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# 1 |
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Guest
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HW2RandMap 1.4.8 : fog settings and per player definable startingfleet
Hi this is HW2RandMap, the "random-map maker".
There is now only 4 Steps to your new map: 1. Fire up the hw2randmap.exe 2. Change the name and description of the map to something meaningful. 3. Press [create] and .... 3b. ... say yes, if system asks to copy the .level file and .... 4. .... have fun. What does HW2RandMap do ? - take some optional input from you like: - the number of players - type of accesoires wanted on the map - create a .level file (to put to your Homeworld2\Data\leveldata\multiplayer\deathmatch directory) - create a .bmp file with a preview-image - create a .tga file with a preview image (to put to your Homeworld2\Data\ui\mapthumbnails\multiplayer\deathmatch directory) - optional (if set in the options) copies the .level and the .tga file to the apropriate directories - layout the startpoints - layout the resources (Asteroids, Debris) - layout captureable ships - layout deco-particles (pebbles, megaliths, clouds) - layout dustclouds to hide behind - layout nebulae (which hurt the ships) - layout additional starting fleets per player - choose a background graphic - choose a background music - choose fog and light - set the size of and sight on the map Suggestions welcome. Version 1.4.8 out NOW !!!!: http://www.extreme-archive.de/HW2RandMap.zip Changes: - a tab with the fog-settings, where you can choose to have fog or not, and, where you can set the density, glareintensity and colors - extended the tab for the additional startingfleet settings, so that you can choose to have different SF for each player and define each SF individually (select SF of player through radiobutton 1 to 6, define this SF and select next player, ...) Version 1.4.6 changes: - inifile holds sections for available music and background files - tab "other stuff" has two comboboxes to choose which music you'd like to here and what background gets used - "overwhelming glare" bug fixed Version 1.4.2 changes: - Version Information in caption - korrected startposition off proggy - mapsaving yes/no no longer a msgbox, but button(s) on PreviewWindow (eg. you can have a good view of the map before deciding to copy it to hw2 dir - edit min distance for nebulae and dustclouds - edit min/max Size of nebulae and dustclouds - edit give min/max distance of additioinal fleet - choose additional startingfleet members Zip-File now contains HW2RandMap.ini, which has the possible members for the startfleet. Put this into the same directory as the HW2RandMap.exe. Version 1.4.0.0 changes: - BIG ONE: level files are now parameterized. So you can easily change things like the placement of the universecenter and the startingpoints - scaling up/down the universe (via UniverseReduceX/Y/Z) - getting the primary and secondary RU patches more near/far to the player (via changing the ThisCloudCenter Values for these clouds) - getting the players closer together (via changing the startpositions, startpoint RU Patches are moved with the startpoint) - multiplying the available RU over all the MAP / only in starting patches / only in global distribution (via the variable RUfactor) - edit distance primary RU patch from startpos (distance of all four SP related things can be edited) - edit distance secondary RU patch from startpos (distance of all four SP related things can be edited) - non spherical universes (cigarrs and flat planes) Version 1.3.0.2 changes: - better preview image (thumbnail) - started to prop up the level files with vars, so it will be easy to change the map after creation (like moving the startpos, starting RU pos, etc..) Version 1.3.0.0 changes: - added support for gametype "traders hell" (see completed mods forum) HW2RandMap sets up 10 Entry&Exit Points for the trading routes plus a universe-sphere, which are necessary to play this gametype on the created map. Version 1.2.0.0 changes: - cleaned up the frontend (3 Settings-Tabs) - added fields to set your own Startingposition-Koordinates, disabled by default (if you enable 3D-distortion on the "other stuff settings"-tab, they get transformed/distorted still). Version 1.1.0.2 changes: - if you allow capturable ships, it now definitely only places ships on the map, which are capturable (vgr, hgn frigates and above). - if you allow megaliths, it now places definitely only big, noncapturable stuff for deco issues (meg and kpr stuff). - so if you want both, check both. Version 1.1 changes: - Options-Tab where you can allow the tool to copy the .level and the .tga files and where you can check that it is using the correct path to your homeworld2 installation - when checked in options, after creating the map, you're asked, whether to copy exactly this map to those dirs. Version 1.0 changes: - cleaned up the frontend a bit - ability to load and save settings of every flag and field on frontend. Thereby it is possible to save settings, which give maps of a certain type (for instance 3 player maps with a galaxy) for later loading and creating further maps of the same type. Be aware that the same settings used twice give two different maps still. It's not the positions that are saved, but the frameset, by which the maps are randomly created! Version 0.6.0.0 changes: - Added random placement of a randomly selected additional starting fleet per player Version 0.5.0.0 changes: - Added random placement of clouds, dustclouds and nebulae Version 0.2.0.4 changes: - maximum number of placeable objects can be limited (edit the wanted maxvalue in apropriate field) - capturable ships get distributed all over the map if you check the checkbox "allow ships" Version 0.2.0.3 changes: - the preview .BMP file has an appropriate size for ingame preview. So just convert it to .TGA and put it into Homeworld2\Data\ui\mapthumbnails\multiplayer\deathmatch directory - or even better: if you have the freeware irfanview installed, HW2RandMap finds it and triggers the conversion on it's own. So you only do the copy thing to \Data\ui\mapthumbnails\multiplayer\deathmatch (btw. I considered copying the .LEVEL file and the .TGA file by proggy, but decided against it, cause I wouldn't want my homeworld directories filling up with stuff out of my direct controll) Version 0.2.0.1 changes: - random strings (lines of pebbles and asteroids) - random clouds of pebbles and asteroids Version 0.2.0.0 changes: - collision detection (no pebbles or asteroids inside or touching the hull of you mothership anymore) - map-preview : after writing the level-file, you get a display of the map (three cameras) and this preview is saved to a BMP file of the same name as the map) Version 0.1.0.4 changes: - added "Team startpoint" option (different playerpositioning algorithms for different player/team combinations) - made universe radius and player to center distance editable Version 0.1.0.3 changes: - added random debris chunks as RU (optional switch) - added megaliths to look at and feel small (optional switch) Version 0.1.0.2 changes: - added different new player distributions (randomly used when checking radiobutton "start points on sphere") - added 3D distortion (game-plane gets turned and flipped sideways) - activated startpoint to center connections : "straight", "kone", "spiralarm" (last one i like the most) Last edited by Age2uN : 27th Jan 04 at 4:59 AM. |
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# 4 |
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Guest
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If a player can assign desired(different) initial fleet to each side
and not necessarily require a mothership, carrier or super capital ship as needed to value win/loose. The purpose of this is to try out different fleet combination possibly happen in a middle of a game(imagined) to the beginning. |
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# 5 | |
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Guest
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Quote:
Do I understand You right here: You want the mapmaker to set playerspecific starting fleets ? On random ? |
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# 6 |
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Guest
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Holy S***! Some one in Relic must have a look at this and help these miracle performing modders to the fullest extent! Tehy better even include this thin in the patch! Random Homeworld2 map = limitless replayability, a milestone of Homeworld2 gaming expreince!
[cough] Am I overreacting...?[cough] |
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# 8
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Creator of PDS&NGCS
Join Date: Oct 2003
Location: Singapore
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you cannot modify the startingfleets on the fly - it is a separate component than the map .level file.
This is a great utility - but some suggestions: - Specify startingfleet distance from each other [not all of us like 170km traverse ranges]. Keep the map big, as it is, so that we can employ covert operations techniques. - A more team-oriented startlocation positioning as an option, like on Crimson Bond. |
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# 9 |
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Guest
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New Version 0.1.0.4 available
Hi Tel,
suggestions incorporated ;-) - if you check the Team - radiobutton you can choose the number of teams (player to team relation displayed on field-leave) - the universe-radius and player to center-distance fields are now displayed and can be edited Have fun .... |
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# 11 |
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Guest
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No complaint...just curious...
I have made several maps now using both vers 0.1.0.3 and 0.1.0.4...I happened to notice the effect shown in the pictures below. It does not appear to be detrimental to the Mothership, but, it is very disconcerting to see a very large asteroid embedded in you mothership.
I wonder if the is some method of checking for objects occupying the same space that may be added to your code. Just curious... By the way great work I like the choices available, but I wonder if the link to the starting point for the straight lines and cones, etc. could be made independant of the starting point? It might enhance the challange of the maps for game play, instead of following the asteroids to your enemy. Again, great work!! and |
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# 13 |
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Guest
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Collision-check and preview incorp.
Version 0.2.0.0 now available (see link in first post)
Changes: - collision detection (no pebbles or asteroids inside or touching the hull of you mothership anymore) - map-preview : after writing the level-file, you get a display of the map (three cameras) and this preview is saved to a BMP file of the same name as the map) Sample Map Preview: http://www.busisoft.de/HW2RandMap.jpg Last edited by Age2uN : 20th Dec 03 at 6:10 AM. |
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# 15 |
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Guest
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New version of HW2RandMap even more beautiful maps
try these parameters:
http://www.busisoft.de/HW2RandMapScreeny.jpg and you get really beautiful maps like http://www.busisoft.de/HW2RandMap2.jpg |
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# 18 |
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Guest
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.level-Files destination is :
Under your homeworld2 directory (e.g. c:\program files\sierra\homeworld2) put them into the subdirectory data\leveldata\multiplayer\deathmatch If this doesn't already exist, create it. And: No, you don't have to do the -biffileoverride to use the maps. |
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# 20 |
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Guest
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HW2RandMap previews now right-sized
New in version 0.2.0.3 (download see first post of this thread):
- the preview .BMP file has an appropriate size for ingame preview. So just convert it to .TGA and put it into Homeworld2\Data\ui\mapthumbnails\multiplayer\deathmatch directory - or even better: if you have the freeware irfanview installed, HW2RandMap finds it and triggers the conversion on it's own. So you only do the copy thing to \Data\ui\mapthumbnails\multiplayer\deathmatch (btw. I considered copying the .LEVEL file and the .TGA file by proggy, but decided against it, cause I wouldn't want my homeworld directories filling up with stuff out of my direct controll) |
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# 21 |
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Guest
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now with capturable ships on the map
Version 0.2.0.4 now available :
http://www.busisoft.de/HW2RandMap.zip Changes: - maximum number of placeable objects can be limited (edit the wanted maxvalue in apropriate field) - capturable ships get distributed all over the map if you check the checkbox "allow ships" |
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# 24 |
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Guest
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Version 0.5.0 now with clouds and nebulae
Version 0.5.0.0 now available :
http://www.busisoft.de/HW2RandMap.zip Changes: - Added random placement of clouds, dustclouds and nebulae Really beautyful ;-) To HomerJr. : define "king-of-the-hill gametype" in 3D space, please. So I can check a way to implement it. |
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# 25 |
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Guest
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Version 0.6 now with additional startingfleet per player
Version 0.6.0.0 now available :
http://www.busisoft.de/HW2RandMap.zip Changes: - Added random placement of a randomly selected additional starting fleet per player |
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# 27 |
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Guest
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Version 1.0 out NOW !!!!:
http://www.busisoft.de/HW2RandMap.zip
Changes: - cleaned up the frontend a bit - ability to load and save settings of every flag and field on frontend. Thereby it is possible to save settings, which give maps of a certain type (for instance 3 player maps with a galaxy) for later loading and creating further maps of the same type. Be aware that the same settings used twice give two different maps still. It's not the positions that are saved, but the frameset, by which the maps are randomly created! |
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# 31 |
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Guest
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@Age2un
Great Tool,i've said that in another forum... But there is one very BIG misstake. If i load a map,the game is always crashing.I've tried with no mgealiths and all other objects(out asteroids),but always the game crashes. At the versions before,there were not this problems why at 1.0? Last edited by Cheatking : 23rd Dec 03 at 10:33 AM. |
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# 35 |
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Member
Join Date: Apr 2003
Location: Atlanta, Georgia
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uto
Last edited by admiral666 : 23rd Dec 03 at 12:17 PM. |
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# 36 |
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Guest
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Capturable ships only vgr and hgn ?
Yes now,
I didn't change anything on the ships (sure, because I only did a .level file) so only those ships are capturable, that are so from sole HW2 (or whatever mod you loaded). The sajuuk and other stuff are only inserted as deco (megaliths is what relic calls them). The command inserting them (addSquadron ....) is the same as inserting capturable ships. So this leaves only the hgn and vgr ships and I think some of the kpr ships to capture. No thing I can change within the map there. |
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# 37 |
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Guest
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now optional with saving to the hw2 directory
Version 1.1 out NOW !!!!:
http://www.busisoft.de/HW2RandMap.zip Changes: - Options-Tab where you can allow the tool to copy the .level and the .tga files and where you can check that it is using the correct path to your homeworld2 installation - when checked in options, after creating the map, you're asked, whether to copy exactly this map to those dirs. |
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# 39 |
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Member
Join Date: Apr 2003
Location: Atlanta, Georgia
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er... i made a map, just capturable ships selected, and it has about 5 sajuuks,5 asteroid basees and tanis!i only selected capturable ships at that part...and a got a megaglith?
edit: hw2 logfile: Starting Level: data:LevelData\Multiplayer\Deathmatch\HW2RANDOMMAP.LEVEL MEG_GEHENNA_4 is marked as captureable in the shiptuning but has no capture points! MEG_GEHENNA_2 is marked as captureable in the shiptuning but has no capture points! thats the problem!! Last edited by admiral666 : 24th Dec 03 at 9:06 AM. |
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# 40 |
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Guest
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Mini-Update
The version online now is 1.1.0.2
if you allow capturable ships, it now definitely only places ships on the map, which are capturable (vgr, hgn frigates and above). if you allow megaliths, it now places definitely only big, noncapturable stuff for deco issues (meg and kpr stuff). so if you want both, check both. |
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# 44 |
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Guest
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Yes,
within the RU Options section check only - other clouds - startpoint cloud - central cloud and perhaps one more option Set the startpoint RU value to 60000 and the over all RU Value to 1500000 or more Set the other options (ships, nebulae etc. ) as you like. That should do it. |
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# 45
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Creator of PDS&NGCS
Join Date: Oct 2003
Location: Singapore
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Tried it, and got a beautiful map with a very large asteroid field in the middle, amid a massive dustcloud that blocked off almost all light.
Panning the camera so that the light is obscured by the dust was quite ethereal in feel, the map even had a music track that sounded like something out of LotR [Lothlorien]. Screenshot later. |
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# 47 | |
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Member
Join Date: Apr 2003
Location: Atlanta, Georgia
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Quote:
guess the game decided it thought that music fitted the map ![]() |
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