[engine] Idea to do the map editor more complete.

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IPS
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Re: Idea to do the map editor more complete.

Post by IPS »

hmmmm... for wesnoth 1.8.2 do you can do some of these changes to the map editor?
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Re: Idea to do the map editor more complete.

Post by fabi »

IPS wrote:hmmmm... for wesnoth 1.8.2 do you can do some of these changes to the map editor?
No, Wesnoth 1.8.2 won't include any of the changes.
They have been rejected by the developers.
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IPS
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Re: Idea to do the map editor more complete.

Post by IPS »

rejected for the current new versions or totally rejected?
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Pentarctagon
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Re: Idea to do the map editor more complete.

Post by Pentarctagon »

some ideas:
1. make it possible to change the terrain that is placed by right-clicking, so if the majority of a map is a single terrain (ex: cave path instead of grassland) it would be easier to fix small mistakes.
2. use a text-box when entering the size of a map instead of dragging/dropping, since it can get annoying if i want 37 and it keeps flipping between 36 and 38 :annoyed:
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someone
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Re: Idea to do the map editor more complete.

Post by someone »

You already can change the terrain that is placed by right-clicking. You right-click on the terrain you want to use.
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Re: Idea to do the map editor more complete.

Post by Pentarctagon »

:brick: wish i'd known that before lol
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IPS
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Re: Idea to do the map editor more complete.

Post by IPS »

Labbels in the map editor should be a good idea.

I didnt took the ask if all the sugerences are rejected or some sugerences was rejected. Well... lets wait the answer and maybe do other ideas :/
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Re: Idea to do the map editor more complete.

Post by fabi »

It's not easy to tell.
I think that at least my enhanced editor features will never make it into mainline,
I may find the time to patch them into the wesnoth experimental fork.

If you want to gain a rough picture of the disagreements please read the developer mailinglist thread that
starts there:
https://mail.gna.org/public/wesnoth-dev ... 00026.html
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IPS
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Re: Idea to do the map editor more complete.

Post by IPS »

Should be sufficent if atleast you can controlate what is the starting gold and the base income of each player... and if you can pick if the map haves o no haves fog of war and/or Shoround. And if is posible gold per village for each player :roll:

That should do more automatic and more easly to make rooms to the hosters.

p.d: I would like to play againist a AI what have a gold per village of 3 when you win in each village 2 :o
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YbeRn00b
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Re: Idea to do the map editor more complete.

Post by YbeRn00b »

I would like a lot to see 8 & 9 implemented.
8. A very basic [side] config tool.
9. Village ownership management.
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Re: Idea to do the map editor more complete.

Post by Captain_Wrathbow »

YbeRn00b wrote:I would like a lot to see 8 & 9 implemented.
8. A very basic [side] config tool.
9. Village ownership management.
Super duper ultra extremely mega easy to do in WML. Just make a scenario of the map, and fill out a few simple lines of code. :)
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IPS
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Re: Idea to do the map editor more complete.

Post by IPS »

The map editor should be a lot more funny if you could for an example put some starting villages are owned by red and others for blue (o for a side ony) and making maps more interesting/challenging.

This idea is useful to do unbalanced maps like 2vs1 and 1vs1 with unadventage or what thing you wish.

Maybe add too a portal to teleport to a [x,y] square to other [x,y] square. You in the map editor you should be able to mark the positions of the point B (can be other portal or an normal square).

And maybe the option to add "chests" with X count of gold for the first side's unit reach the chest, this adition makes more competence between the players. Must be nice too to write labbels in the map editor, that must do more artistic the map with many mountains with names and to made village's name like the random name generator of the random maps.

This things must do more interesting the map editor, and more people will try to use it for own creations without WML.

I would be happy if atleast a suggerence would be accepted =)


Note: I edited the first post. It has the same info than this post (exeptly the part "I would be happy if atleast a suggerence would be accepted"
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Captain_Wrathbow
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Re: Idea to do the map editor more complete.

Post by Captain_Wrathbow »

There's no need for these things to be in the map editor because they are so absurdly easy to do in WML.

I'm of course no dev, but IMHO, adding features like these to the map editor would be a waste of time.
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Re: [engine] Idea to do the map editor more complete.

Post by Palatin »

I have an idea that in my opinion is not too far out.
What I would like to see is that you can load folders with images of items (like the items or scenery folder of the wesnoth core), place them on the map and the editor saves them out as a macro. Meaning it would create a file "Items-For-Map-X.cfg" with content like this:

Code: Select all

#define ITEMS_SCENARIO_X
[item]
x,y=23,4
image=items/chest.png
[/item]
[item]
x,y=12,20
image=scenery/fire.png
[/item]
[item]
x,y=4,9
image=myimages/whatever.png
[/item]
#enddef
That's all, nothing more, nothing less. The macro then can be used in the prestart-event (or wherever it is needed).
Giving the items specific functions would still be up to WML-coding by the scenario-designer.
I think it would make placing items more easy, especially when it comes to simply decorative items.

As far as I can tell the editor is already able to load user made content, but only as extra terrain-types. So I guess all that would be needed is a distinction between terrain and items and the ability to save the latter as macro.
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Re: [engine] Idea to do the map editor more complete.

Post by Gambit »

The problem is reading them back in to the editor.
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