Castle Vox 1.1 - better map editor, multi-player features
Castle Vox 1.1 - better map editor, multi-player features
Castle Vox 1.1 update has just been released. Download it here!
full change log:
- Map Editor can easily create Hex Fields to build on.
- Map Editor Create Continents mode has a new UI.
- Map Editor can generate random country names.
- Map Editor handles ampersands properly.
- Map Editor resizing the window will resize the map.
- Better handling of maps that don't set all values.
- Better error messages for maps that don't load properly.
- Extra-lines work now.
- Multi-Player games record their results online.
- Multi-Player server will stop when the last player exits (non-headless).
- Fix multi-player bug that could crash the game if a player timed-out twice and then rejoined.
- Fixed a bug where human players could be taken over by /play in some circumstances.
- Fixed a bug in the guest-only checkbox.
- Added the /i chat command, to lookup a player.
- Does a better job of counting a multi-player Finished Moves click as a turn, even when no moves were made.
- Prints help text when it looks like a user is trying to incorrectly use a chat command.
- Show a tip about click-shortcuts when many similar clicks are detected.
- Fix a bug with the player-color-bars showing last turn's info.
- Fix a possible hang error when validating registrations.
- Won't show the Recruit Panel when player cannot recruit.
- Performance improvements.
full change log:
- Map Editor can easily create Hex Fields to build on.
- Map Editor Create Continents mode has a new UI.
- Map Editor can generate random country names.
- Map Editor handles ampersands properly.
- Map Editor resizing the window will resize the map.
- Better handling of maps that don't set all values.
- Better error messages for maps that don't load properly.
- Extra-lines work now.
- Multi-Player games record their results online.
- Multi-Player server will stop when the last player exits (non-headless).
- Fix multi-player bug that could crash the game if a player timed-out twice and then rejoined.
- Fixed a bug where human players could be taken over by /play in some circumstances.
- Fixed a bug in the guest-only checkbox.
- Added the /i chat command, to lookup a player.
- Does a better job of counting a multi-player Finished Moves click as a turn, even when no moves were made.
- Prints help text when it looks like a user is trying to incorrectly use a chat command.
- Show a tip about click-shortcuts when many similar clicks are detected.
- Fix a bug with the player-color-bars showing last turn's info.
- Fix a possible hang error when validating registrations.
- Won't show the Recruit Panel when player cannot recruit.
- Performance improvements.
Re: Castle Vox 1.1 - better map editor, multi-player feature
WOO HOO!!!!dustin wrote: - Map Editor handles ampersands properly.
Although I'm still getting
Code: Select all
Map Error: The entity name must immediately follow the '&' in the entity reference.
- Lupus ferox
- Creator of Maps
- Posts: 668
- Joined: Fri Nov 23, 2007 4:51 pm
I just tried the new map editor. Hex field generator and automatic names are great... Wow. Could have used that well for Extreme Britain!
I saw that editing shapes does not add points to shapes anymore. Great!
A few questions...
Usually we make a theme first and trace that with the map editor. The hex field generator turns that around: We make the map first and use that to make the theme.... Did anyone think of how to do that? E.g. how to create a trace image for Photoshop? A screen dump might not be accurate enough.
The hexes are well separated. I think that's the best way for starting map makers. Personally i prefer connected hexes, I think it gives better graphical opportunities. Can you add that option?
I saw that editing shapes does not add points to shapes anymore. Great!
A few questions...
Usually we make a theme first and trace that with the map editor. The hex field generator turns that around: We make the map first and use that to make the theme.... Did anyone think of how to do that? E.g. how to create a trace image for Photoshop? A screen dump might not be accurate enough.
The hexes are well separated. I think that's the best way for starting map makers. Personally i prefer connected hexes, I think it gives better graphical opportunities. Can you add that option?
- blackj3sus
- Lux Messiah
- Posts: 3223
- Joined: Fri May 05, 2006 12:27 pm
- Location: sillysoft.net/roman-battles
- Contact:
- Lupus ferox
- Creator of Maps
- Posts: 668
- Joined: Fri Nov 23, 2007 4:51 pm
In the new days I would like to make larger scrollable maps like "xtreme britain". A screen dump doesnt work then. It will only capture a part of the map. It would be nice to have a .png export facility...mbauer wrote:To answer your question LF, in the old days, before overgrounds, I use to make maps first and then themes. I always just took a screenshot and it worked fine.
Other wishes:
-delete option in the move territories section. I now can only delete hexes one by one. That's a bit tedious with a large hex array...
-I would like to have the hexes a bit closer together. Almost touching would be neat...
- Lupus ferox
- Creator of Maps
- Posts: 668
- Joined: Fri Nov 23, 2007 4:51 pm
That is possible...
The hex field generator however was meant especially to make xtreme maps easier.
If it means that we have to cut and paste screen dumps together to make the theme I would say it's two steps forward and one step back. Still worthwhile, but not the complete solution....
A png (or bmp, tiff) export function would be awesome. Don't you agree?
If it is easy to realize i would say: go for it. If not, let's cut and paste a bit....
The hex field generator however was meant especially to make xtreme maps easier.
If it means that we have to cut and paste screen dumps together to make the theme I would say it's two steps forward and one step back. Still worthwhile, but not the complete solution....
A png (or bmp, tiff) export function would be awesome. Don't you agree?
If it is easy to realize i would say: go for it. If not, let's cut and paste a bit....
All my maps have originated as sketches. The last step I take is plotting vectors. I've never done it the reverse way.
Slightly different topic...
I managed to extract usable vector co-ordinates for a map layout I'd made in AI the other day. The only hurdle was removing the countless decimals attached to the co-ordinates. This took a while but the end result was worth it.
Border connections were as flush as i'd made them in AI and there wasn't a single stray handle to be seen. While I think MapSpinner is a great little tool I still struggle to get neat results using it.
I'll be using Ai from now on for sure.
Slightly different topic...
I managed to extract usable vector co-ordinates for a map layout I'd made in AI the other day. The only hurdle was removing the countless decimals attached to the co-ordinates. This took a while but the end result was worth it.
Border connections were as flush as i'd made them in AI and there wasn't a single stray handle to be seen. While I think MapSpinner is a great little tool I still struggle to get neat results using it.
I'll be using Ai from now on for sure.
- Lupus ferox
- Creator of Maps
- Posts: 668
- Joined: Fri Nov 23, 2007 4:51 pm
You can do that Game-> Take screenshot. It generates a full resolution full quality .png file. The screenshot tool takes a screenshot of the entire map, even if it's scrollable. That's what I use to do to line up themes, it will still work today.Lupus ferox wrote: In the new days I would like to make larger scrollable maps like "xtreme britain". A screen dump doesnt work then. It will only capture a part of the map. It would be nice to have a .png export facility...
- Lupus ferox
- Creator of Maps
- Posts: 668
- Joined: Fri Nov 23, 2007 4:51 pm
No I was referring to the tool where you set the continent values. When that tool is engaged, I'm shown all the country and continent values, but I can only change the continent values. I'd like to change the country values from there also so I don't have to cycle back and forth to the countries tool.
- blackj3sus
- Lux Messiah
- Posts: 3223
- Joined: Fri May 05, 2006 12:27 pm
- Location: sillysoft.net/roman-battles
- Contact:
ok... i was in alexander playing against a human player, i did well and eliminated the opposing human. now, i just need to clean up some bots...
wait... another player comes in, oh cool he can try to save this other team...
wait a second! the room restarted!
noooooooooooooooooooooooooooooooooooooooooooooo!!!!!!!!!!!!!!!!!!!!!!
wait... another player comes in, oh cool he can try to save this other team...
wait a second! the room restarted!
noooooooooooooooooooooooooooooooooooooooooooooo!!!!!!!!!!!!!!!!!!!!!!
There's one step in the process, pretty sure it's the one you're talking about where I find I'm shifting between two tools to help guess where country borders are.mbauer wrote:No I was referring to the tool where you set the continent values... I'd like to change the country values from there also so I don't have to cycle back and forth to the countries tool.
Also - I find having to work with both a word app and the editor slow and clumsy.
Be great if the code was included in the editor tool, viewable in a pull down window or something similar, and that changes to it could be made from here. Would mean you'd only need one file running in one app to get the whole job done. Changes to the code could be seen take shape as you made and applied them.
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