Grautvornix
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Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Here is the latest version post-Atlas 1.13.0. The main thing is a button that was asked for while testing 1.12.0: after you convert a map, you can now open the converted copy in the target game's Atlas without leaving post-Atlas - to fix there what post-Atlas cannot, and to save - and post-Atlas follows it until it comes back. There is also a more detailed preview of findings in 2D and 3D. Hope this tool can be useful when mapping or converting older maps! CHANGELOG.md post-atlas-1.13.0.zip -
Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
You are right - it is actually useless information just describing the map diameter in meters. I replaced it by a radial distance of the object from the playable area. Please see the next version... -
Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
post-Atlas 1.12.0 is out. It comes from a round of tests and ideas by @lilypoppy,who is making a campaign of several maps with trigger scripts of their own, and tried post-Atlas on a map with triggers, a square map and a treasure map. Thank you - nearly everything below is his! Main changes: fix- Trigger Scripts: Converting a loose map (an .xml and its .pmp outside a mod) copied the two files and dropped the map’s .js scripts - and the report still said “no failures left”. The map then loaded, and its triggers never ran. Now every script the map names is copied to the exact path it names, and goes through the same migration as the scripts of any mod. A script that cannot be found is said in the report, and a new check (a warning) tells you when a map names a script that nobody has. fix: Test in Game said “the game stopped on its own after 0”. The 0 was the exit code. It now says the game quit before the map was running, quotes the first error the game logged, and - before the run - tells you when the map still has failures that stop the game loading it (an unknown civ, a missing template). fix: converting maps backwards from 0.29 (SVN) to 0.28 (stable), mainly with respect to renaming persians to achaemenids and back. new: locate on the map marks the positions of relics, treasures, Gaia’s buildings or mines new: balance assessment comparing players' islands: this is showing for island maps what each player has on the whole island they start on, wherever it is from their civic centre. Players who share an island share it. (This is in addition to the typical starting resources assessment wihtin a range of 140m around player's starting position) new: treasures: so far only treasures in 140m starting position reahc were counted;now there is a list of all treasures on the map new: military balance: nder the resources, one row per player - infantry, ranged infantry, cavalry, champions, heroes, siege, ships, healers - counted, not weighed. Champions, heroes and healers have columns of their own, so nothing is counted twice. new: Set AI behaviour (random, balkanced, defensive, aggressive plus oif course how hard it plays (sandbox, easy, medium, hard etc.) new: export findings: the problems found, and what post-Atlas says about each, as a Markdown file - for a bug report or a to-do list. This is in addition to exporting map info capability. new: Help providing a link to this forum thread. post-atlas never looks by itself for anything on the net. Unfortunately, I can only test this on Win11 although @lilypoppy and @Asher were testing previous versions on linux and macos. I'd appreciate your observations, bug reports or suggestions for improvement! Have fun mapping and converting previous maps! CHANGELOG.md post-atlas-1.12.0.zip -
In 0AD 0.28 english version says indeed Scenario editor (from within the game): And so does Atlas itself: @ObelixAre you on a different version or language?
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Looking for feedback on Atlas — what works, what doesn't?
Grautvornix replied to lilypoppy's topic in Help & Feedback
I don't want to advertise too much, but we obviously found similar issues in using atlas (the built-in map editor of the game). I started writing a tool around that helping me in defining things more easily. I named this tool "mercator" according to the guy who used original antique maps, improved them and published the first map collection as a book named "atlas". You can find it here: https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator/ @lilypoppyThe mercator tool allows filling an area with a defined mix of trees each with a random rotation. This should address your first issue on the list. @eZamus In mercator, you can define basically the game and player conditions as requested in your first issue. Also you can place entities as described in your item no.5 . I am still working on terrain sculpting features, defining cliffes, roads, hills, water levels etc. (works already, but the GUI is still too cluttered for me) This will be the next major release of mercator. I do appreciate your ideas and observations, eagerly taking on board your wishlist. Let me see what can be done... -
Photocraft : The opensource Photoshop
Grautvornix replied to Nicolaus_von_Kues's topic in Art Development
Please also see the discussion in another thread: -
O tempora o mores! While all this appears phantastic at first glance, it is also raising quite some concerns - who would take the endeavour of inventing and creating a complex tool or an app anymore if it is decompiled and recreated so (relatively) easily? Why should anyone develop anything serioulsy if it cannot be sold but rather easily copied/recreated. All the beautiful services around a product (the Red Hat model?) can probably also be implemented by AI soon. All this is not only about the invested effort for the "coding" itself but also all the real software solution engineering, from specification and definition to design, testing and documentation that is now being copied and "harvested" quite easily. I know: because it is possible it will happen anyway. I just expect another round in the fight for IPR protection etc. No solution in sight as it seems. Sorry for the rant.
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I could not agree more and this, indeed, cannot be underlined enough. The game is supposed to be fun to play like solving a complex puzzle, just with way nicer graphics and more axes of freedom. Real war is never fun, for no-one.
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@ManasManushyathanks for your initiative! When addressing Atlas itself, could you also make Atlas usable by external tools? That would be absolutely awesome! Here is a little wishlist of changes I would love to see: Pass the game’s command line through to Atlas Write a small status file and set an exit code. Open the game’s archives with read sharing, if nothing depends on exclusivity. (I don’t know why they are opened deny-read) Please have a look at the attached proposal document. I cannot and will not touch the sources myself as I am not a SW developer, hence don't want ot pollute the code basis (I am only using vibe-coding to define tools around Atlas using Anthropic Claude Opus 5.5/Sonnet 5.5). Still, if you agree, I'd ask Claude to provide change proposals for indiviual code sections (based on 0.29 SVN) for your review. Please let me know! Thanks and best regards, Grautvornix atlas-external-control-proposal.md
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Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Another minor update for post-Atlas in version 1.11.1 addressing Main changes: Fix: A game's public.zip chosen by name is taken as meaning the folder that holds it, especially on snap distribution Fix: Lighter little pictures in the Replace dialogs, the enlarged picture and the changes window. New: Adding "some" campaign map testing post-atlas-1.11.1.zip CHANGELOG.md -
I acknowledge that 0AD uses rather 2 D (or 2.5D) hence modelling arrows crossing a wall might be a challenge. This was probably the reason for stopping movement but allow attacking through the wall. Funny enough, this works from both sides of the wall: it is hard to keep my troops inside the wall away from the attacking the enemy and they are fighting back although they shouldn't need to (same reason: enemy is near and in reach of the weapons but cannot move much closer. Wall defense should be left to the troops manning the wall and its turrets (still working on a mod that allows running along a wall towards the actual attack. Currently, the wall segment attacked does not get replenishment or help form adjacent segments)
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I agree that this is the case currently. But should it? Walls were supposed to protect people from attacks.
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Thanks - but really no rush please!
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Ah! My bad! Thanks a lot!
