This topic contains 12 replies, has 0 voices, and was last updated by  Bobirov 10 years ago.

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  • #5858

    Bobirov
    Participant

    I was just making a few small updates to OpScorched to bring it in line with the current build and I noticed that the entire northern half of the 2forts landscape is no longer being drawn for some reason.

    I fiddled around a bit with resizing the heightmap and the various starting/tree masks for the map, but I couldn’t find a combination that would yield a fully drawn map. I also briefly looked at Apoc’s USA map just to see if it was a non-square map type issue but it looked fine. I’m not real sure why the map is doing this now, as it worked fine before, so I figured I’d post about it. The current CVS version of OpScorched works with the current beta build if anyone else wants to have a look and see if the same thing happens for them.

    #44835

    Thrax
    Participant

    Since Swars also has a long thin map too, i can agree it’s not a ‘square’
    issue. The only problems with sizes i’ve had is that it must be within
    specific size stages, or it fails to load the map at all… not just half.

    As noted in other threads, i’ve had issues with the file-dimensions of
    512×512, but it wasn’t related to the landscape size.

    I’ll grab the update and try here, get back to you in a few.

    #44836

    Thrax
    Participant

    Ahhhhh. i see what you mean, and i see the ‘problem’… while Swar’s
    death-star map is 256×800, it’s Hight-map image is still a 256x square.

    Gavin has it only reading square shaped hight-maps and half of yours is
    being clipped.

    If you resize the 2forts.bmp into a 256×256 image, unchecking any
    “preserve aspect ratio” settings, it squishes it to a distorted version.
    However, when it’s loaded into the game and re-stretched into 256×512
    for the landscape, it returns to it’s propper form. (i tried.. it worked.)

    Just make all hightmaps and Masks square, and let the landscape stretch them.

    #44837

    Bobirov
    Participant

    Alright, thats a good workaround. Can’t believe I didn’t try resizing it to 256×256. I tried to widen it to 512×512 actually, which just resulted in consistant crashes. Then tryed resizing the other mask files, to no avail.

    But still, why should the heightmap have to be square? It didn’t in the past. Apoc’s USA map is a 320×200 heightmap and it loads up just fine in the current build. Also, the non-square starting and tree masks work just fine after resizing the heightmap to 256×256, so they don’t need to be square. I still thing there is something a bit fishy going on here.

    #44838

    Thrax
    Participant

    Dunno the exact limits on the rectangular files, I just keep them all
    square anyway.. make’s it simple. If your apoc usa map is off-size,
    check if it’s got part of the canada border missing.. 😀

    He may have adjusted it to only accept resonably square images to
    reduce how much it has to think while reading them in. And image
    file-sizes of 512 are the breaking limit apparently. Which is fine I
    guess.. lowers the desire to bogg down player resources with oversize.

    #44839

    imported_gcamp
    Participant

    Sounds like I’ve missed something in the fixed point conversion, I’ll have a look. Also the 512×512 crash sounds fishy.

    #44840

    Bobirov
    Participant

    @gcamp wrote:

    Sounds like I’ve missed something in the fixed point conversion, I’ll have a look. Also the 512×512 crash sounds fishy.

    For the moment, the 2forts.bmp heightmap is at 256×256 on the CVS, just so its playable. Just resize it back or grab the previous commit if you wanna have a look. Or use your own map, whatever. 😛

    #44841

    imported_gcamp
    Participant

    Fixed.

    #44842

    Thrax
    Participant

    nice. now bob has less to do 😀

    i’ll keep mine square anyway.. then i can just stretch the land in
    funny shapes with the landscape tags.

    #44843

    imported_gcamp
    Participant

    This should fix the 512×512 issue as well.

    #44844

    doom
    Participant

    when is opscorched going to come out for v41?

    #44845

    Thrax
    Participant

    @doom wrote:

    when is opscorched going to come out for v41?

    Bobirov just started converting it and updating it. Since your interest is
    purely in ‘playing’ them.. you should have no trouble waiting till it’s more
    complete.

    #44846

    cbx550f
    Participant

    @thrax wrote:

    @doom wrote:

    when is opscorched going to come out for v41?

    Bobirov just started converting it and updating it. Since your interest is
    purely in ‘playing’ them.. you should have no trouble waiting till it’s more
    complete.

    Good of you keep doom informed of what he’s interested in, and how that will affect him. I’m sure he appreciates it.

    Doom, I wouldn’t expect any real release until after v41 is a full release.

    cbx

    #44847

    Bobirov
    Participant

    The current development version on the mod’s CVS is for v41, but its mostly just a straight up port of 0.1 to work with v41 at the moment, with a few minor additions. Haven’t done any serious work on it in a while other than just basic maintenance and testing with it.

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