Mapper is updated !
- DarkUnderlord
- Paragon
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- Red
- Hero of the Glowing Lands
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Kickass, we can view the inventory... Only small steps until we can edit it too. I'm guessing the Acces violation when I select an inventory item and try to place it on someone. Note that it doesn't crash the application, just spawns the error and continues.
Also in arbridge.map it invariably does a similar (if not the same, didn't really check) message when simply pressing the inventory tab.
Also in arbridge.map it invariably does a similar (if not the same, didn't really check) message when simply pressing the inventory tab.
...
Re: New version
Dims, you might want to change the date on the www.hot.ee/fallout/ site, it says 24.06, which would make it June, instead of Sep (09)..
Webmaster@NMA
- Red
- Hero of the Glowing Lands
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Version 0.96f: Glad to see bug is fixed in inventory of abridge.map, but vault15.map still has a problem (in the lower right part of the thrid level).
Everything else seems dandy, except trying to add items in the inventory still crashes, so I guess that's not done yet, but I'd really enjoy some kind of preview (an outline maybe?) to place stuff on the map...
Everything else seems dandy, except trying to add items in the inventory still crashes, so I guess that's not done yet, but I'd really enjoy some kind of preview (an outline maybe?) to place stuff on the map...
...
-
- Vault Veteran
- Posts: 292
- Joined: Fri Apr 19, 2002 11:51 am
Still having the problem (Although now first time I try to open the map nothing happens, then trying to open another map/the map again, and it crashes.)
Same system setup as before.
[Mapper.log]
Palette init ... OK.
Load LST files ... OK.
Create PRO structure ... OK.
Create FRM structure ... OK.
DDraw create ... OK.
Failed to set DirectX cooperative level
Palette init ... OK.
Load LST files ... OK.
Create PRO structure ... OK.
Create FRM structure ... OK.
Load map "D:\Program Files\BlackIsle\Fallout2\DATA\maps\cave4.map".
Attach DDraw primary surface ...
Same system setup as before.
[Mapper.log]
Palette init ... OK.
Load LST files ... OK.
Create PRO structure ... OK.
Create FRM structure ... OK.
DDraw create ... OK.
Failed to set DirectX cooperative level
Palette init ... OK.
Load LST files ... OK.
Create PRO structure ... OK.
Create FRM structure ... OK.
Load map "D:\Program Files\BlackIsle\Fallout2\DATA\maps\cave4.map".
Attach DDraw primary surface ...
- Dims
- Scarf-wearing n00b
- Posts: 25
- Joined: Tue May 28, 2002 9:17 pm
- Location: Tallinn; Estonia
- Contact:
[Mapper.log]
Palette init ... OK.
Load LST files ... OK.
Create PRO structure ... OK.
Create FRM structure ... OK.
DDraw create ... OK.
Failed to set DirectX cooperative level <- Main error here !!!
Palette init ... OK.
Load LST files ... OK.
Create PRO structure ... OK.
Create FRM structure ... OK.
Load map "D:\Program Files\BlackIsle\Fallout2\DATA\maps\cave4.map".
Attach DDraw primary surface ... <- Cannot attach surface because cooperative level not set !!!
Try download new version 0.96g
If you have problem with DirectX, in mapper.log you can see source of this error
Palette init ... OK.
Load LST files ... OK.
Create PRO structure ... OK.
Create FRM structure ... OK.
DDraw create ... OK.
Failed to set DirectX cooperative level <- Main error here !!!
Palette init ... OK.
Load LST files ... OK.
Create PRO structure ... OK.
Create FRM structure ... OK.
Load map "D:\Program Files\BlackIsle\Fallout2\DATA\maps\cave4.map".
Attach DDraw primary surface ... <- Cannot attach surface because cooperative level not set !!!
Try download new version 0.96g
If you have problem with DirectX, in mapper.log you can see source of this error
Mapper Error Log (Mapper v. 0.96g)
[Mapper.log]
Palette init ... OK.
Load LST files ... OK.
Create PRO structure ... OK.
Create FRM structure ... OK.
Load MSG files ... OK.
DDraw create failed.
Clipper notification requires an HWND or no HWND has previously been set as the CooperativeLevel HWND.
This is the error I currently recieve. I've tested my ddraw, and it seems to work fine, so I don't believe that it is anything I need to change on my system, though I have no idea what HWND means.
Thanks, and cheers on the mapper!
Palette init ... OK.
Load LST files ... OK.
Create PRO structure ... OK.
Create FRM structure ... OK.
Load MSG files ... OK.
DDraw create failed.
Clipper notification requires an HWND or no HWND has previously been set as the CooperativeLevel HWND.
This is the error I currently recieve. I've tested my ddraw, and it seems to work fine, so I don't believe that it is anything I need to change on my system, though I have no idea what HWND means.
Thanks, and cheers on the mapper!
Mutateman
*BURST MODE IDIOT SAVANT*
*BURST MODE IDIOT SAVANT*
- Red
- Hero of the Glowing Lands
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The videocard kind would really be interesting too
(Perhaps you should display the information Dims/ABel since it's GetDeviceCaps and would allow you not ask about it). Also possibly display the DirectX version they installed (in relation to the video card) as there can sometimes be issues with that.
(Perhaps you should display the information Dims/ABel since it's GetDeviceCaps and would allow you not ask about it). Also possibly display the DirectX version they installed (in relation to the video card) as there can sometimes be issues with that.
...
-
- Vault Veteran
- Posts: 292
- Joined: Fri Apr 19, 2002 11:51 am
Mapper v.0.96h works AOK!
The subject says it all. Thanks for all your hard work, Dims, and the rest of TeamX. I'm going to see what this baby can do!
Laterz,
Laterz,
Mutateman
*BURST MODE IDIOT SAVANT*
*BURST MODE IDIOT SAVANT*
-
- Vault Veteran
- Posts: 292
- Joined: Fri Apr 19, 2002 11:51 am
I've noticed a couple problems:
- Some walls don't line up the same in the mapper and in game. An example of this is the top wall in the overseer's room/control room in Vault13.map and VCTYVLT.map
- Trying to place objects/scenery away from the center of some maps causes an error (Tiles and roof can be placed fine). (Trying to place walls on the bottom area of the top level of VCTYVLT.map causes them for me).
- Some walls don't line up the same in the mapper and in game. An example of this is the top wall in the overseer's room/control room in Vault13.map and VCTYVLT.map
- Trying to place objects/scenery away from the center of some maps causes an error (Tiles and roof can be placed fine). (Trying to place walls on the bottom area of the top level of VCTYVLT.map causes them for me).
-
- Vault Veteran
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- DarkUnderlord
- Paragon
- Posts: 2372
- Joined: Wed May 01, 2002 7:21 pm
- Location: I've got a problem with my Goggomobil. Goggo-mobil. G-O-G-G-O. Yeah, 1954. Yeah, no not the Dart.
- Contact:
Hey Dims, great work with the mapper!
A suggestion though. Seeing as we have to right-click and choose properties, then manually edit all the information for everything... Would it be possible to have some sort of text file for the mapper that contains default stats for items/walls/critters etc?
IE: Let's say we want to put a bunch of radscorpions in all with the same details. We can edit the file critters.txt in the mapper directory and have something like this:
{ID Number}{Description}
{Field Description}{HEX NUMBER}
{Field Description}{HEX NUMBER}
{Field Description}{HEX NUMBER}
{Field Description}{HEX NUMBER}
So a whole bunch of them that would contain details for certain monsters etc... If a monster/wall/item wasn't in the text file, then all it's info defaults to whatever it does now.
So if I wanted a whole bunch of radscorpion with the same stats, I could edit the text file, change the hex vaules in there, save it. Then open the mapper and put in the radscorpions. They'd then all have the same stats.
IE:
{62}{Radscorpion}
{Unknown Flags}{FFFFFFFF}
Something like that. (62 is just me guessing, I can't remember what the ID for the radscorpion is at the moment)
I think, over time, a bunch of defaults would be built up by people using the mapper.
I hope that made sense.
A suggestion though. Seeing as we have to right-click and choose properties, then manually edit all the information for everything... Would it be possible to have some sort of text file for the mapper that contains default stats for items/walls/critters etc?
IE: Let's say we want to put a bunch of radscorpions in all with the same details. We can edit the file critters.txt in the mapper directory and have something like this:
{ID Number}{Description}
{Field Description}{HEX NUMBER}
{Field Description}{HEX NUMBER}
{Field Description}{HEX NUMBER}
{Field Description}{HEX NUMBER}
So a whole bunch of them that would contain details for certain monsters etc... If a monster/wall/item wasn't in the text file, then all it's info defaults to whatever it does now.
So if I wanted a whole bunch of radscorpion with the same stats, I could edit the text file, change the hex vaules in there, save it. Then open the mapper and put in the radscorpions. They'd then all have the same stats.
IE:
{62}{Radscorpion}
{Unknown Flags}{FFFFFFFF}
Something like that. (62 is just me guessing, I can't remember what the ID for the radscorpion is at the moment)
I think, over time, a bunch of defaults would be built up by people using the mapper.
I hope that made sense.
- Dims
- Scarf-wearing n00b
- Posts: 25
- Joined: Tue May 28, 2002 9:17 pm
- Location: Tallinn; Estonia
- Contact:
Mapper is updated! 8)
www.hot.ee/fallout/mapper2.zip
-Adding / changing / deleting script of objects.
-Moving selected objects.
-New object properties.
-And more...
www.hot.ee/fallout/mapper2.zip
-Adding / changing / deleting script of objects.
-Moving selected objects.
-New object properties.
-And more...
I dont think it is map problem. It hapents in many maps:Please tell, what the maps you loaded?
arbridge.map
arcaves.map
artemple.map
ARVILL2.map
BROKEN1.map
itp....
error message is always:
Acces violation at address 00492053 in module mapper.exe
Read of address: some address (this address is always diferent)
If this error hapend then mapper is still working but the error ocurs always when you tray to open any map, and after 2-3 times he hangs himself (but not windows)
log file says:
Code: Select all
Palette init ... OK.
Load LST files ... OK.
Create PRO structure ... OK.
Create FRM structure ... OK.
Load MSG files ... OK.
Load map "D:\spakowana\maps\maps\ARVILL2.map".
Attach DDraw primary surface ...
Attach DDraw map surface ...
Attach DDraw navigator surface ...
Attach DDraw inventory surface ...