Grautvornix
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Everything posted by 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!
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New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Good point, thanks! Sorry for my ignorance on MacOS... happy that you are testing it!! -
Of course you are right, but what if the outermost market was destroyed? Then the traders would just not know what to do and stop operation. Instead they could use the next trading post. Probably this is taking realism too far.
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The pont point here is can I send a trader (automatically/repetitively) from trading post 1 to post2, then to post3, then to a harbor and then back to 1 or the same route reverse?
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New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
For selection of exisitng objects: CTRL-drag for an area, CTRL-click to add/remove from selection). The you would need to click on "Selected items" then the list should show. Would you prefer this list automatically showing up? (hiding was meant to declutter a bit) show up. Filling an area: select one item left click on the map an drag, left click for each corner of the polygon, double click to finish. There should be yellow dots inside shoiwng the filled objects (in the image below I did not do the final double click yet). Now I did and it shows as still selected on the selection list allowing for additional edits : Now did: For a mixed fill, select an entity, push "add chosen" select another one, click "add chosen", etc. and choose the fill ratio. Then continue defining the area as above. Voilà: -
New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Select: Ctrl-left mouse drag on Win11, on MacOS possibly Opt-drag. Fill area: select an entity or a mix and left-click to draw the area. -
New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
New mercator beta 0.11.3 (download from initial post of this thread) based on @Asher's reports and sugestions: fix: limiting the zoom factor (in/out)and show the current zoom factor on screen fix: correct time output when a map was handed back from Atlas fix: lighting up small entity images a bit New: group select: add random rotation of elements of a group (makes tree groups/forests less uniform, and may look more like an organic settlement for houses and fields) New: group select: add alignment of selected elements N/S/E/W,or same rotation. New: area fill: define an irregular area (polygon) and fill it with a tree mix (e.g. 80%oak, 30%pine, 10% birch), or deer, or houses, etc. at a defined density with randomized spacing, leaving out existing buildings or fields. Note that roads are painted textures that currentlycannot be spared. -
@ltms @Atrik@Stan`@Mentula How can I get my mod signed in mod.io? Tried to PM ltms as well but to no avail. Is he not around anymore? (not listed in the @ list anymore) The issue is not important, and certainly not urgent. I would just like to understand the current process, Thanks a lot!
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New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Zooming out : indeed you can zoom out both in 2D and 3D far too much. I suggest limiting it to the entire map + 20%, ok? The time you read: the text said "(07:30 - now, …)", and 07:30 was when Atlas was started, not when the map came back. Both will be fixed in 0.11.3 (will upload tonight, lets see if more issues surface and need fixing - I am slowly closing in on version 0.12.0 which is the terrain editing change that I already started testing but did not dare publishing yet) Regarding the wxWidgets I cannot do anything as this appears to be related to Atlas itself. Woudl you like to raise a PR? (I'll provide some input as attached - please fill in your MacOS version atlas-bug-report-cinema-assertion-macos.md) -
New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Had to update to fix a few glitches, hence it is now mercator beta 0.11.2 (see initial post of this thread): - converted spinners to sliders in map managemept for wonder and relic - fix: map data from previous edit sessions on "unnamed_map" are not carried over - fixed rectangular arrangement of elements (fences, walls, palisades) - group select allows moving, rotating, deleting and re-assigning of that group (e.g. walls,houses, fields, fences...) - added new icons to the entity placer when a group is selected. -
New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
@Asher Thanks for your feedback and suggestions! please have a look at mercator 0.11.1 in the initial post of this thread. It provides with these fixes and features: Every kind of Gaia object now has its own colour on the map, the same as in the 3D view: trees green, ore gold, stone grey, animals brown. Round map: for a circular map the Entity Placer cuts the picture to its circle and draws the edge, instead of showing a black square. A map with no terrain is a round field. Select many to delete or change player: Selecting: in any tool, Ctrl+drag selects a rectangle and Ctrl+click adds or removes one thing. A selected thing gets a blue ring. Acting on it: Del, or the new Selection box (Delete, Owner..., Clear), acts on all of it as one Undo step. A right-click on the selection offers the same choices, and Esc clears it. Delete: the map's own objects go into the bin. Planned ones are simply dropped. Owner: a planned wall changes owner as a whole, and Gaia's trees, mines and animals stay Gaia's. The status bar says how many were skipped. Houses snapping to each other: A building you click near another building moves flush against it, beside it or in front or behind. Its edges line up with the other's, and it turns to the other's angle. The ghost shows where it will land. It works against buildings (including fields and fences) on the map and ones you've planned. Trees, mines and units never snap. It leaves a 0.1 m gap between buildings, because the game's overlap check wants a hair of air. Straight Lines of trees, fences, or anything: Tick "In a line, every ... m" (default 8 m). Press where the line starts and drag to where it ends. The chosen entity goes down at the start and then every distance along, as a wall is drawn, and the ghosts show each place while you drag. Places the game would refuse are left out, and so are places where the same thing already stands. The status bar says how many were placed. It is one step to Undo, a plain click still places one, and Esc drops a line you're drawing. The distance is fixed from the start, so where the last tree lands depends on where you let go. I did it this way rather than stretching the spacing to hit the end exactly; say if you'd prefer that. Houses placed in a line don't snap to each other, because you choose the spacing yourself. Atlas error on MacOS: this is the same assertion as in 0.9.1 (wxArrayString::Index, from CinemaSidebar::ReloadPathList). It comes from Atlas with wxWidgets 3.2 on MacOS and appears on every map, please continue past it. Nothing in Mercator causes it. The walls loaded this time, so the 0.9.1 player fix held. Upstream's fix would be a case-sensitive search in that one call; I can draft a report for 0 A.D. if you want one.
