Release: Worldmapper tool

Discussion in 'Modding Tools and Utilities' started by Spellslinger, Sep 20, 2006.

Remove all ads!
  1. Spellslinger

    Spellslinger Established Member

    Joined:
    Jul 14, 2006
    Messages:
    158
    Likes Received:
    0
    As mentioned in the v11 release thread, this is the tool you modders can use to integrate your locations into the game. I've included a readme that hopefully manages to explain how to handle everything, if not just ask in here. Same goes for bug reports and general feedback.

    Don't complain about a lack of GUI :p. I'm cooperating with Agetian to include this tool or it's functionality into WB, so you can all have the point and click feeling you like at some point in the future.


    http://files.co8.org/tools/Worldmapper_1.0.rar
     
    Last edited: Oct 8, 2006
  2. Agetian

    Agetian Attorney General Administrator

    Joined:
    Aug 14, 2004
    Messages:
    2,526
    Likes Received:
    0
    Thread is stuck (contains an important tool release).

    - Agetian
     
  3. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    10,999
    Likes Received:
    24
    I realize there is no hope of Spellslinger coming back and seeing this, just posting it for posterity.

    When you use Worldmapper to add a worldmap location (game.area >= 14), each new location appended will display an existing location's 'script' (the handwriting gibberish) for that location and show the location as known (on the map, not in the listing) if you hover over it, without displaying the location's little graphic.

    e.g.

    If I add game.area 14 as a worldmap location with Worldmapper, then console 'game.areas[14] = 1' in-game so I can go there for testing, the script handwriting will display for Emridy Meadows on the worldmap, and if I hover the mouse over ER's location, the pulsing highlighter thingie will activate. This is without ER being known or having been visited.

    Each new game.area added corresponds (with the above described additions) to existing game.areas as defined by 'worldmap_locations_names_text.mes,' starting with 0 and advancing accordingly.

    e.g.

    Adding game.area 14 causes worldmap location name 0 (Emridy Meadows) to activate as described above.

    Adding game.area 15 causes worldmap location name 1 (Moathouse) to activate as described above.

    Adding game.area 16 causes worldmap location name 2 (Moathouse Cave Exit) to activate as described above.

    Etc.

    This is what was caused the premature appearance of Imeryds Run in recent modpacks.

    It has likely always been there and only noticed recently, as previous iterations of the modpack that included new game.area locations only offered them well after all vanilla locations had already been visited (e.g. Verbobonc), with locations like Welkwood Bog taking over existing vanilla locations. This was not the case in the latter 7.x releases (Welkwood got assigned worldmap location 18, for example) when the problem became apparent.

    In v8 we will be going back to the method where Welkwood and Hickory Branch use vanilla locations to facilitate easier worldmap navigation, so the problem will go back into hiding again.
     
Our Host!