you still around and still want an answer?

I just went through the process of learning to extract the data files and can explain it to you in some detail if you want.


_____________________________

El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College"
http://www.matrixgames.com/forums/tm.asp?m=3851786

Gamey is not a game style. It is someone's definition.

(in reply to ancient doctor)
Post #: 71
RE: New Scenario Editor - 5/21/2018 6:44:56 AM   
DFN

 

Posts: 3
Joined: 5/7/2017
Status: offline

quote:

ORIGINAL: InfiniteMonkey


Random, unbaked thoughts/possibilities:
- Extract from a pair of trackerdb's (Allied and Japanese) to a new scenario. Allows creation of a new scenario from a running game. Would also give limited ability to apply oob changes to existing games (some detail would be lost like pilot skills/kills/missions).





Is this possible w/o the loss of details that affect gameplay? Or w/o any loss of detail whatsoever?

(in reply to InfiniteMonkey)
Post #: 72
Page:   <<   < prev  1 2 [3]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: New Scenario Editor Page: <<   < prev  1 2 [3]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.117