SCENARIO editor for ALL platforms

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

SCENARIO editor for ALL platforms

Post by scott »

There is a campaign/scenario editor in the works, but it is not finished yet. The purpose of this sticky is to let players know about it.

The wiki page is here: http://www.wesnoth.org/wiki/CampGen
The forum topic is here: http://www.wesnoth.org/forum/viewtopic.php?t=6925

If you are able to help with the project, it would be appreciated. It would be nice to eventually unite the editor with the official map editor.
Hope springs eternal.
Wesnoth acronym guide.
lwa
Inactive Developer
Posts: 271
Joined: June 11th, 2005, 8:19 am
Location: Paris, France

Re: SCENARIO editor for ALL platforms

Post by lwa »

scott wrote:It would be nice to eventually unite the editor with the official map editor.
Campgen is written in python and the map editor in C++. It will not be so easy. Maybe a wesnoth library and an API to access to some game resources could be helpful.
scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

It will have to be completely rewritten. However, it has already been done once. Making a GUI with text and label elements isn't the hard part (well it is if you don't know how, which is most of us). Making a powerful but intuitive interface is just as much of a challenge. And, in the interim campgen will be usable.
Hope springs eternal.
Wesnoth acronym guide.
User avatar
allefant
Units Database Administrator
Posts: 516
Joined: May 6th, 2005, 3:04 pm

Post by allefant »

Yes, as I understand, the plan is to provide the necessary GUI elements to Wesnoth so it can be re-created. Probably not 1:1, e.g. things from wx like the layout algorithm or auto-scrolling for small windows might not be feasible.

But much of the GUI design can hopefully re-used, which should save a lot of work. The easiest part of the python version was in the beginning, when I just drew the 3 main dialogs in wxglade accoding to scott's IDL screenshots :)

Apart from that, the coding part shouldn't be much, most of the campgen code is auto-generated by wxglade, and the rest is lots and lots of event handlers for GUI elements. (Plus things already existing in Wesnoth, like WML parsing, map editor, campaign server.) The only really new code might be the story editor.
alien
Posts: 8
Joined: September 28th, 2005, 12:08 am

CampGen

Post by alien »

hey its just a suggestion but why dont u use visual basic its a much easier and manageable program. n e way i was also wondering if you could tell me how to export the completed scenario from the editor that is inside the game in the edit/launch menu thanks Alien :D :roll:
Last edited by alien on October 14th, 2005, 4:34 pm, edited 1 time in total.
lwa
Inactive Developer
Posts: 271
Joined: June 11th, 2005, 8:19 am
Location: Paris, France

Re: CampGen

Post by lwa »

alien wrote:hey its just a suggestion but why dont u use visual basic its a much easier and manageable program. n e way i was also wondering if you could tell me how to export the completed scenario from the editor that is inside the game in the edit/launch menu thanks Alien :D :roll:
Visual basic is not portable.
hochbass
Posts: 50
Joined: October 4th, 2005, 8:48 pm
Location: Germany

Post by hochbass »

How to load an existing campaign into campgen? I only get a warning an a empty campaign without scenario
User avatar
allefant
Units Database Administrator
Posts: 516
Joined: May 6th, 2005, 3:04 pm

Post by allefant »

Yes, it was a problem with the default path. In preferences, the user path should be C:\Program Files\Wesnoth\userdata\data (or whereever you installed it). I.e. it must be the directory with the .cfg files in it, in 0.10, the \data at the end is missing I think.
User avatar
xtifr
Posts: 414
Joined: February 10th, 2005, 2:52 am
Location: Sol III

Re: CampGen

Post by xtifr »

lwa wrote:
alien wrote:hey its just a suggestion but why dont u use visual basic its a much easier and manageable program. n e way i was also wondering if you could tell me how to export the completed scenario from the editor that is inside the game in the edit/launch menu thanks Alien :D :roll:
Visual basic is not portable.
Nor is it easier, nor more manageable. Quite the opposite, in fact. :P ;)

It is, howevr, much less flexible, much less powerful, much less elegant, much less intuitive, much more error-prone, much harder to debug and infinitely more expensive. It would, however, open us up to contributions from hordes of really inferior, third-rate "programmers", and would only drive away the good (or halfway good) ones--and who cares about them, anyway? :D
"When a man is tired of Ankh-Morpork, he is tired of ankle-deep slurry" -- Catroaster

Legal, free live music: Surf Coasters at Double Down Saloon, Las Vegas on 2005-03-06. Tight, high-energy Japanese Surf-Rock.
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

IMHO,

- using Python with wxWindows is a great architecture decision for the campaign editor. Keep at it.
- don't worry about 'integrating' the map editor and campaign editor too much. You can have a way to invoke the map editor from within the campaign editor, but I think that's all you really need. We can provide a few more command line options to the map editor to make it easy to use.
- Rewriting the campaign editor using the Wesnoth GUI and C++ would not be a good idea at all IMHO. The campaign editor is a GUI-intensive app, and the GUI tools available within Wesnoth are nowhere near up to the task. You want a real GUI library such as wxWindows (QT would also be fine).
- Great work! Please keep development of it.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
fmunoz
Founding Artist
Posts: 1469
Joined: August 17th, 2003, 10:04 am
Location: Spain
Contact:

Post by fmunoz »

I have some problems including my custom units to use in the editr. How can I do it?
Good tool.... even as my campaign uses too many macros, I created a dummy campaign to help me with the level design :-)
User avatar
allefant
Units Database Administrator
Posts: 516
Joined: May 6th, 2005, 3:04 pm

Post by allefant »

I have some problems including my custom units to use in the editr. How can I do it?
Well, It's not implemented yet.

But, you could manually add a [+units] section to a saved campaign, then re-open in CampGen, and it should parse them. Besides that, it already is on the todo list.

Any suggestion how to best implement it? My first idea would be an "import units" menu command, which opens a multi-selection file dialog, where you select all the unit .cfg files - on saving a campaign, they would be copied over to a "units" subfolder in the campaign dir and a [+units] section added to the campaign .cfg.
Good tool.... even as my campaign uses too many macros, I created a dummy campaign to help me with the level design
Ah, good. That was the original idea anyway.
User avatar
allefant
Units Database Administrator
Posts: 516
Joined: May 6th, 2005, 3:04 pm

Post by allefant »

- using Python with wxWindows is a great architecture decision for the campaign editor. Keep at it.
- don't worry about 'integrating' the map editor and campaign editor too much. You can have a way to invoke the map editor from within the campaign editor, but I think that's all you really need. We can provide a few more command line options to the map editor to make it easy to use.
- Rewriting the campaign editor using the Wesnoth GUI and C++ would not be a good idea at all IMHO. The campaign editor is a GUI-intensive app, and the GUI tools available within Wesnoth are nowhere near up to the task. You want a real GUI library such as wxWindows (QT would also be fine).
- Great work! Please keep development of it.
Thanks! And yes, I will continue it.. the main reason I started it was so I could make a campaign myself (which is somehow weird - I had to learn all the WML now anyway :P), so I want to start now soon with my old elphants campaign idea i posted about half a year ago, and will fix/add features of campgen as I need them :)

About the integrated wesnoth GUI, it needs improvement in any case I think, even just for existing dialogs in the game (tree-display and multiple selection and a delete button for savegames comes to mind) and map editor - even if it won't get all features of campgen.
mastalouist
Posts: 9
Joined: October 5th, 2005, 4:31 pm
Location: Great White North

Post by mastalouist »

I would love to use campgen, even if it isn't finished :) Unfortunatly I'm a little lost on how to install it. I've downloaded and intalled the latest version of Python, the campgen files (campgen.py .pyw and setup.py) all have the python icon now, but none of them work beyond flashing a command prompt breifly :P Any tips?
ILikeProgramming
Posts: 837
Joined: April 14th, 2005, 4:17 am

Post by ILikeProgramming »

Do you have wxpython?
Post Reply