OpenXcom Forum

Modding => Tools => Topic started by: luke83 on June 19, 2013, 03:12:15 pm

Title: MAPVIEW upgrade
Post by: luke83 on June 19, 2013, 03:12:15 pm
Hello,

 Any of you excellent Coders want to try your luck at making a few Upgrades to MAPVIEW? I downloaded the source out of curiosity but have no clue where to start :P

I PM Daishiva but since i have not heard from him in over a year i guess LIFE has gotten in the way of the last upgrade i asked for :-[

My Suggestions for Upgrading Mapview:
1) Fix existing Bugs EG: the PATHS can only be modified by Notepad as doing it by the program wipes everything.
2) Specify Default Node type was added last time By Daishiva at my request , we need a extra Option to tell it to AUTOLINK to previous Node in both directions ( this will save alot of time)
3) Extra Visual clues as to what Unit type a NODE will be spawning ( Just some letters added to the Green box to represent a Class would be helpful)
4)Move Node Option, There is nothing worse than realising you have fully setup a NODE 1 block to the right of the desired location, a tick box to Drag and drop node at a new location and Keep all current LINK nodes would be awesome
5) Numbered Grids ( around the images) i hate goign cross eyed tryign to work out if i am in the right Row or not , a simply Number system down the side on ALL screens could be useful.
6) AUTO-Link : Not sure HOW you will handle this but this would save alot of headaches if i only needed to clean up a few LINKS instead of manually modding every one of them.
7) RMP Statistics = Would be great if there was a option somewhere to do a count of all Spawn Ranks per level and a overview of spawn Ranks across the entire map set, just Pop open a new window to display this when requested.
8) Some kind of import Wizard for the PAths , Mapedit page as i have Lots of differnt , half finished maps to import and its very time cinsuming to do them one by one. It would be good if it was clever , and noticed if i selected a Map without a ROute file, that it could ask if i want to make a empty file for it. ALso if you can improve the way the Map tree is controlled ( and allow Drag and Drop to change the sequence) that would be great.


This is a Fantastic program it just needs some work to make it easier for people like me to make LOTS of new map types, Any part time coders for OXC want to take a look ?
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 19, 2013, 04:39:15 pm
What's it written in? and where can one find the code?
Title: Re: MAPVIEW upgrade
Post by: AndO3131 on June 19, 2013, 05:19:04 pm
Code is here (https://sourceforge.net/projects/xcmapedit/files/old_files/MapView/MapView.1.11.zip/download)

It's written in C#.
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 19, 2013, 06:01:20 pm
I'll try and have a look at that later. No guarentees though
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 19, 2013, 10:28:03 pm
Thanks pmprog,  i would appreciate any help you could possibly provide. modding a few small map blocks is not to bad , modding large buildings/UFO can take several hours per mapblock so anything to help reduce that would be a benefit to the community. I have spoken to many potential modders over last 2 years and most of them give up once they see how time consuming it is.
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 20, 2013, 12:51:52 pm
Thanks pmprog,  i would appreciate any help you could possibly provide. modding a few small map blocks is not to bad , modding large buildings/UFO can take several hours per mapblock so anything to help reduce that would be a benefit to the community. I have spoken to many potential modders over last 2 years and most of them give up once they see how time consuming it is.

Could you do me a favour: For the things you want me to look at, can you write a step-by-step guide from starting the program to where the issues occur?

That way, I can follow it to where your issues are, then dig in.
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 20, 2013, 04:42:15 pm
Like this?

https://openxcommods.weebly.com/mapview_upgrade.html (https://openxcommods.weebly.com/mapview_upgrade.html)
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 20, 2013, 05:10:02 pm
I've not really read it yet, but it looks the sort of thing I was expecting. I'll have a proper read tonight or over the weekend, depends on what free time I get.

Who's the original author of these tools? I guess there wouldn't be any issues with me putting the source codes in my GitHub seeing as though you can get them from Sourceforge

I noticed the PckView tool is also in there, and there was a few things I would like to do with that (basically allow zooming really). I was also thinking a simple pixel editor, but now that externalised graphics are supported, that really isn't necessary any more.
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 21, 2013, 09:50:58 am
Sorry i added one more WISH , i hope you find the will to look into these  ;)

The original author was Daishiva , i am not sure if he held off on doing these upgrades himself because of time restraints or because there was discussion at the time to moving to a new format, that would then make his program obsolete. Its been 12 months since then and i don't hear about much desire for a NEW format right now so i am really hoping this can be fixed up to make it easier for new modders to get started.
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 21, 2013, 11:15:48 am
Luke,

 I've fixed the DAT file saving now (point 1.), and I've also added your auto link (point 2.). So as you drop nodes, it'll add a link back to the previous node, and also try and add a link from the previous node to the new one. I think that's what you were asking for. The source code on SourceForge didn't have the "Default" checkbox shown in your screenshot. I should be able to add it back in, if you can tell me what it does?

Source code can be found here:
https://github.com/pmprog/OpenXCOM.Tools

Binary downloads are here:
https://github.com/pmprog/OpenXCOM.Tools/tree/master/Distribution

I need to go and do some less exciting, but more important stuff, so I'll come back to the other bits later. If you could test out my changes though, that would be helpful
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 23, 2013, 01:16:22 am
Basically, you select a NODE that you that has all the setting you are after ( Spawn type , Rank etc) and you check the Default tick box, now every link that you place after has all the same settings.


***UPDATE****


Maybe its me, but i cant get it to open :-[
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 23, 2013, 11:58:59 am
Basically, you select a NODE that you that has all the setting you are after ( Spawn type , Rank etc) and you check the Default tick box, now every link that you place after has all the same settings.
Okay, I can add something like that in

Maybe its me, but i cant get it to open :-[
Does it say anything?
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 23, 2013, 12:08:25 pm
Commandwindow thing flashes pretty quick.

If i use the "Run AS" option in windows i get a message stating it cant create a temp file somewhere .
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 23, 2013, 03:09:00 pm
Commandwindow thing flashes pretty quick.

If i use the "Run AS" option in windows i get a message stating it cant create a temp file somewhere .

Did you replace the exe's in you existing installation? Did you get all three files from the distribution folder?

Also, might be worth checking if there are any Microsoft .NET v2 service packs that you don't have installed

The other thing you can try is run the program, then right click on My Computer, and select Manage, then go to the Event Viewer and look at the Application Logs. Might have something in there
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 24, 2013, 01:06:02 pm
I tried a stand alone install and i also tried replacing my existing files with all 3 of your new ones.

I am setting up a VM on my work PC , i will try it there also , looking at the Event viewer( that i have never seen before) there is a error for .NET so i will update that next to test.
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 24, 2013, 01:07:11 pm
Okay, let me know
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 24, 2013, 02:01:43 pm
Got it running on VM , .NET3.5 was the winner , 4.0 doesn't work
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 24, 2013, 02:46:21 pm
Good stuff. Okay, I'll try and do some more on it tonight
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 24, 2013, 11:10:15 pm
Got it running on VM , .NET3.5 was the winner , 4.0 doesn't work

New release - Rather than a default checkbox, I've added Copy and Paste buttons on the node. I've also added an overlay in RmpView to show your mouse co-ordinate and what spawn type you're hovering over.

Can you have another play and let me know, thanks
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 25, 2013, 01:32:18 pm
New release - Rather than a default checkbox, I've added Copy and Paste buttons on the node. I've also added an overlay in RmpView to show your mouse co-ordinate and what spawn type you're hovering over.

Can you have another play and let me know, thanks

Just tried your second version, here is some feedback:
Path Menu-Save functions in PATH is workign correctly
RMP - Node -Copy and paste work but can we add Keyboard shortcuts to this window also?
RMP- Node number when Hovering is a nice touch
Graphic updates nicely on other windows to show current cursor position
Can we expand "Reverse Link" to handle previously created node, so if its active and i link node 1 to 3, can it attempt to autolink back?
Found new error , RMP window crash's ( appears to be at random) and generates attached
Found new error - I have 2 different versions of UFO active in my C:\  .  I added a Map via the Paths menu from my secondary folder (not the one Mapview is pointed at) everything was fine when i saved it, but once i went back to main menu, it couldnt find the new map i added. I believe the issues is it switch back to checking the default UFO file for my  NEW UFO Map when it was in the other directory, as such it generates a error as it cant find it ;)

So are you  having fun yet ? You making my day , i have decided to take this week off from study to focus on the next set of Ufos  ;D I have added another useful option to the first list, just incase you want to be my friend for ever and ever :P
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 25, 2013, 02:03:18 pm
Yeah, I am enjoying coding at the minute. As well as this, I'm working on a launcher called The Tournament Hub for the OpenPandora.

It's quite difficult to follow the code some times, but getting there. Also makes it a little more complicated because I don't really know what I'm doing with the tool.

I've added your extra notes onto the GitHub Issues page. So you can keep track of progress
https://github.com/pmprog/OpenXCOM.Tools/issues

I've added your 2nd "new error" about the new map paths, but I'm not quite sure what the problem is with that. If you could do a YouTube video or something demoing it, that would be great.
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 25, 2013, 02:18:22 pm
I dont have video recording on that PC ( its a work PC ), i will try to explain it again:

I have Mapview linked to "C:\Ufo
I also have a second UFO install  C:\ufo_m

I added a File from  the UFO_M directory into Mapviews "Mapedit" file via the PATHS screen, at this point it saved without any issues.

Back on the main windows, everything looked good until i selected that file in the main window , it then gave me a error saying it couldn't find the file i just added via the Paths screen. I assume this is because it was not in C:UFO ( that mapview is linked to) so i assume that was the cause , it  was looking in the wrong directory for the file.
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 26, 2013, 02:07:38 pm
I have joined Github so i can post issues direct and keep this topic for the positive things
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 26, 2013, 03:11:27 pm
Should I expect several dozen newly raised issues now? ;)

Oh, I've seen 1 new :)
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 26, 2013, 04:41:25 pm
lets hope not , i dont think the program is "THAT BAD" it just needs some things fixed and a few upgrades made, i love your suggestion about changing the MCD data, right now i use MCDEDIT for that and its would be nice to intricate it all under this one program.

I do have other suggestion for this program but the ones that are listed are the most important ::)
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 26, 2013, 04:54:36 pm
lets hope not , i dont think the program is "THAT BAD" it just needs some things fixed and a few upgrades made, i love your suggestion about changing the MCD data, right now i use MCDEDIT for that and its would be nice to intricate it all under this one program.

Actually, that was a request from Warboy
Title: Re: MAPVIEW upgrade
Post by: Warboy1982 on June 28, 2013, 07:18:40 pm
this is a very useful program...
Title: Re: MAPVIEW upgrade
Post by: moriarty on June 28, 2013, 10:51:59 pm
Oooh, I see the door where the skyranger front-row-rookies go in for their "specialist training"  ;D
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 29, 2013, 01:29:32 am
Nice work Warboy, it looks really nice.

I am so glad this program is getting it long overdue bug fixes, i am checking everyday for Pmprogs next release as his current upgrades and Fixes have already saved me heaps of time on my UFOs i have almost finshed the current ships.
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 29, 2013, 01:13:12 pm
I'm afraid it'll probably have to wait for a few days before I get chance to look at it again. I've got stuff on most of the weekend

Will try and get back to it soon
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 29, 2013, 01:29:04 pm
No problems mate , your the Boss, your work so far as already saved a lot of time in setting up and building maps so i will just remind you every few weeks  ;)

FYI: The expanded functionality for "Auto connect nodes" would be great next ( auto linking existing Nodes).
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 29, 2013, 07:36:48 pm
FYI: The expanded functionality for "Auto connect nodes" would be great next ( auto linking existing Nodes).

That the one that when you set up a link from one node to another, it'll ask you if you want to try and set up a reverse connection too?
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 30, 2013, 12:16:38 am
Yes, don't ask with a message box or anything , that will be annoying , either select the existing auto link tick box or add another one to use with this feature :) 

By adding all these Auto linking node rules,it will take 1/3 of the time to create the RMP data, that's a huge time saver when your building  big map sets like i do.
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 30, 2013, 04:03:24 pm
Hmmm, does it crash for anyone else when you open UFO - Ships -> Alien -> UFO_01a?

I don't have this map file in my steam lot. I do have a "UFO1A.MAP" file though.

Also, if I open UFO_000, I get some really skewed graphics
(https://s21.postimg.org/e4jrdw7yf/UFO000_Map_View_Bug.png)

Anyway. Posted a new version where the AutoConnect now works with existing nodes that are newly linked together
Title: Re: MAPVIEW upgrade
Post by: luke83 on July 01, 2013, 01:34:37 pm
I have the same error on the First 3 UFOs.

Also added Linking error to Github, every return link is being saved as i scroll through the list of possible links, the save of the return links should only happen once you click out of the currently selected "Link" dropdown box.
Title: Re: MAPVIEW upgrade
Post by: pmprog on July 01, 2013, 01:39:57 pm
I have the same error on the First 3 UFOs, not sure why.

Also added Linking error to Github, every return link is being saved as i scroll through the list of possible links, the save of the return links should only happen once you click out of the currently selected "Link" dropdown box.
Stick it as a bug on my git repo, and I'll sort that out later :)
Title: Re: MAPVIEW upgrade
Post by: luke83 on July 01, 2013, 01:46:31 pm
UFO_110 had the wrong map sets loaded. ( should be U_ext02, U_wall02, U_bits)
Ufo1a loads the wrong file as you noticed, you then just need to assign it the correct MCD set ( UFO1.mcd).
Title: Re: MAPVIEW upgrade
Post by: pmprog on July 01, 2013, 02:02:06 pm
Is this something that should be fixed in the MapView tool too? I assume so, as that creates the dat files. Can you stick an issue on for that too please? ;)
Title: Re: MAPVIEW upgrade
Post by: pmprog on July 11, 2013, 10:12:42 am
I've released a new version that fixes the Autoconnect "scrolling through the combobox" issue; and you can now connect nodes by rightclicking in the RmpView (If Autoconnect is checked, it will also try and create the reverse link too).

I have been thinking about redesigning some of this tool to work better with OpenXCOM data, and merge with M.A.R.S. (I don't know if you've been following the other OXCTools thread). After all, one of the issues on my repo is remove "unused UFOs", but if we use OXC ruleset data, we will only process valid data anyway.

I'm not sure on timescale for that merge, but you'll start to see a MARS binary join the distribution folder when it's a bit further down the line
Title: Re: MAPVIEW upgrade
Post by: luke83 on July 11, 2013, 12:31:51 pm
Excellent i will try the new version soon.

One question what is MARS?
Title: Re: MAPVIEW upgrade
Post by: pmprog on July 11, 2013, 12:49:11 pm
One question what is MARS?
https://openxcom.org/forum/index.php/topic,1361.0.html

Basically, it's a UI for editing OXC rulesets. So it should be easier to make mods etc.


Edit: Updated the build again to fix some crashes - see Issue 10. Would be good to know if I've fixed this properly

Cheers
Title: Re: MAPVIEW upgrade
Post by: Warboy1982 on July 12, 2013, 04:48:56 am
Mod Authored Ruleset Suite (MARS)
Title: Re: MAPVIEW upgrade
Post by: luke83 on June 18, 2014, 01:43:44 pm
Luke,

 I've fixed the DAT file saving now (point 1.), and I've also added your auto link (point 2.). So as you drop nodes, it'll add a link back to the previous node, and also try and add a link from the previous node to the new one. I think that's what you were asking for. The source code on SourceForge didn't have the "Default" checkbox shown in your screenshot. I should be able to add it back in, if you can tell me what it does?

Source code can be found here:
https://github.com/pmprog/OpenXCOM.Tools

Binary downloads are here:
https://github.com/pmprog/OpenXCOM.Tools/tree/master/Distribution

I need to go and do some less exciting, but more important stuff, so I'll come back to the other bits later. If you could test out my changes though, that would be helpful


So OXC has reached version 1.0 and I missed the big event...Bummer... Anyway, 6 more months people and I will start showing my ugly head around this community again. In the mean time, I need to start setting up my Modding environment again and stat tracking down all my programs and files.

 Now there is a thriving community of modders, I must ask, has any further improvements been made to this program since I have been gone?
Title: Re: MAPVIEW upgrade
Post by: Hobbes on June 20, 2014, 08:46:28 pm
I'm trying to run this version on Windows 7 64 bit but it doesn't work. But my older version works fine. Anything I can do to get the new version running?
Title: Re: MAPVIEW upgrade
Post by: davide on June 20, 2014, 09:47:15 pm
do you have installed the visual studio 2010 SP1 runtime system ?

https://www.microsoft.com/en-US/download/details.aspx?id=5555 (https://www.microsoft.com/en-US/download/details.aspx?id=5555)

I have rebuilt MapView now
Title: Re: MAPVIEW upgrade
Post by: Aldorn on June 21, 2014, 02:39:29 am
do you have installed the visual studio 2010 SP1 runtime system ?

https://www.microsoft.com/en-US/download/details.aspx?id=5555 (https://www.microsoft.com/en-US/download/details.aspx?id=5555)

I have rebuilt MapView now
Your attached version does not work for me on Win 7 x64

I failed to install the visual studio 2010 SP1 runtime system because of a newer version already installed

I confirm my old version of mapview still works
Title: Re: MAPVIEW upgrade
Post by: Hobbes on June 21, 2014, 02:41:49 am
Does not work for me (on Win 7 x64)

Have you tried davide's upgrade version attached on the post right before yours?
Title: Re: MAPVIEW upgrade
Post by: Aldorn on June 21, 2014, 02:46:27 am
Have you tried davide's upgrade version attached on the post right before yours?
What are you talking about ?

 ;)
Sorry, I updated my post while you were answering me

Does this new Release.rar work for you ?
Title: Re: MAPVIEW upgrade
Post by: Hobbes on June 21, 2014, 02:56:57 am
What are you talking about ?

 ;)
Sorry, I updated my post while you were answering me

Does this new Release.rar work for you ?

Yes. I unzipped everything to the folder where I had my old version and it worked without a problem.
Title: Re: MAPVIEW upgrade
Post by: Aldorn on June 21, 2014, 02:58:00 am
Ok so let's forget it
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 25, 2014, 12:18:35 pm
I'll be honest, I've done very little personal programming in any respect for a while, Luke's asked if I could fix some bugs, I can try and take a look at a few other bits this weekend too, if others are having problems
Title: Re: MAPVIEW upgrade
Post by: Aldorn on June 25, 2014, 01:08:26 pm
That's kind of you !

But as soon as someone make it work, this means it is just an install issue, isn't it ?

I have an old version that works well, so I use it
Title: Re: MAPVIEW upgrade
Post by: pmprog on June 26, 2014, 01:50:32 pm
That's kind of you !

But as soon as someone make it work, this means it is just an install issue, isn't it ?

I have an old version that works well, so I use it
Well, if I can squeeze the time, I'll wrap up an installer or something. If you use my builds though, you'll need .NET v3.5; I can't really remember all the other details at the minute
Title: Re: MAPVIEW upgrade
Post by: davide on June 26, 2014, 02:30:21 pm
The project target framework is .Net Framework 4.0

Title: Re: MAPVIEW upgrade
Post by: pmprog on June 30, 2014, 09:23:04 am
Really? because I use VS2008, which can't target .NET v4. I assume if you loaded a copy into VS2010, it'll have upgraded it.

Anyhoo, I had no time to work on this at the weekend :( Sorry
Title: Re: MAPVIEW upgrade
Post by: davide on June 30, 2014, 10:51:04 am
Yes I open it with VS2010 (Full and Express)
Title: Re: MAPVIEW upgrade
Post by: luke83 on July 06, 2014, 12:39:29 am
FYI: on Win8 version, i get heaps of errors and cant add new maps into the game without it crashing so i have been forced to install a Virtual Machine and boot up XP again, once i do that, this is the best version of Mapview out there ( mostly because of the new features PMPROG added for me).
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on July 09, 2014, 08:20:43 am
 :D
Hello there

I would like to contribute in the coding.

I saw
https://sourceforge.net/p/xcmapedit/code/HEAD/tree/trunk/dev/
svn checkout svn:https://svn.code.sf.net/p/xcmapedit/code/trunk xcmapedit-code
https://github.com/pmprog/OpenXCOM.Tools/trunk

I wanted to learn about how the routes are stored.. but there was too much hairy scary code.

I noted that the routes arent working in this new version, but like more the pmprog version

Reviewed the code and I think it needs some structural improvements like:
1- Error handling.
2- Organize some of the classes by functionality.
3- Separate and reuse code.

Anyway let me know if I can help

PS - Didnt experience any problem installing and running the code
Title: Re: MAPVIEW upgrade
Post by: pmprog on July 09, 2014, 09:26:26 am
:D
Hello there

I would like to contribute in the coding.

I saw
https://sourceforge.net/p/xcmapedit/code/HEAD/tree/trunk/dev/
svn checkout svn:https://svn.code.sf.net/p/xcmapedit/code/trunk xcmapedit-code
https://github.com/pmprog/OpenXCOM.Tools/trunk

I wanted to learn about how the routes are stored.. but there was too much hairy scary code.

I noted that the routes arent working in this new version, but like more the pmprog version

Reviewed the code and I think it needs some structural improvements like:
1- Error handling.
2- Organize some of the classes by functionality.
3- Separate and reuse code.

Anyway let me know if I can help

PS - Didnt experience any problem installing and running the code
Feel free to fork my repo (btw, there's no "/trunk" on the end), as it has a few changes luke83 asked for in.

One of my plans was to do some of the improvements you suggested, but time and motivation were issues.

Luke also PM'd me an error he was having, I've not even looked at it yet, but if it's something you feel like you want a shot at, I (or Luke) can send you on the information
Title: MapView & PckView upgrade - New Version
Post by: TheBigSot on August 04, 2014, 12:08:23 am
Basically
* Fixed some bugs
   * Scrollbar issues
   * Color issues
   * Etc
* Integrated PckView into MapView  (Havent done deep testing on functionality, but should be interesting)
Title: Re: MAPVIEW upgrade
Post by: Aldorn on August 04, 2014, 12:30:37 am
Thanks, I will try it  :)
Title: Re: MapView & PckView upgrade - New Version
Post by: Aldorn on August 09, 2014, 12:46:23 am
Basically
* Fixed some bugs
   * Scrollbar issues
   * Color issues
   * Etc
* Integrated PckView into MapView  (Havent done deep testing on functionality, but should be interesting)
This works perfectly !
Thanks  :)
Title: Re: MAPVIEW upgrade
Post by: Hobbes on August 09, 2014, 08:01:23 pm
I've been trying this version, I haven't had the opportunity to check the PCKView integration but here's my experience:
* the error message when encountering bugs is too big (gets annoying) when compared with the previous version.
* Plus, the bug with the "Array out of bounds" isn't fixed and previously it was possible to continue working but now I have to restart MapView.

Could you fix those? It would be great to have someone continuing developing this tool :)

A few other things that need to be improved:
* When switching between maps, any changes made to the RMPs are lost, without the editor asking/warning if you want to save the changes.
* When changing the height of an existing map, the RMP and MAP files get different results. For instance, when increasing a map height from 4 to 6, the editor adds 2 empty levels to the MAP file, on top of the existing ones. However, on the RMP it adds the 2 extra levels below the existing ones.
Title: Re: MAPVIEW upgrade
Post by: luke83 on August 12, 2014, 09:17:08 pm
I've been trying this version, I haven't had the opportunity to check the PCKView integration but here's my experience:
* the error message when encountering bugs is too big (gets annoying) when compared with the previous version.
* Plus, the bug with the "Array out of bounds" isn't fixed and previously it was possible to continue working but now I have to restart MapView.

Could you fix those? It would be great to have someone continuing developing this tool :)

A few other things that need to be improved:
* When switching between maps, any changes made to the RMPs are lost, without the editor asking/warning if you want to save the changes.
* When changing the height of an existing map, the RMP and MAP files get different results. For instance, when increasing a map height from 4 to 6, the editor adds 2 empty levels to the MAP file, on top of the existing ones. However, on the RMP it adds the 2 extra levels below the existing ones.


have the ability to automatically add levels below a existing map set could be a very useful feature...
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on August 22, 2014, 08:25:36 am

have the ability to automatically add levels below a existing map set could be a very useful feature...

Agreed.
Title: Re: MAPVIEW upgrade
Post by: Falko on September 20, 2014, 08:29:21 am
does pckview use different colors?
i looked at https://github.com/pmprog/OpenXCOM.Tools/tree/master/PckView/_Embedded
to determine what colors are used by pckview export
these are not the same as the colors described in the act files supsuper or warboy published some time ago
e.g.:
pckview second color: 236,236,236
actfile/my images second color: 252,252,252

there are only very few correct colors
is there a reason for that?
Title: Re: MAPVIEW upgrade
Post by: robin on September 20, 2014, 12:01:40 pm
does pckview use different colors?
there are only very few correct colors
Yes the palettes are quite different. See my observations:
https://openxcom.org/forum/index.php?topic=1557.msg29995#msg29995
https://openxcom.org/forum/index.php?topic=1557.msg30945#msg30945
https://openxcom.org/forum/index.php?topic=1557.msg30946#msg30946

I don't know the reason though.
Title: Re: MAPVIEW upgrade
Post by: NoelBuddy on October 08, 2014, 04:11:18 am
First a big thank you to everybody working on this.

I've been using the MapView_PckView.zip and had a few questions:

Is there a way to define the folder it looks in for the map files after the initial start up? Not a big deal but I only told it where to look for UFO files when first testing it out and wound up deleting it and reloading to tell it where to look for TFTD files.

Is there a simple way to add maps that aren't default? I wanted to edit one of the alloy crafts and had to write it into the MapEdit.DAT file, is this how it's done or is there a simpler way?

When I select Open from the file menu it doesn't seem to do anything.

I'm having some trouble with nodes, I can edit/delete existing ones but I'm not sure how to put in a new one or move one?  Also issue mentioned above with all level adding one on top of the map and at the bottom of the RMP. :/
Title: Re: MAPVIEW upgrade
Post by: jackstraw2323 on January 09, 2015, 05:01:54 am
For anyone on OS X, wine doesn't really work so well. Crashes, and the dreaded index color 1 shows black so seeing anything is tough. However, you can run it in virtual box using a machine image from https://www.modern.ie/en-us

Workflow isn't ideal, but it's at least viable.
Title: Re: MAPVIEW upgrade
Post by: bladum on January 09, 2015, 02:58:03 pm
when i was on mac i used https://www.virtualbox.org/ without any issues
Title: Re: MAPVIEW upgrade
Post by: jackstraw2323 on January 15, 2015, 05:13:52 am
So I've tried editing the images.dat file but my custom pck crashes the system every time. Am I missing something? I've attached my pck files to this post and the error below

 Windows XP in virtual box with .net 4 and the VS extensions mentioned earlier.
Loading a renamed PCK file seems to work as expected, is there a limit to the number of PCK images in a file maybe? I didn't add many, and it was a short set already, so I wouldn't think that was it. Or maybe I've got an MCD error in the set?

System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at XCom.XCTile.set_Tiles(XCTile[] value)
   at XCom.GameFiles.Map.XcTileFactory.CreateTiles(String basename, String directory, PckFile pckFile)
   at XCom.ImageDescriptor.GetMcdFile(Palette p)
   at XCom.XCMapDesc.GetMapFile()
   at MapView.MainWindow.LoadSelectedNodeMap()
   at MapView.MainWindow.mapList_AfterSelect(Object sender, TreeViewEventArgs e)
   at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
   at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
   at System.Windows.Forms.TreeView.WmNotify(Message& m)
   at System.Windows.Forms.TreeView.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: MAPVIEW upgrade
Post by: jackstraw2323 on January 19, 2015, 06:39:07 am
Further investigation seems to indicate that the pck/mcd files I created in mcd edit are somehow corrupted. The index note makes me wonder if something isn't right with the indexed color, though I saved as png with the correct battlescape pallet. Looks like I'm going to have to test each frame individually to try and learn what's causing the problem.
Title: Re: MAPVIEW upgrade
Post by: volutar on January 19, 2015, 09:25:33 am
Perhaps you've reached 256 tile limit per map?
Title: Re: MAPVIEW upgrade
Post by: robin on January 19, 2015, 11:01:27 am
@ TheBigSot or pmprog

There's a modification that should be done to MapView: "unlocking" the maximum value supported for "Target_Type" byte of an MCDs.
In MapView the value should be the one labeled "special proprieties", for example "special proprieties: StartPoint".

In vanilla that byte can have a value ranging from 0 (which means "nothing") to 14.
But OXC ruleset gives us the "specialType" entry which enables us to link any object with an MCD with the same "Target_Type" value, obviously starting with values > the ones already used (so > 14).
The problem is, if we do that (assigning a value > 14 to a MCD, that is), MapView can't read anymore the MCD itself (or it can read it, but goes crazy because it finds an out of range value?), and the whole library of tiles containing such an MCD becomes completely unavailable (big red cross instead of all the tiles).

I hope I explained the issue comprehensively.

You can actually take countermeasures against the issue, to avoid it (like assigning the values only after you have done your maps), so it is not a "show stopper" thing, but it's not ideal.
Warboy said it should be an easy modification, just "un-restricting" or something that byte.

Thanks.
Title: Re: MAPVIEW upgrade
Post by: volutar on January 19, 2015, 11:37:43 am
From my point of view it's just dropdown menu index. Dropdown menu is hardcoded with values and it can't know what's beyond. It can't set index value with position exceeding number of lines there. There are two ways to make a workaround:
1. Add 200 extra lines for unknown values.
2. Change input UI element type from dropdown to editbox. Deciphered values could be drawn close to it.

I recommend pm the guy who made recent version.
Title: Re: MAPVIEW upgrade
Post by: robin on January 19, 2015, 12:22:59 pm
I recommend pm the guy who made recent version.
Done.
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on January 19, 2015, 03:45:39 pm
Hello, thanks for the feedback, and posting the error information.

I'll be reviewing the bugs and the feature requested, and I'll let you know when I'm finish.
Title: Re: MAPVIEW upgrade
Post by: robin on January 19, 2015, 04:09:40 pm
Hello, thanks for the feedback, and posting the error information.

I'll be reviewing the bugs and the feature requested, and I'll let you know when I'm finish.
Thank you a lot!
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on January 19, 2015, 06:56:19 pm
...

System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at XCom.XCTile.set_Tiles(XCTile[] value)
   .....

Added the console window
Now it will shown a message in the console similar to 'WARNING: In the MCD file U_EXT02-C, the tile entry 34 have an invalid alternative tile (# 49 of 41 tiles)'

Now checking "SpecialType" so far i found some bugs. and here is the current options:

    public enum SpecialType
    {
        Tile = 0,
        StartPoint,
        IonBeamAccel,
        DestroyObjective,
        MagneticNav,
        AlienCryo,
        AlienClon,
        AlienLearn,
        AlienImplant,
        Unknown9,
        AlienPlastics,
        ExamRoom,
        DeadTile,
        EndPoint,
        MustDestroy
    };
Title: Re: MAPVIEW upgrade
Post by: robin on January 19, 2015, 07:15:36 pm
Yeah, default goes up to 14 "MustDestroy". Any higher value and the whole MCDs library (containing the MCD with the unsupported value) is not available anymore in MapView.

Maybe Warboy (or volutar, I don't know) can explain better the whole "Target_Type" -->  ruleset's "specialType" relationship. As far as I know it's just a value, and if the value is equal for both the item is linked to the MCD, so that each instance of the MCD present on the map means an instance of that specific item present in the battlescape (and eventually recoverable at the end of the mission).

(I don't know if this kind of info are useful to you or not. Probably not).
Title: Re: MAPVIEW upgrade
Post by: volutar on January 19, 2015, 07:34:29 pm
I've made addition to rmp format description and something in respective talk area of https://ufopaedia.org. I bet there is quite detailed info. I can't say more now since I'm at vacation in Hungary.
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on January 20, 2015, 02:08:39 am
Latest Version is available.  ;D :D

Added the console to mapview.
Improved how the errors are shown (now some are warnings that are shown in the console) [Invalid Alternate Tile, invalid Dead Tile]
Changed the way nodes connect in the "RmpView", now there are 3 options "Connect One way" "Connect Two ways" "Dont Connect", instead of autoconnect
Changed the text of "RmpView" to "Waypoint view"
Now the app wont crash or raise errors if the MCD contains a not defined "SpecialType" (higher than 14)
    ** (But they wont have a background, the MCD Viewer will show the number)
Added message when changing the map or closing the app and there are routes RMP not saved
Fixed some errors performing Copy or Cut in the Map Editor


(Next things that might be worked on in another time.)
   Changing the details of a RMP should raise the save message if necessary
   Improve the way floors are added   
   Issues with the palette

Thanks again for all the feedback.
GL HF
Title: Re: MAPVIEW upgrade
Post by: robin on January 20, 2015, 12:14:34 pm
Nice!
Title: Re: MAPVIEW upgrade
Post by: Hobbes on January 20, 2015, 03:07:16 pm
Thank you!
Title: Re: MAPVIEW upgrade
Post by: hellrazor on January 21, 2015, 01:08:37 pm
I am just testing this with wine on Linux,
is there a copy of the source code anywhere, i would like to get a gtk build of.


Wow that's a total fail on wine. I guess the drawing code is really only for windows....
Not even the menues are working properly...
Title: Re: MAPVIEW upgrade
Post by: jackstraw2323 on January 24, 2015, 08:40:00 pm
Using virtualbox and windows XP, having issues saving image of the map out. I get the "OOPS" message but no details.

System.NullReferenceException: Object reference not set to an instance of an object.
   at XCom.Interfaces.Base.IMap_Base.SaveGif(String file)
   at MapView.MainWindow.miSaveImage_Click(Object sender, EventArgs e)
   at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.MenuItem.MenuItemData.Execute()
   at System.Windows.Forms.Command.Invoke()
   at System.Windows.Forms.Command.DispatchID(Int32 id)
   at System.Windows.Forms.Control.WmCommand(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on January 24, 2015, 11:12:09 pm
Good, Ill review the SaveGif method once my computer stops acting like an Idiot (upgrading then degrading the windows 8.1 installation)

Thanks for the info
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on January 24, 2015, 11:40:58 pm
Should be fixed now, let me know if this fixed the issue. :)
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on January 24, 2015, 11:44:32 pm
Wow that's a total fail on wine. I guess the drawing code is really only for windows....
Not even the menues are working properly...

Hi there, I'm not sure how to perform test for your environment, but I may be able to help if you attach some screenshots or videos of the problems.

You can find the code in 'https://github.com/TheBigSot/OpenXCOM.Tools'
Title: Re: MAPVIEW upgrade
Post by: hellrazor on January 25, 2015, 06:48:02 pm
Since Code is in C#, i maybe will give it a try and compile it manually here on Linux.

I did this before with the stuff from pmporg, but this build was also failing on the drawing and also had the windows errors.
Maybe the code should be revisited. Do you use WPF (System.Windows.Forms and System.Drawing and so) for the menues?
Title: Re: MAPVIEW upgrade
Post by: hellrazor on January 25, 2015, 07:12:07 pm
Just tested the Version you appended to your last post.

Wine complitly failes to load the Programm:

18:07:11 user@my-machine:~/games/openxcom/MapView_PckView$ wine MapView.exe
fixme:wincodecs:PngDecoder_Block_GetCount stub

Unhandled Exception:
System.TimeZoneNotFoundException: Exception of type 'System.TimeZoneNotFoundException' was thrown.
  at System.TimeZoneInfo.get_Local () [0x00000] in <filename unknown>:0
  at System.CurrentSystemTimeZone.GetUtcOffset (DateTime time) [0x00000] in <filename unknown>:0
  at System.TimeZone.GetLocalTimeDiff (DateTime time) [0x00000] in <filename unknown>:0
  at System.DateTime.get_Now () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.TextBoxBase..ctor () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.TextBox..ctor () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.TextBox:.ctor ()
  at MapView.Forms.Error.ErrorWindow.InitializeComponent () [0x00000] in <filename unknown>:0
  at MapView.Forms.Error.ErrorWindow..ctor (System.Exception exception) [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) MapView.Forms.Error.ErrorWindow:.ctor (System.Exception)
  at MapView.Forms.Error.ErrorWindowAdapter.HandleException (System.Exception exception) [0x00000] in <filename unknown>:0
  at MapView.Startup.RunProgram () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) MapView.Startup:RunProgram ()
  at MapView.Program.TestRun () [0x00000] in <filename unknown>:0
  at MapView.Program.Main () [0x00000] in <filename unknown>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.TimeZoneNotFoundException: Exception of type 'System.TimeZoneNotFoundException' was thrown.
  at System.TimeZoneInfo.get_Local () [0x00000] in <filename unknown>:0
  at System.CurrentSystemTimeZone.GetUtcOffset (DateTime time) [0x00000] in <filename unknown>:0
  at System.TimeZone.GetLocalTimeDiff (DateTime time) [0x00000] in <filename unknown>:0
  at System.DateTime.get_Now () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.TextBoxBase..ctor () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.TextBox..ctor () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.TextBox:.ctor ()
  at MapView.Forms.Error.ErrorWindow.InitializeComponent () [0x00000] in <filename unknown>:0
  at MapView.Forms.Error.ErrorWindow..ctor (System.Exception exception) [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) MapView.Forms.Error.ErrorWindow:.ctor (System.Exception)
  at MapView.Forms.Error.ErrorWindowAdapter.HandleException (System.Exception exception) [0x00000] in <filename unknown>:0
  at MapView.Startup.RunProgram () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) MapView.Startup:RunProgram ()
  at MapView.Program.TestRun () [0x00000] in <filename unknown>:0
  at MapView.Program.Main () [0x00000] in <filename unknown>:0

Same error on Pckview:

18:07:57 user@my-machine:~/games/openxcom/MapView_PckView$ wine PckView.exe
fixme:wincodecs:PngDecoder_Block_GetCount stub

Unhandled Exception:
System.TimeZoneNotFoundException: Exception of type 'System.TimeZoneNotFoundException' was thrown.
  at System.TimeZoneInfo.get_Local () [0x00000] in <filename unknown>:0
  at System.CurrentSystemTimeZone.GetUtcOffset (DateTime time) [0x00000] in <filename unknown>:0
  at System.TimeZone.GetLocalTimeDiff (DateTime time) [0x00000] in <filename unknown>:0
  at System.DateTime.get_Now () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.WinFileSystem..ctor () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.MWFVFS..ctor () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.FileDialog..ctor () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.OpenFileDialog..ctor () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.OpenFileDialog:.ctor ()
  at PckView.PckViewForm.InitializeComponent () [0x00000] in <filename unknown>:0
  at PckView.PckViewForm..ctor () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) PckView.PckViewForm:.ctor ()
  at PckView.Program.Main () [0x00000] in <filename unknown>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.TimeZoneNotFoundException: Exception of type 'System.TimeZoneNotFoundException' was thrown.
  at System.TimeZoneInfo.get_Local () [0x00000] in <filename unknown>:0
  at System.CurrentSystemTimeZone.GetUtcOffset (DateTime time) [0x00000] in <filename unknown>:0
  at System.TimeZone.GetLocalTimeDiff (DateTime time) [0x00000] in <filename unknown>:0
  at System.DateTime.get_Now () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.WinFileSystem..ctor () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.MWFVFS..ctor () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.FileDialog..ctor () [0x00000] in <filename unknown>:0
  at System.Windows.Forms.OpenFileDialog..ctor () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.OpenFileDialog:.ctor ()
  at PckView.PckViewForm.InitializeComponent () [0x00000] in <filename unknown>:0
  at PckView.PckViewForm..ctor () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) PckView.PckViewForm:.ctor ()
  at PckView.Program.Main () [0x00000] in <filename unknown>:0

Looks like the exceptions are not being handled correctly.

Also:

18:10:45 user@my-machine:~/games/openxcom/MapView_PckView$ wine MapView.vshost.exe

Unhandled Exception:
System.IO.FileNotFoundException: Could not load file or assembly 'Microsoft.VisualStudio.HostingProcess.Utilities.Sync, Version=12.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
File name: 'Microsoft.VisualStudio.HostingProcess.Utilities.Sync, Version=12.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
[ERROR] FATAL UNHANDLED EXCEPTION: System.IO.FileNotFoundException: Could not load file or assembly 'Microsoft.VisualStudio.HostingProcess.Utilities.Sync, Version=12.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
File name: 'Microsoft.VisualStudio.HostingProcess.Utilities.Sync, Version=12.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on January 29, 2015, 05:11:04 am
Hey I just saw the exceptions, by the type of exception it looks like the environment needs some more configuration to make the app work, I may be able to add code to auto-fill missing system configuration information, but then a lot of other configurations might be missing and a lot of other auto-filling code might be needed.

I may have time to look at this issue in the weekend. Source "https://msdn.microsoft.com/en-us/library/system.timezonenotfoundexception(v=vs.110).aspx" Remarks

The other Exception 'FileNotFoundException' if you are compiling the code, you may want to look at the following link, where they talk about issues that come when compiling different platform target 
"https://stackoverflow.com/questions/14657361/naoqi-and-leap-problems-an-unhandled-exception-of-type-system-badimageformatex"
Else google the error, because I don't think I can help you with this one.
"https://bit.ly/1zDG1fg"
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on January 30, 2015, 02:08:40 am
Hey, I was talking about this issue with some co-workers, and they recommend that you use Mono instead of Wine, after reading this 'https://askubuntu.com/questions/31273/difference-between-wine-and-mono' it makes sense that your environment is missing configuration.

So I would highly recommend using mono.
Title: Re: MAPVIEW upgrade
Post by: hellrazor on January 31, 2015, 11:47:09 pm
Hey, I was talking about this issue with some co-workers, and they recommend that you use Mono instead of Wine, after reading this 'https://askubuntu.com/questions/31273/difference-between-wine-and-mono' it makes sense that your environment is missing configuration.

So I would highly recommend using mono.

Well thanks for your response anyway, if fired up virtualbox with windows7 for the time being. But i really would like participate in rewriting some of the Code of Mapview PCKview, to make it portable to Linux.

I am just making an education as an IT Systems Engineer and we are currently developing with csharp, so i am interested in getting some more skills.

Likewise i find the gui of mapview a real mess, no shortcuts for quicker editing and those windows... just make one big one and integrate everything in it or something else.
I also took the freedom to take a look in the codebase on github, to understand alittle bit more.
Title: Re: MAPVIEW upgrade
Post by: volutar on February 01, 2015, 08:48:59 am
I have a long-term plan of extending my mcdedit to the scope of map+mcd editor. But the vision of the final result is pretty blurry. It's pretty hard to find elegant and usable solution.
Title: Re: MAPVIEW upgrade
Post by: jackstraw2323 on February 01, 2015, 07:02:26 pm
Honestly your preview map is a great step towards that. Would it be possible to do a tabbed window interface, with the mcd in one tab, pck in a second, and the preview map in a third? It would be grat if the PCk editing toos could persist across the last two tabs, but I'd really like to see the map larger on the edit window.
Title: Re: MAPVIEW upgrade
Post by: volutar on February 01, 2015, 08:18:49 pm
@jackstraw2323
Would it be possible to do a tabbed window interface, with the mcd in one tab, pck in a second, and the preview map in a third?
If you'll be seeing either pck editor or preview - it would be really bad. Preview should persist ALONG with pck editor, to quickly reflect all changes.
Quote
It would be grat if the PCk editing toos could persist across the last two tabs, but I'd really like to see the map larger on the edit window.
Yeah, that's the problem of mixing all this stuff together... It's not easy to find really elegant workaround. And I won't even start trying doing this, until I "see" whole picture consistent. Don't forget, with MAP editor it's not just 3 windows. Include MCDset editing for the map (I'd like to see MCDSet being editable handy way not by config editing like in MAPviewer), and the route layer (tho it'd be better to mix them with map itself).

Though it's whole new tool, and goes slightly off this topic, I guess. It'd need another one, to discuss and find solution without interfering other discussions.

And I didn't think over the MAP editor design and layout (and how it can be integrated with mcd editor), yet.
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 01, 2015, 11:40:48 pm
Nice, I would rather focus on functionality since there are some missing tools or buttons here and there,
But if we are going to design an interface we need to know the workflow of the app and woot tools are needed for each step.

To my understanding the workflow and tools required are :

1. Edit tiles and tile sets - requires volutar tool MCD edit, tile set viewer, external image editor
2. Map tileset editor (dont think it exists)
3. Map edit - requires most of map view tools except RMP editor
4. Route (RMP) edit - requires most of map view tools except tiles editor/selector

** if i'm missing a step please reply

So based on this 4 stepz we could create a combo or some buttons to change the feel of the app depending on the step the user is working

But if u guys like the idea i can point some changes to volutars tool to be able to integrate it, also ideas are welcome

But again, i would first do the level layer add/remove function

GL HF
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 01, 2015, 11:46:48 pm
Btw if a new thread is created for the "Complete Picture, map editor integration" PM me.
Title: Re: MAPVIEW upgrade
Post by: jackstraw2323 on February 03, 2015, 03:27:33 pm
If we look at the adobe tools we could take some UI elements to improve mapedit. Photoshop has a lot of different options, that are either tabbed, or set in groups with the sidebar drawer. Similar to the pallet or layers UI groups in photoshop you could have the mcd tiles in a collapsible sidebar pallet that could be pulled out or left open for the topview interface. Dreamweaver also had a good UI element, with code below and preview above. I could see the preview map living above the topview, with tabs for Topview, RMPView.

Better file tools would be really helpful, as right now I have to set paths etc manually and copy my files in and out of the default UFO defense folder. To version control, to openxcom folder, and to mcdedit folders.
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 03, 2015, 06:47:56 pm
Can you create some mockups of ur vision

Like sceeenshot of how u see it all together
Title: Re: MAPVIEW upgrade
Post by: jackstraw2323 on February 03, 2015, 09:16:45 pm
Something like the attached maybe?
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 07, 2015, 09:02:20 pm
Looks interesting and may fulfill the 3rd and 4th points of the workflows.,
maybe
I'll work on it.
Title: Re: MAPVIEW upgrade
Post by: jackstraw2323 on February 08, 2015, 04:05:51 pm
The project target framework is .Net Framework 4.0
after installing https://www.microsoft.com/en-US/download/details.aspx?id=5555
and the .net framework on a new VM i get
.NET Framework Initialization Error
unable to find a version of the runtime to run this application
Okay had to download the 3.5 framework as well to get it running. Any way to include a readme with requirements and dependencies or change the EXE so it only needs 4.0?
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 08, 2015, 06:33:46 pm
I don't think it requires the framework 4, but ill review requirements
Title: Re: MAPVIEW upgrade
Post by: Hobbes on February 12, 2015, 01:05:49 pm
Hi,

I've seen several bugs while using it:
* The copy/paste function for nodes doesn't seem work
* It is possible to move from one map to the other without the dialog asking if you want to save the routes (it was supposed to be implemented IIRC)
* Adding new levels doesn't adjust the existing route nodes (it was requested, don't know if it was implemented)
* Choosing a category (NWall, etc.) that doesn't have any entries gives an automatic error message
* Using TAB to switch between boxes on the individual nodes gets me an error message
* The error messages are simply too big (and annoying)
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 13, 2015, 12:57:12 am
I'll Review the code, but please send me a PM, with all the information shown in the error window, that can speed up the process for this or next time :D
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 13, 2015, 02:24:11 am
After reviewing

1- In the Route view, the copy/paste function only copies the Node info without the links, I'll change the GUI to reflect this
2- Yeaa, a route verification for saving was added in order to prevent losing unsaved route changes. The verification is shown every time you make a change in the map and try to change it without saving first, I added functionality so the hotkey ctrl + s  work on routes and topView, this way you should be able to save faster and skip the dialog.
3- yaaa, the levels hmmmm... maybe later
4- Fixed the issues with the empty category
5- I was not able to replicate this error, I did fix some of the tabs indexes, but if you provide more information I can try later.
6- Well the error message provides me with all the information I need in order to fix the bugs quickly, but be sure the more I'll work on this project the less anyone will see that window.

New version will be ready soon
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 13, 2015, 05:29:46 am
New version, I also included the so famously wanted level route fix to add levels and moving the routes correctly, and many other minor fixes.

 :D

I'm also working on a integration with Volutar, now there is a button, but it only opens the Volutar editors,
Ill make it refresh it self from the changes @ volutar's later.

Hmm that was like 5 hours of work huh. Hope you guys enjoy it. I'm tired now.. work tomorrow.. more coding :D
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 14, 2015, 11:32:36 pm
Today I wake up a bit worry about the code for the leveling, because I didnt take into consideration the Links, are there going to be missing links if u remove a level?

I'm going to do some testings, and if I have time today or tomorrow maybe I'll work on an autoUpdate feature
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 14, 2015, 11:35:15 pm
Hmm yes missing links are kept, this is probably a minor bug, but I'll fix it
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 15, 2015, 12:02:35 am
Here, sorry for the inconveniences and happy friends day
Title: Re: MAPVIEW upgrade
Post by: Hobbes on February 15, 2015, 10:02:55 pm
Here, sorry for the inconveniences and happy friends day

I'll try it in the next days. Thanks :)
Title: Re: MAPVIEW upgrade
Post by: tollworkout on February 15, 2015, 11:20:55 pm
just tried is works fine.

When i save images as bmp from spk file (sometimes) it gives a crash with option to close or quit. Clicking close does nothing . Clicking quit works. Image is still saved. So the program works just thinks it doesn't  :)

Thank you for the hard work you put into this. Thank you very much.
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 16, 2015, 06:47:11 pm
Hi, I added some new styles to the Top view and Waypoint view.
Title: Re: MAPVIEW upgrade
Post by: volutar on February 18, 2015, 10:08:22 pm
TheBigSot
How do you identify these small "corner" tiles?
I suppose you're deciphered bigwall flag for the topview, but there's no "corner" piece there. Is it just an object with "free movement"?
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 19, 2015, 12:07:24 am
Hi, Im using loft information, but not all loft (ex: Some corners) are identified as the correct object shape, maybe later i'll add other loft combinations,

Im not sure woot thoes flag(big wall, or some others) do or represent, since they are edited in ur tool, got lil experience on them
Maybe ill check the mcd info later

Happy coding
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 23, 2015, 02:10:47 pm
Some minor improvements, including better topview corners and capacity to set routes to dif height in UFO, to eliminate a problem with basement UFO levels
Title: Re: MAPVIEW upgrade
Post by: hellrazor on February 23, 2015, 02:33:10 pm
One question:
Is it possible to include seperate Map/route paths for custom maps?
Or do they all have to be in the OpenXcom folder. i like to keep this seperate and it would also make more sense.
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on February 23, 2015, 02:50:02 pm
One question:
Is it possible to include seperate Map/route paths for custom maps?
Or do they all have to be in the OpenXcom folder. i like to keep this seperate and it would also make more sense.

I'd also very much prefer to have them separated from vanilla stuff, mainly for ease of modding. Hopefully it'll happen some day.
Title: Re: MAPVIEW upgrade
Post by: hellrazor on February 23, 2015, 08:40:12 pm
I'd also very much prefer to have them separated from vanilla stuff, mainly for ease of modding. Hopefully it'll happen some day.

I am just trying to take a look into some of the expanded ubase maps, to see which is what and write a working mapscript.

But how can i integrate/show those maps in Mapview? Because Mapview only knows UFO Path and ONLY! lists the default maps.
This is Bullshit! Just read the complete fucking directories...
MAPS, ROUTES and TERRAIN. So that all maps can pop up.

Sry... just rageing about mapview.
Title: Re: MAPVIEW upgrade
Post by: Arthanor on February 24, 2015, 01:31:29 am
I remember it being a pain to edit non-vanilla maps the one time I tried to use it. Have you seen this page? https://openxcommods.weebly.com/mapview.html

With that info, I ended up managing to get the map opened and poke around a bit.
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 24, 2015, 03:35:36 am
Because Mapview only knows UFO Path and ONLY! lists the default maps.
This is Bullshit! Just read the complete fucking directories...
MAPS, ROUTES and TERRAIN. So that all maps can pop up.

Hey, take it easy there, this is one good tool and we are making it a great tool, but it takes time and patience.

Also remember that there is a huge weird mapping of the files, that is stored separated from the actual files,
but the good news is that I'm sure we can tackle all those issues somewhere in the near future.
:D
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on February 24, 2015, 03:40:36 am
Have you seen this page? https://openxcommods.weebly.com/mapview.html

I hope to be able to replace the GUI of the 3rd and next images, with a more wizard like window.
But I'll probably will keep the old option windows for backward compatibility.

We'll see
Title: Re: MAPVIEW upgrade
Post by: hellrazor on February 24, 2015, 11:32:38 am
Hey, take it easy there, this is one good tool and we are making it a great tool, but it takes time and patience.

Also remember that there is a huge weird mapping of the files, that is stored separated from the actual files,
but the good news is that I'm sure we can tackle all those issues somewhere in the near future.
:D

Ey nevermind your doing a great job, i am just wondering how should one edit custom maps. Replace maps from the original dataset?

Or is there another way.
Title: Re: MAPVIEW upgrade
Post by: Hobbes on February 25, 2015, 08:58:12 pm
I am just trying to take a look into some of the expanded ubase maps, to see which is what and write a working mapscript.

But how can i integrate/show those maps in Mapview? Because Mapview only knows UFO Path and ONLY! lists the default maps.

It's pretty easy to add existing modded maps to MapView by either editing the Paths and Image.dat files or using the tool's function. 
Title: Re: MAPVIEW upgrade
Post by: hellrazor on February 25, 2015, 09:52:37 pm
It's pretty easy to add existing modded maps to MapView by either editing the Paths and Image.dat files or using the tool's function.

Uhh ok. I will give it a try even thou i have no clue how, but i will try. Btw the way any news from luke83?
Title: Re: MAPVIEW upgrade
Post by: hellrazor on February 25, 2015, 11:02:02 pm
I am not sure what i am doing wrong but maps do not want load any more...
I get the following Error Msg

Code: [Select]
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei MapView.RmpViewForm.RmpView.set_Map(IMap_Base value)
   bei MapView.Forms.MainWindow.MainWindowsManager.SetMap(IMap_Base newMap, IMap_Observer observer)
   bei MapView.Forms.MainWindow.MainWindowsManager.SetMap(IMap_Base map)
   bei MapView.MainWindow.LoadSelectedNodeMap()
   bei MapView.MainWindow.mapList_AfterSelect(Object sender, TreeViewEventArgs e)
   bei System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
   bei System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
   bei System.Windows.Forms.TreeView.WmNotify(Message& m)
   bei System.Windows.Forms.TreeView.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

When trying to load a custom map.

Got the Map to load, but maybe you can improve the code anyway:)
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on March 11, 2015, 06:54:08 am
Hi people, I haven't had time to continue working here, but hopefully I'll have some time in the weekend.

Some minor improvements, including better topview corners and capacity to set routes to dif height in UFO, to eliminate a problem with basement UFO levels
Be sure to download the latest version on the end of the page 8
https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=13340

Something like the attached maybe?
'https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=12954;image' from jackStraw
Last time I was coding the infrastructure, changing it to be able to make this mockup

Maybe I'll have time to finish that and review what else is in here, I also was adding the capacity to zoom in and out of the preview window (that looked kool, but I have to remember to be able to zoom in with the scrollbar!).

I wish i could find something to fix my problem with custom maps and the textures.
You can send me a PM if you need something, maybe I can help.

I also added a small bar in the routeView to be able to see how likely a alien is to spawn, move or rank (not really sure what it does, I changed its name to "Importance")

I'll give you guys a teaser
Title: Re: MAPVIEW upgrade
Post by: Hobbes on March 11, 2015, 06:05:10 pm
I also added a small bar in the routeView to be able to see how likely a alien is to spawn, move or rank (not really sure what it does, I changed its name to "Importance")

Flag = probability that the alien will move to that node when patrolling
Zero = unconfirmed, the leading hypothesis for the original game is that it determines probability that the alien will attack the object on that node since it is mainly found in nodes on XCom Base maps and the Skyranger map. I don't think this is actually implemented on OXC though.
Spawn = probability that an alien will spawn on that node

Also, I think there must be a bug since when I select the Lightning using the vanilla files I get an error message saying that there are routes located outside the vertical limits of this map. This has also happened to Dioxine with his Ventura craft (which is a modded version of the Lightning) and can cause crashes.
Title: Re: MAPVIEW upgrade
Post by: Hobbes on March 16, 2015, 07:45:35 am
A little bit more feedback on the latest version. :)

First, with the .map editing functions, everything is working great to me and has been a much welcomed improvement in years I've used this program. With the .rmp editing I'm also very satisfied, specially with how autoconnect nodes work. However, there is still some small glitches where repeated links are added to nodes, which I think are related with autoconnect trying to to link nodes in different levels. If this is the issue, my suggestion would be for autoconnect to never link nodes in different levels because I always prefer to do it manually to ensure they're working.

Thanks for all your work :)
Title: Re: MAPVIEW upgrade
Post by: Warboy1982 on March 16, 2015, 10:17:34 am
Zero = unconfirmed, the leading hypothesis for the original game is that it determines probability that the alien will attack the object on that node since it is mainly found in nodes on XCom Base maps and the Skyranger map. I don't think this is actually implemented on OXC though.

can confirm, and it is.
basically if an alien patrols to one of these nodes, it will then, as part of the patrol routine, start targeting base facility modules whose MCD has the "baseModule" flag.
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L494 (https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L494)
Title: Re: MAPVIEW upgrade
Post by: Hobbes on March 16, 2015, 06:03:59 pm
can confirm, and it is.
basically if an alien patrols to one of these nodes, it will then, as part of the patrol routine, start targeting base facility modules whose MCD has the "baseModule" flag.
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L494 (https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L494)

Thank you. It would be nice then if it was possible for MapView to allow editing these 'Zero' values.

Warboy1982, one further question about the AI. When Tactical initializes during a UFO mission and it is placing the alien units, any alien with a 'scout' or 'start outside UFO' flag is only placed on routes with 0 rank, right? If there are routes with other ranks (Soldier, Navigator, etc.) those are simply ignored, and the aliens are placed randomly on rank 0 nodes, despite of their actual rank.
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on March 20, 2015, 02:48:55 am
can confirm, and it is.
basically if an alien patrols to one of these nodes, it will then, as part of the patrol routine, start targeting base facility modules whose MCD has the "baseModule" flag.
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L494 (https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L494)

Good, I will update MapView to include this.

But in other note, I noticed that the code to shoot to base module is HardCoded to always look in the second floor, and not in the floor of the current unit.

https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L510
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/AlienBAIState.cpp#L514

...Position(i, j, 1)...

Thank you for your time

Title: Re: MAPVIEW upgrade
Post by: TheBigSot on March 20, 2015, 03:10:33 am
any alien with a 'scout' or 'start outside UFO' flag is only placed on routes with 0 rank, right? If there are routes with other ranks (Soldier, Navigator, etc.) those are simply ignored, and the aliens are placed randomly on rank 0 nodes, despite of their actual rank.

This is so good to know, if found this codes:
      if (outside)
         node = _save->getSpawnNode(0, unit); https:// when alien is instructed to spawn outside, we only look for node 0 spawnpoints
      else
         node = _save->getSpawnNode(Node::nodeRank[alienRank], unit);

On https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGenerator.cpp#L931L934

Which basically confirms what you are saying, I may then add a button tool to set all nodes to 0 alienRank, so all nodes can spawn (if other parameters are correct)
Title: Re: MAPVIEW upgrade
Post by: Warboy1982 on March 24, 2015, 05:52:21 am
yes and no, if they fail to find a spawn node as a scout, they'll try as a non-scout instead, and vice-versa. there's some percentage of how many aliens on average will be scouts and how many won't, defined in the deployment rules.

so for example on a crashed battleship, the commander will always spawn in the control room, the terror units will spawn in the corridors near the lift, engineers will be in the engine rooms in the feet, and so on. some % of each rank (plus any that couldn't find a ranked node) will use rank 0 nodes instead, and spawn outside the ship.

basically, put ranked nodes in the ships, and unranked nodes in the terrain.
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on March 24, 2015, 01:27:00 pm
Thanks
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on April 04, 2015, 03:19:04 am
Finally a new version, I lost track of all the changes, but they are mostly GUI improvements like
  * The auto-zoom
  * Tabbed Top and Route views.
  * Some tool tip and labels change in the route view.

Hope you guys like it.
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on April 04, 2015, 11:20:46 am
Works like a charm. The Auto-Zoom is nice. Clearly a progress!
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on April 04, 2015, 07:58:19 pm
I think most of the bugs are solved now, I'll probably will work on import and maintenance wizards of path and related things.
Title: Re: MAPVIEW upgrade
Post by: jackstraw2323 on April 07, 2015, 03:36:29 pm
Feature request: some kind of report or indicator for unused mcd entries. I've got some overly large terrain sets right now, and that would help me edit them down a bit without having to click on the tiles to try and figue it out by eyeballing it.
Title: Re: MAPVIEW upgrade
Post by: Hobbes on April 07, 2015, 03:40:32 pm
I think most of the bugs are solved now, I'll probably will work on import and maintenance wizards of path and related things.

Haven't had time & opportunity to check this update yet but will give you feedback when I restart map designing soon.

Feature request: some kind of report or indicator for unused mcd entries. I've got some overly large terrain sets right now, and that would help me edit them down a bit without having to click on the tiles to try and figue it out by eyeballing it.

Have you tried the Visible option in TopView's window? It allows you to choose which elements you want visible (Ground, West Wall, North Wall, Object) on screen.
Title: Re: MAPVIEW upgrade
Post by: jackstraw2323 on April 07, 2015, 05:19:53 pm
I don't think that's what I'm after. I want to know which mcd tiles aren't used at all on the map. That's tricky if you have two tiles that look very similar. Or for instance the wing tiles on the plane are so small sometimes it's tough to see them on the top view.
Title: Re: MAPVIEW upgrade
Post by: Hobbes on April 07, 2015, 05:33:44 pm
I don't think that's what I'm after. I want to know which mcd tiles aren't used at all on the map. That's tricky if you have two tiles that look very similar. Or for instance the wing tiles on the plane are so small sometimes it's tough to see them on the top view.

The opposite might be better: something to display which tiles are used on the map. This because from my experience each map block uses, on average 20-30 different tiles, depending on size, etc, and tilesets used on the maps have a total of 150-255 tiles.
Title: Re: MAPVIEW upgrade
Post by: davide on April 08, 2015, 08:30:36 pm
I wish I know the occurrence of any tile on the current map

because it could be drive to remove some unused  tile from a .pck

An othe feature, unconnected with the current map,
could be a main item menu to select a map or a group of maps, and
for each map,
increment or decrement map tile index that are between a couple of value  to allow resizing  tileset used on maps.

Something such as this pseudocode
that I inspired by here  8)
https://openxcom.org/forum/index.php/topic,3120.msg35775.html#msg35775 (https://openxcom.org/forum/index.php/topic,3120.msg35775.html#msg35775)

I do not know pyton, if someone would correct it ... :-[
Code: [Select]
from sys import argv

filename = argv[0]
startindex = argv[1]
offset = argv[2]

with open(filename, 'rb') as irdata:

    routes_bytearray = bytearray(irdata.read())
   
    print ''USAGE: map_filename startindex offset''

    print "Do you want to proceed? y/n"
   
    if raw_input('> ') == 'y':
   
        with open(filename, 'wb') as orfh:
         
            for i in range(startindex, sizeof(routes_bytearray) - 1):
                routes_bytearray[i] += offset
           
            orfh.write(routes_bytearray)
   
    else:
        print "Next time."


startindex must be greater than 2 to skip map dimension


Title: Re: MAPVIEW upgrade
Post by: Hobbes on April 08, 2015, 11:35:29 pm
Finally a new version, I lost track of all the changes, but they are mostly GUI improvements like
  * The auto-zoom
  * Tabbed Top and Route views.
  * Some tool tip and labels change in the route view.

Hope you guys like it.

Love the auto-zoom. I've been wanting something like that for a long time. :)

The new icons for Top View are great. The green square instead of triangle for objects is new but works, along with the door icons. A different ground color for lifts would also be useful, and something to distinguish between UFO and regular walls. 

EDIT: just started using it more and I like the change to the walls, showing the windows and so on, but there seems to be some issues when displaying outside walls like fences. Check image below where I show one map in both real and top view.
Title: Re: MAPVIEW upgrade
Post by: TheBigSot on April 09, 2015, 08:30:23 am
Nice, thanks for all the feebbacks.

Davide and jackstraw2323 - I think what you guys need is something like a MapSet optimizer, something to do all the work and return you a cleaner pack of PCK and whatnots, I may work on that.

Hobbes -
A different ground color for lifts would also be useful
yea I was thinking about that some time ago, but I forgot, I may look into it.

issues when displaying outside walls like fences

Can you PM me the MCD and stuff, cuz what I use is the LOFT info, and I would like to see it to figure out what is it, probably the issue is that thoes are "Tall fence" so they contain no "air", but still would like to make sure thats the case, I attached an image of how I figured out a Cultiva fence using Volutar's tool
Title: Re: MAPVIEW upgrade
Post by: jackstraw2323 on April 09, 2015, 07:03:17 pm
An optimizer would be great, but the report would probably be simpler to implement and let us optimize ourselves.

Along those lines if there were a way to select all mcds on the map and swap them with a different mcd it would help. When I change my mcd files my maps can get messed up if I'm removing a mcd I found I didn't need after all.
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on April 09, 2015, 07:44:45 pm
Along those lines if there were a way to select all mcds on the map and swap them with a different mcd it would help. When I change my mcd files my maps can get messed up if I'm removing a mcd I found I didn't need after all.

This.
Title: Re: MAPVIEW upgrade
Post by: Hobbes on April 09, 2015, 09:34:15 pm
Can you PM me the MCD and stuff, cuz what I use is the LOFT info, and I would like to see it to figure out what is it, probably the issue is that thoes are "Tall fence" so they contain no "air", but still would like to make sure thats the case, I attached an image of how I figured out a Cultiva fence using Volutar's tool

The MCD is in the attachment
Title: Re: MAPVIEW upgrade
Post by: hellrazor on April 21, 2015, 09:49:30 am
Btw were can i find the newest Version of Mapview?
Title: Re: MAPVIEW upgrade
Post by: hellrazor on June 03, 2015, 12:56:34 am
Soo i was just on the IRC with good old JonnyH,

and he made a branch for Linux -> here (https://github.com/JonnyH/OpenXCOM.Tools)

We were able to get the tools to compile under mono, the main culprit were the usage of "\" in paths instead of "/"....

Well anyway after this was solved, the programm compiled and i was able to get a map to display.
Somehow the transparency is not being used either in PCK or MapView directly...
Title: Re: MAPVIEW upgrade
Post by: Arthanor on June 03, 2015, 03:54:24 am
A linux version would be great. I would love to edit maps but don't own a windows computer..

I had managed to run mapview in wine earlier, but had the same transparency issue. Seeing mostly black backgrounds kind of ruins the whole thing. :/
Title: Re: MAPVIEW upgrade
Post by: hellrazor on June 03, 2015, 09:46:52 am
A linux version would be great. I would love to edit maps but don't own a windows computer..

I had managed to run mapview in wine earlier, but had the same transparency issue. Seeing mostly black backgrounds kind of ruins the whole thing. :/

I am assuming that this has to do something with System.DrawImage and how it handles transparency Alpha Channel stuff and for some odd reason the current code seems to produce different result on Linux and Windows.

But my c# skills are insufficient to solve something like this.
Title: Re: MAPVIEW upgrade
Post by: Hobbes on June 11, 2015, 05:40:57 pm
I'm currently converting the ships from TFTD and I've ran into a few issues with MapView when editing large maps (30x30 or bigger). I've attached a pic of the biggest resolution I can achieve while editing to illustrate the ideas below:
* Is it possible to add the Zoom function to the Top and Routes views?
* I've tried to adjust to the new colors/symbols for the tiles but there are still a few kinks that are distracting: yellow is a color that I usually dislike and but before it had a lesser tone and was more hidden. Would it be possible to have some other way to mark ground tiles?
* The bars used to represent walls can be hard to distinguish from the squares used for objects. Perhaps go back to the straight line used in the previous versions of MapView?

All of this is really very particular to the use (very large maps) that I'm recently doing. Other than that, everything is working well :)
Title: Re: MAPVIEW upgrade
Post by: davide on June 12, 2015, 01:52:00 pm
Backgroud color and pen size used to draw bars could be app settings
Title: Re: MAPVIEW upgrade
Post by: hellrazor on June 15, 2015, 12:18:10 pm
Well i guess the copy function isn't working properly.

Cut or copy a selection of fields and try to paste them somewere, won't work as expected...
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on June 15, 2015, 12:28:15 pm
Well i guess the copy function isn't working properly.

Cut or copy a selection of fields and try to paste them somewere, won't work as expected...

What is the problem exactly?
Title: Re: MAPVIEW upgrade
Post by: hellrazor on June 18, 2015, 09:58:10 am
What is the problem exactly?

Hm.. i can't reproduce it right now, maybe it was in a older Version. Nevermind.
Title: Re: MAPVIEW upgrade
Post by: XOps on June 25, 2015, 05:52:58 pm
Just a small note for future revisions. The older versions had the madID in the tileset window corner. See top left of the image linked below.
https://www.openxcom.com/content/modimages/BXWGGNOP062520150949.png
This is very handy for those of us working within tile limitations. It would be nice if this info was displayed somewhere.

I'm currently converting the ships from TFTD and I've ran into a few issues with MapView when editing large maps (30x30 or bigger). I've attached a pic of the biggest resolution I can achieve while editing to illustrate the ideas below:
* Is it possible to add the Zoom function to the Top and Routes views?
* I've tried to adjust to the new colors/symbols for the tiles but there are still a few kinks that are distracting: yellow is a color that I usually dislike and but before it had a lesser tone and was more hidden. Would it be possible to have some other way to mark ground tiles?
* The bars used to represent walls can be hard to distinguish from the squares used for objects. Perhaps go back to the straight line used in the previous versions of MapView?

All of this is really very particular to the use (very large maps) that I'm recently doing. Other than that, everything is working well :)
I second this. I've had to use the older version for working on new large UFO maps so I can see the walls.
Title: Re: MAPVIEW upgrade
Post by: Hobbes on June 25, 2015, 06:25:24 pm
And a request to bring back a missing functionality (I think) from Map View: on the previous versions, when on Top View if you double clicked on any of the Ground/Walls/Content boxes it would bring forward and superimpose the Tile View over Top View.

This was very useful when editing. :)
Title: Re: MAPVIEW upgrade
Post by: pjlasl on July 04, 2015, 06:14:01 am
Anyway of getting this tool to work on windows 8?

I tried to dowload it but unfortunately it won't run on windows 8...
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on July 04, 2015, 11:41:18 am
I tried to dowload it but unfortunately it won't run on windows 8...

...I think I'll withhold that Windows 10 update.
Title: Re: MAPVIEW upgrade
Post by: davide on July 04, 2015, 05:21:48 pm
Anyway of getting this tool to work on windows 8?

I tried to dowload it but unfortunately it won't run on windows 8...

Last year I used it on Win8.1
Title: Re: MAPVIEW upgrade
Post by: hellrazor on July 20, 2015, 01:20:21 pm
Whati i noticed and what was driving me nuts recently,
If you edit your Routes of a map, you have to explicitly save the file,
before switching to another map.
Would be nice to be asked for saving the file in case of modified routes.
Title: Re: MAPVIEW upgrade
Post by: tollworkout on August 12, 2015, 03:17:20 am
i always get crashes when loading tftd pck files

also my mouse wheel no longer working so it seems i cannot move levels up or down. perhaps some other shortcut key could be useful like maybe A and Z to go up and down. or maybe there is but i don't know.
Title: Re: MAPVIEW upgrade
Post by: AncientSion on May 10, 2016, 03:57:01 pm
I downloaded the tool and i want to open the mod directory of Piratez mod. However, whatever i do i always only get the stock list

Can someone advise ?

https://prntscr.com/b2d4re
Title: Re: MAPVIEW upgrade
Post by: Hobbes on May 10, 2016, 04:14:51 pm
I downloaded the tool and i want to open the mod directory of Piratez mod. However, whatever i do i always only get the stock list

Can someone advise ?

https://prntscr.com/b2d4re

MapView doesn't automatically recognize all the maps in a mod directory, only the vanilla maps. You'll still need to add the new maps either through Paths or by manually editing the MapEdit.dat file on /settings
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on May 10, 2016, 04:32:48 pm
MapView doesn't automatically recognize all the maps in a mod directory, only the vanilla maps. You'll still need to add the new maps either through Paths or by manually editing the MapEdit.dat file on /settings

How do you do it through Paths? I always edit the MapEdit.dat. Is there another, hopefully better way?
Title: Re: MAPVIEW upgrade
Post by: AncientSion on May 10, 2016, 06:54:40 pm
Can you be a bit more specific on the actual how-to ?
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on May 10, 2016, 07:21:35 pm
Can you be a bit more specific on the actual how-to ?

Sure.

First, you need a new empty map. Unfortunately, MapView won't let you create an empty file, you have to go and copy some old .map file, then rename it to the new name.
For example take a Supply Ship map - it's called UFO_170.MAP. Rename the copied file to something else, like for example MYFIRSTUFO.MAP.

Then, make sure that your Images.dat contains all terrain you want to use (files in the TERRAIN folder). If it's X-Com 1, put it in the section starting with ${ufoImg}:${ufo}\TERRAIN\. If it's TFTD, put it in the section starting with ${tftdImg}:${tftd}\TERRAIN\.
Let's assume you are going to use tilesets: TERRAIN1, TERRAIN2 and TERRAIN3. (Each of them is contained in three different files of the same name: .mcd, .pck and .tab.) If they're not in the Images.dat, under the right section, add them:

Code: [Select]
TERRAIN1{ufoImg}
TERRAIN2{ufoImg}
TERRAIN3{ufoImg}

Then open MapEdit.dat. Let's say you want to make a new UFO (as opposed to a terrain). Find this line:

Code: [Select]
Tileset:UFO - Ships
type:1
rootpath:${varPath3}
rmpPath:${varPath4}
blankPath:${varPath5}
palette:ufo-battle

This starts the section for UFOs (and crafts too). Put your new entry here. It should look like this:

Code: [Select]
MYFIRSTUFO:TERRAIN1 TERRAIN2 TERRAIN3

Now start up MapEdit - your map is ready for work! Well of course it contains the Supply Ship, so you'll have to remove all the tiles.

These are the most basic basics I could think of. Try it, experiment a little, ask questions.
Title: Re: MAPVIEW upgrade
Post by: Hobbes on May 11, 2016, 03:43:02 pm
Unfortunately, MapView won't let you create an empty file, you have to go and copy some old .map file, then rename it to the new name.

I have big news for you :D

To create empty maps:
* Navigate to Edit -> Paths -> Map Files
* Click on + to open the Group you want (UFO Ships, UFO Terrains)
* Select the Subgroup with left click, then right click and choose Add Map -> New Map (or you can select several already existing maps)
* Afterwards you be prompted for the map name and dimensions
* Finally, you'll need to assign some MCD files (Images) to start putting map elements on the map itself, so click on the map you created and assign some images to it

If you just imported a whole terrain with several maps it's easier to add all maps using the steps above except for the last and manually add the corresponding Image entries to Images.dat and MapEdit.dat (which can be found on /settings), as Solarius has described on his post
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on May 11, 2016, 07:18:29 pm
To create empty maps:
* Navigate to Edit -> Paths -> Map Files
* Click on + to open the Group you want (UFO Ships, UFO Terrains)
* Select the Subgroup with left click, then right click and choose Add Map -> New Map (or you can select several already existing maps)
* Afterwards you be prompted for the map name and dimensions
* Finally, you'll need to assign some MCD files (Images) to start putting map elements on the map itself, so click on the map you created and assign some images to it

What can I say? Neato! :)

If you just imported a whole terrain with several maps it's easier to add all maps using the steps above except for the last and manually add the corresponding Image entries to Images.dat and MapEdit.dat (which can be found on /settings), as Solarius has described on his post

Yes, that's how I do it too, but I wanted to show our beginner the simplest way.S/he will discover more later.
Title: Re: MAPVIEW upgrade
Post by: AncientSion on May 12, 2016, 08:13:27 pm
Thanks for the help, guys.
Title: Re: MAPVIEW upgrade
Post by: hellrazor on July 28, 2016, 08:45:51 am
I started working on bigger maps, sizes 40*40*8 and bigger.
What i notice is i am constantly couting tiles to find proper positions.

In this regard I suggest two badly needed improvements:
1.) Show the actual position of the mousecursor while either on top view, route view and grapghic view. Just seeing the current position in a format like : 2:5:6 - x:y:z would be a great help. Startcount zero.

2.) Grid with cootdinate numbers drawn. Or draw 10*10 blocks to make positions more visible.

Maybe i find time to add some pictures.
Title: Re: MAPVIEW upgrade
Post by: REDACTED_KUN on September 05, 2016, 05:22:37 pm
I think it's best that everyone can fix the bugs/glitches with Large Scout and other maps.

That's what my problem is with looking around with the Large Scout map.
https://openxcom.org/forum/index.php/topic,4842.0.html
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on January 11, 2017, 11:57:20 pm
I have a problem with a faulty node. It is outside the map boundaries:

"Bad node in RMP file: ROUTES/VES_170.RMP Node #0 is outside map boundaries at X:0 Y:13 Z:2. Culling Node."

This log output is correct; the map is 10x20, which puts 13 outside of it.

However, even if I enlarge the map to 20x20, it's still not showing up correctly:

(https://i.imgur.com/agBHFof.jpg)

To make things funnier, the offending node is on level 2 (third from the bottom), while the picture above is from level 1. Actual level 2 shows nothing suspicious:

(https://i.imgur.com/BNVCJ9s.jpg)

So I have no idea where that node is and I can't delete/fix it.

Please explain what I can do about it (other than deleting .RMP and starting from scratch). Can it be done through MapView? Maybe I can delete it with some hex editor or something?

Attaching the problematic map, with terrain. Tileset order is: U_EXT02, U_WALL02, U_OPER2, U_BITS.
Title: Re: MAPVIEW upgrade
Post by: Hobbes on January 12, 2017, 03:18:58 pm
On the first image you posted there's a node that has a link to apparently nowhere. That 'nowhere' should be the bad node.

Add extra levels both below and above that level until you can see the bad node. At least that how's I usually fix those issues

Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on January 12, 2017, 04:07:04 pm
On the first image you posted there's a node that has a link to apparently nowhere. That 'nowhere' should be the bad node.

Add extra levels both below and above that level until you can see the bad node. At least that how's I usually fix those issues

That's exactly what I did, and I still couldn't see the node (even though I should).

But Dioxine helped me resolve this issue. Apparently all you have to do is: enlarge the map, save, reopen; the faulty node is now visible.
Title: Re: MAPVIEW upgrade
Post by: Hobbes on January 12, 2017, 05:57:40 pm
But Dioxine helped me resolve this issue. Apparently all you have to do is: enlarge the map, save, reopen; the faulty node is now visible.

Yeah, that is needed as well. But in case you've added levels above 0 and still can't find the node, try adding levels below 0 - IIRC that's what was happening one time I had this issue.
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on January 12, 2017, 06:52:06 pm
Yeah, that is needed as well. But in case you've added levels above 0 and still can't find the node, try adding levels below 0 - IIRC that's what was happening one time I had this issue.

Actually the problem wasn't related to the Z axis, but to the Y axis - the map was 10 tiles wide, and the problematic node was at Y position 13. But your advice may well be relevant to some other case.

And BTW, TheBigSot: are you considering further improvements to the program, or is it absolutely final?
Title: Re: MAPVIEW upgrade
Post by: DaiShiva on February 06, 2017, 09:04:00 pm
Oh man, you all are still using MapView?

I feel kinda bad for abandoning it, but as Luke has postulated on the first post of this thread, LIFE has gotten in the way of everything.
Since then:
Got married
Bought a house
Had two kids

So apparently I'm living the american dream. The downside is that I cannot do anything for longer than 15 minutes without being interrupted. My development machine is still packed up in boxes - I barely use my laptop these days for anything but browsing the internet while we watch things from our Hulu queue.

It appears that kevL has taken over maintenance of the code? That's awesome, I am relieved to see that someone has tried to keep it going.
https://github.com/kevL/OpenXCOM.Tools

Glad to see the project (OpenXCOM) is still going alive and well. Ya'll have created something truly special here!
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on February 06, 2017, 09:14:39 pm
Oh man, you all are still using MapView?

Well, sometimes... I mean, a few hours a day... :P

It's not like we have an alternative! :)

I feel kinda bad for abandoning it, but as Luke has postulated on the first post of this thread, LIFE has gotten in the way of everything.
Since then:
Got married
Bought a house
Had two kids

Well... That escalated quickly. :)
Good for you!

It appears that kevL has taken over maintenance of the code? That's awesome, I am relieved to see that someone has tried to keep it going.
https://github.com/kevL/OpenXCOM.Tools

Hmmm, it appears kevL is actually still developing it. Are you aware of any way to contact this person, or download a newer version? I can't find much on Google.

And thanks! Without this program, modding X-Com would be pretty much impossible.
Title: Re: MAPVIEW upgrade
Post by: DaiShiva on February 06, 2017, 09:55:15 pm
Well... That escalated quickly. :)
Good for you!

Hmmm, it appears kevL is actually still developing it. Are you aware of any way to contact this person, or download a newer version? I can't find much on Google.

And thanks! Without this program, modding X-Com would be pretty much impossible.

You're welcome!

Probably the easiest way to get kevL's attention is to open a new issue on the main project: https://github.com/pmprog/OpenXCOM.Tools/issues and reference @kevL in the message. he will get a notification that he's being mentioned in some other issue and he will (probably?) read it.

Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on February 06, 2017, 10:08:52 pm
OK, many thanks. I did as you suggested.

I guess in the worst case scenario we could simply get his latest code and compile it, but I'd rather not do it blindly. ;)
Title: Re: MAPVIEW upgrade
Post by: DaiShiva on February 06, 2017, 11:40:16 pm
OK, many thanks. I did as you suggested.

I guess in the worst case scenario we could simply get his latest code and compile it, but I'd rather not do it blindly. ;)

What is the process for retrieving the 'current version' today?

Just read your notification message. You should change 'DaiShiva' to @ratzlaff, since thats who I am on github =)
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on February 06, 2017, 11:56:50 pm
What is the process for retrieving the 'current version' today?

You go and ask someone who uses GitHub. :P

Just read your notification message. You should change 'DaiShiva' to @ratzlaff, since thats who I am on github =)

OK, thanks!
Title: Re: MAPVIEW upgrade
Post by: hellrazor on February 07, 2017, 03:41:26 pm
Jeah github is the way to go today,
I really would to have some kind of grid in the Topview perspective.
Working with bigger maps and needing to count fields to set them correctly is a pain;D
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on February 07, 2017, 06:56:49 pm
Oh, so it's time for requests already? :)

Then I also have one: an UNDO button. :P
Title: Re: MAPVIEW upgrade
Post by: R1dO on February 07, 2017, 10:06:26 pm
Then I also have one: an UNDO button. :P

That goes entirely against the X-com spirit ... make expensive mistakes and learn to live with it   ;)
Title: Re: MAPVIEW upgrade
Post by: hellrazor on February 08, 2017, 04:01:22 pm
Oh, so it's time for requests already? :)

Then I also have one: an UNDO button. :P

Actually i think this is a good idea, mapediting is a pain without this.
Also it would be nice for resizing maps to pic the side on which the map will be extended.
Title: Re: MAPVIEW upgrade
Post by: DaiShiva on February 08, 2017, 06:49:30 pm
I imported the history I had from the old sourceforge page to a new github repo.

https://github.com/ratzlaff/XCom-tools

Add your feature requests as issues. I have no idea what state the code is in yet. I only brought up the 'set your paths' dialog with Xamarin Studio (on my mac, no less) last night, so it compiles, yay!

Anyone want to be a collaborator?
Title: Re: MAPVIEW upgrade
Post by: Solarius Scorch on February 08, 2017, 08:11:08 pm
Add your feature requests as issues.

It's a good idea, but first I'd like to wait on Sot's response and the current .exe. Because these features might just as well be in already. ;) And, well, if there is no response, there isn't much point in suggesting new features, unless somebody else picks up the torch.
Title: Re: MAPVIEW upgrade
Post by: Hobbes on February 10, 2017, 04:44:14 pm
Oh man, you all are still using MapView?

Hey DaiShiva, long time no see. Nice to hear life is going well for you :)

MapView has allowed me (and others) to create amazing things for XCom over all these years, specially for OpenXCom and nearly all of my modded terrains wouldn't be possible without it, so thank you again :)
Title: Re: MAPVIEW upgrade
Post by: DaiShiva on February 10, 2017, 05:13:58 pm
Hey DaiShiva, long time no see. Nice to hear life is going well for you :)

MapView has allowed me (and others) to create amazing things for XCom over all these years, specially for OpenXCom and nearly all of my modded terrains wouldn't be possible without it, so thank you again :)

Long time indeed man! Hope things are going equally well for you also!
Title: Re: MAPVIEW upgrade
Post by: davide on February 11, 2017, 12:49:29 am
it is a privilege to have you here with us :)
Title: Re: MAPVIEW upgrade
Post by: JonnyH on February 13, 2017, 05:30:29 pm
I imported the history I had from the old sourceforge page to a new github repo.

https://github.com/ratzlaff/XCom-tools

Add your feature requests as issues. I have no idea what state the code is in yet. I only brought up the 'set your paths' dialog with Xamarin Studio (on my mac, no less) last night, so it compiles, yay!

Anyone want to be a collaborator?


Is that the "One True Upstream" now? I had some patches trying to get it to work properly under linux, and half a mind to see if it's worth trying to extend for Apocalypse (or at least shamelessly rip off code that happens to do the same thing if it turns out to be 'too' different to keep in the same codebase)
Title: Re: MAPVIEW upgrade
Post by: DaiShiva on February 13, 2017, 06:02:24 pm
Is that the "One True Upstream" now?

It could be. I would want to first get some collaborators on board to avoid repeating the current situation where the code goes years without any activity.
Title: Re: MAPVIEW upgrade
Post by: SteamXCOM on June 09, 2017, 11:47:27 pm
MAPVIEW, on a Windows 7 computer, it works fine

HOWEVER, on a Windows 8.1 it seemed to develop the issue of  once the main window is open, other windows cannot be worked with. 
Only one other window at a time can be open.  This seems to be on all versions of Mapview. 
Small Edits are  not a  problem, I could not imagine using it otherwise on bigger projects.

As indicated , works fine on a Windows 7 computer I have access to.
The feature of the MAGNIFIER is good. I can see easily the project being worked on.
I prefer to have CUT/COPY/PASTE in text in the Map Editor window as in some versions rather than icon becasue I have to hover my mouse over to doublecheck UI have the right thing seclcted.

If possible you may wish to make the link for latest version of MAPVIEW more prominent, i had to dig for this one. 
Thanks
Title: Re: MAPVIEW upgrade
Post by: Hobbes on June 16, 2017, 09:01:52 pm
Been using MapView in the past days and also noticed this problem. It most likely is related to the recent security patch released for Windows since MapView was running great on Windows 10 before.

I've checked kevL's github page but I couldn't find a release version. Anyone knows how to get one?
Title: Re: MAPVIEW upgrade
Post by: davide on June 16, 2017, 10:35:08 pm
do you try to run the app with admin privilegy ?(there is an options on context menu)
Title: Re: MAPVIEW upgrade
Post by: Hobbes on June 16, 2017, 11:00:00 pm
do you try to run the app with admin privilegy ?(there is an options on context menu)

Doesn't solve anything but thanks for the idea
Title: Re: MAPVIEW upgrade
Post by: Kammerer on June 17, 2017, 07:15:04 am
I've checked kevL's github page but I couldn't find a release version. Anyone knows how to get one?

The kevl's current build is here: https://github.com/kevL/OpenXCOM.Tools/tree/master/Distribution
Title: Re: MAPVIEW upgrade
Post by: Hobbes on June 17, 2017, 06:33:24 pm
The kevl's current build is here: https://github.com/kevL/OpenXCOM.Tools/tree/master/Distribution

Thanks, just tried it but the windows are still messed up on his latest version.

Plus it breaks compatibility since it doesn't load my old map sets...
Title: Re: MAPVIEW upgrade
Post by: SteamXCOM on June 18, 2017, 04:23:28 am
Latest MAPVIEW June 2017
JUST got this
THIS version is getting close for a release upon the unwashed masses:

--It got rid of the offending UFO000 UFO01a  UFO010 so people won't think their MAPview is broke.
--it lists settings errors in the MCD file such as if a non-existent swap frame was referenced
--a "save as" feature for the map file is included, one can rename their map (still testing to see how this works)

EDIT Yes it does, it places the renamed files in the routes and map folder both.

Yes, one still has to edit settings files to add tilesets, and that interface to add them has been removed probably since MAPVIEW could not find them anyway

Hobbes==> Plus it breaks compatibility since it doesn't load my old map sets...

I hope you find a work around for incompatibilities , you must have tonnes of maps by now

Hobbes==>Been using MapView in the past days and also noticed this problem. It most likely is related to the recent security patch released for Windows since MapView was running great on Windows 10 before.

if YOU MUST have an older version of Windows (even with with an ISA slot):
http://www.nixsys.com/

Bought a Win XP/7 unit for the old stuff
One can get cheaper elsewhere refurbished, but it IS refurbished.
Title: Re: MAPVIEW upgrade
Post by: RSSwizard on January 17, 2018, 09:16:29 pm
I just grabbed the Mapview 2 from here
https://github.com/kevL/OpenXCOM.Tools/tree/master/Distribution
and ive got a problem with running it... all that comes up is a blank command prompt window and then it closes, no other error messages really. The program also didnt write any initial configuration files either. I tried loading the mapview help file (.chm) and windows help just says it cannot load the help file.
> im running Win7 Home Premium 32 bit
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on January 23, 2018, 08:30:56 am
I dunno where the new version of MAPVIEW and PCKVIEW is.

I think the newest version of MAPVIEW is somewhere in other sites than github.

I also have lots of problems with that thing on Windows 10 with the Creators Updates and Fall Creators Updates.

I want to make maps like maybe XCOM and Alien Facilities, some floating UFOs (Maybe the height to 3-20?), and some orbital platforms and stations like Starcraft (I want to play Starcraft 1 again until i have my own Blizzard/Battle Net account and its important things).


Besides, making maps on mapview is very very important for me and everyone to have.

EDIT: Any download links?
Title: Re: MAPVIEW upgrade
Post by: kevL on January 23, 2018, 03:06:19 pm
hi.

I'm the guy who reworked MapView -> MapView II

i'm good with code but absolutely crappy with .NET versioning, how it interacts with various operating systems, etc. I'd like to see a distribution of MV2 working for general use but it's extremely unlikely I can fix a problem if i can't replicate it. (i can't replicate it)

Note: after reading the above 2 posts I cleaned everything and re-built and re-installed MV2 on my computer - win7 64-bit.

and as far as I can tell, it's working great even the .Chm help


So if someone who knows - or who can replicate the issues and wants to twiddle with .NET - wants to fork the repo and produce a well working distribution that'd be excellent,


caveat: apart from not understanding .NET and the .NET build procedures, I'm heavily involved in other stuff, but am willing to discuss things

/thanks
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on January 23, 2018, 03:19:41 pm
hi.

I'm the guy who reworked MapView -> MapView II

i'm good with code but absolutely crappy with .NET versioning, how it interacts with various operating systems, etc. I'd like to see a distribution of MV2 working for general use but it's extremely unlikely I can fix a problem if i can't replicate it. (i can't replicate it)

Note: after reading the above 2 posts I cleaned everything and re-built and re-installed MV2 on my computer - win7 64-bit.

and as far as I can tell, it's working great even the .Chm help


So if someone who knows - or who can replicate the issues and wants to twiddle with .NET - wants to fork the repo and produce a well working distribution that'd be excellent,


caveat: apart from not understanding .NET and the .NET build procedures, I'm heavily involved in other stuff, but am willing to discuss things

/thanks
Oh hello, and you're welcome, kevL. I was just wondering where i can get the newest version of MAPVIEW and PCKVIEW from the internet or the forums.

I want to make maps on there without any bugs with the nodes, the maps and others. Obviously, i would loved to download the upgraded one.

There are a lot of bugs and issues with MapVIEW and PCKVIEW on Windows 10 with the Creators Update and Fall Creators Update.

I use Windows 10 on my Alienware 17 R2.

I need a download attachment for MV2 including newer version of PCKV on there as well including some posts from you or other people, please.

EDIT: Also, i can't download it from github. :(

EDIT2: Wait, did i do a trick on downloading the files from github?

EDIT3: I think i'm having an issue with my mouse clicking and touching the "Map Editor" window of MapVIEW. Bad for the win. I keep clicking on the window too much. >.<
Title: Re: MAPVIEW upgrade
Post by: kevL on January 23, 2018, 05:03:33 pm
:) good luck

like i said, or implied, if someone can't get MV2 working on their machine I'm as lost as they are.


I do know, that the design of MapView and MapView2 does stuff that later versions Windows (eg. 10) considers security breaches. That is, it wants to write files to a subfolder of itself. Apparently "Program Files" does not like that.

so you'd be wise/smart to install MapView outside of the Program Files hierarchy ...
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on January 23, 2018, 05:18:47 pm
:) good luck

like i said, or implied, if someone can't get MV2 working on their machine I'm as lost as they are.


I do know, that the design of MapView and MapView2 does stuff that later versions Windows (eg. 10) considers security breaches. That is, it wants to write files to a subfolder of itself. Apparently "Program Files" does not like that.

so you'd be wise/smart to install MapView outside of the Program Files hierarchy ...
Okay. But no worries.

I'm very busy with stuff right now like making an alien orbital platform map (I already done a small  Alien Power Plant map which is 10x10) on MVII.

I'll be doing nodes later or after i pinpoint all of the map nodes from all of the vanilla and user made maps.

Because i know making maps for OXC are very important for everything.

I know that will consider a bad security breach on my Windows 10 computers.

Trust me, kevL. Trust me.  8)
Title: Re: MAPVIEW upgrade
Post by: kevL on January 24, 2018, 02:03:52 am
k

/salut
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on January 24, 2018, 02:19:12 am
k

/salut
Thank you. :)
Title: Re: MAPVIEW upgrade
Post by: RSSwizard on January 24, 2018, 07:48:32 pm
Maybe there's something I did wrong with installing MV2...
I placed it in its own subdirectory (mapview) under the openxcom directory. I play xpiratez with it but I have the appropriate vanilla files located under the required folders.

My MV2 doesnt have a configuration file, but I was expecting it to load and ask me "okay where are the files" so that I could dictate the proper locations for them and it could find what it needed. It didnt have a config file with it on github.

If ive got it in the wrong folder and its crashing because of that, then where am I supposed to put it? (openxcom root folder? ufo or tftd files root folder?)

Again the crash that I am getting with it is... upon execution a blank Dos Cmd window opens up and then it closes (thats all she wrote). I dont have any antivirus running so I know thats not getting in the way of it.
Title: Re: MAPVIEW upgrade
Post by: kevL on January 24, 2018, 10:30:48 pm
I have no idea, i really don't.


If i were you, as a test I'd create a directory on the root of your C: drive, dl the 7 files from the github distribution dir (you don't need the ConfigConverter..) to that new dir on your C:

double-click MapView.exe


then a smallish window should pop up asking about installation.

--
I don't know what limitations win7 Home has or not, I don't know if it has .NET 3.5, I don't know what MS redistributables are required, I don't know when the dinosaurs went extinct.

The .Chm helpfile was manufactured with the standard Windows Chm creator (HTML Help Workshop), and if even *that* doesn't open ... that's just mind-boggling
Title: Re: MAPVIEW upgrade
Post by: RSSwizard on February 13, 2018, 09:01:29 pm
If i were you, as a test I'd create a directory on the root of your C: drive, dl the 7 files from the github distribution dir (you don't need the ConfigConverter..) to that new dir on your C:

Here you go sir. What is "NTVDM" by the way?
Title: Re: MAPVIEW upgrade
Post by: kevL on February 14, 2018, 03:37:38 am
NTVDM = Windows NT Virtual DOS Machine

(supposedly) it's for running 16-bit programs in a Dos-shell. But MapView I/II are not 16-bit programs ... I forced MVii to 32-bit build; i could be wrong because I'm just not sure about that stuff. In this case, however, it's highly unlikely - i suspect that it would be very difficult to even compile a program to 16-bit in today's age.

Also, when I run MV2, if it were 16-bit (which it isn't ;) ) ntvdm.exe should show up in my TaskManager. It doesn't. Neither does it show up when i run PckView2, which is built with the same settings. Also, in the Help screen for PckView i twiddled-in a brief system-inspection routine that prints the build-type (release or debug), the bit-type (for lack of a better way of putting it), and the OS-interaction-type (ditto). Mine says:

release
X86
WoW64

meaning it's a release-build, 32-bit, running under WoW64

It'd be kinda nice if you could get PckView2 to run, just to check that ... but NOTE: PckView2 should not be run until *after* MapView2 runs at least once (because settings that pckview relies on are written to disk only *after* MVII runs).


> im running Win7 Home Premium 32 bit

hm. There's something called a VirtualStore in windows. I don't know much about it; it seems to be a so-called virtual space on the harddrive that Windows will write things like MapView's configuration files to if MapView is installed to a protected space. It has its problems because files are being written to places they aren't expected to be.

I mention the VirtualStore since in your 2nd screenshot i think i see "@MSITStore:C\Mapview2\MapView.chm" .... "Store" suggests to me that Windows is trying to shuffle stuff into the VirtualStore ... eg, it could be trying to make a copy of the .CHM file to the store before opening it.


Have you checked for malware recently? (personally i doubt it 'cause there'd likely be a lot else going wrong on your computer if so)

my best **guess** at this point, is that Win7 Home has extra security that aggressively clamps things into protected spaces. I suggest hunting down things like UAC (User Access Control) and Ownership properties on the Mapview directory ....... personally i obliterated as much of that stuff as I could as soon as I got Win7 64. .. i tried, i really tried to live with it but just couldn't,




edit: Another way of looking at it, why is your computer trying to open a dos-box ? o.O

edit2: it's a long shot but you could try right-click mapview.exe, Properties, Compatibility, Windows XP (Service Pack 3)
Title: Re: MAPVIEW upgrade
Post by: Keth01 on April 08, 2018, 04:00:15 am
Hi KevL!

Just a quick question- my copy of MapView 2 (latest build, downloaded last night) can't/won't save .MAP files. It saves images of the map
 (.GIF) correctly, and doesn't display any error message, but the file just doesn't appear.

I'm running it with admin permissions on a Windows 8.1 machine.
Title: Re: MAPVIEW upgrade
Post by: kevL on April 08, 2018, 04:31:29 am
to create a .MAP file

use the MapTree (left panel of MainView). you'll need a Group (top level branch), a Category (a branch under the Group), and select the Category w/ a click. Then right-click it and choose Add Tileset ...

Make sure the Tileset's Path is correct (change it w/ the ... button). Type in the name of your new .MAP/.RMP in the Map input-box. Click "Create". Add some terrrainsets from the lower right panel and gtg.


To save a .MAP, have it open in MainView. use File|Save Map, or File|Save All (also saves the .RMP and the MapTree), or File|Save As ... (also saves the .RMP iirc)

It should get saved to its basepath as specified in Edit Tileset, the Path field (left-click the map in the MapTree, right-click it, choose Edit Tileset ... to see the path)

--
ps. be careful with permissions under Program Files etc etc. I'm not a multi-machine programmer and can't debug problems in operating systems other than Win7 64. So i don't know what "admin permissions" really does (and doesn't do) in 8.1 ... for that matter, i don't know what "admin permissions" does and doesn't do in win7 also.

i'm just a dos 6.22 guy. /jk


Edit: maybe i'll have to run a check after saving files, that tells if a file was successfully saved or not ...

that's in the future tho

Edit2: oh, if a map is created and saved to disk okay, but doesn't appear in the MapTree, it's likely because the MapTree wasn't explicitly saved. And if using File|Save As ... it won't appear in the MapTree unless/until it's added w/ Add Tileset ...


( it's been a while and, needless to say, the whole MapTree business is ... complicated. )
Title: Re: MAPVIEW upgrade
Post by: Keth01 on April 10, 2018, 06:36:30 am

Okay, here's an interesting one. MapView was running fine but my computer powered down unexpectedly (power cut) and afterwards MapView won't load- it 'encounters a problem' according to Windows with no useful error messages.

The tricky art is that I deleted and redownloaded MapView off GitHub and fired it up again- but the issue persists!

I'm guessing it's trying to look at something in my OpenXCOM install and not finding it/finding garbage but I have no insight as to what or how to fix it. Any advice you can offer would be appreciated!
Title: Re: MAPVIEW upgrade
Post by: ohartenstein23 on April 10, 2018, 06:43:30 am
MapView has some configuration/data files for remembering settings and paths to the map and terrain files, maybe one of those was messed up and is saved somwhere that wasn't removed on uninstall?
Title: Re: MAPVIEW upgrade
Post by: Keth01 on April 10, 2018, 07:31:39 am
That's my suspicion, but I don't know where... I killed everything I could find. Hence asking the astonishingly helpful author :)
Title: Re: MAPVIEW upgrade
Post by: kevL on April 10, 2018, 09:19:43 am
if that's me idk ...

unexpected shutdowns can cause weird things to the hardrive. (I once had to reformat an entire drive because chkdisk/scandisk refused to reset the "dirty bit". so ... sounds like you can wipe the sweat off yer brow on that one.)

without sitting at your computer there's not much i know - you could try installing to different directory, try running a deep-scan on the hardrive (takes all night), uhh

Mapview1 writes to the registry, so if that's an issue try a registry cleaner like CCleaner. Mapview2 does not write to the registry and all its files ought be under its parent dir.

unless it's using a so-called virtual store ... which you could search around for .. on my machine it's under C:\Users\User\AppData\Local\VirtualStore and perhaps delete a MapView folder (or rename it like, "Mapview_") I've done that with a few other old programs that wanted to use the virtual store and it doesn't seem to cause problems but you should google it first, i guess.

It partly depends on what the computer was doing when the power was cut.

I really can't think why an app that ran before would refuse to run again. I'd try installing to a different directory. and google is our friend, try "power cut application won't run" ( + permutations )
Title: Re: MAPVIEW upgrade
Post by: Keth01 on April 10, 2018, 09:23:52 am
Thanks for weighing in. I'll check the virtual store possibility later tonight.

Failing that, I'm getting a new machine in a couple of weeks so I guess I'll start over on a clean system :P
Title: Re: MAPVIEW upgrade
Post by: kevL on April 10, 2018, 09:36:16 am
that's a bingo  ;D
Title: Re: MAPVIEW upgrade
Post by: Keth01 on April 14, 2018, 08:54:53 am

Okay, I've got it starting again, which is progress. But none of the 'right click' functions (such as viewing/editing tilesets or starting a new map) are working, nor am I able to change level in the main window unless I close the tile view and top view.

I'm only mentioning this on the off chance that these particular errors shed some light on the problem?
Title: Re: MAPVIEW upgrade
Post by: kevL on April 14, 2018, 09:02:26 pm
not to me unfortunately :|

Quote
But none of the 'right click' functions (such as viewing/editing tilesets or starting a new map) are working, nor am I able to change level in the main window unless I close the tile view and top view.

That sounds like a problem that was/is happening on circa post-Win7 machines. MainView would refuse to take focus if any of the other viewers were open. So i put in an option under MainView->Edit->Options->AllowBringToFront

it should default to FALSE - which is a 'safe' setting. Ie, a user would have to change it to TRUE to allow the bring-to-front behavior, when MainView is clicked to take focus (but TRUE is the setting that could also enable the bug.)

So, and this might be a longshot, since MainView (specifically the view-panel) needs focus for the mousewheel to scroll through levels ... and probably for a right-click on the MapTree to work also ... have a look at MainView->Edit->Options and check the "AllowBringToFront" setting. suggested: FALSE
Title: Re: MAPVIEW upgrade
Post by: Keth01 on April 20, 2018, 01:45:29 am

For some reason it's not showing 'AllowBringToFront' as an option on the screen you suggested...
Title: Re: MAPVIEW upgrade
Post by: kevL on April 20, 2018, 01:29:09 pm
from here?

https://github.com/kevL/OpenXCOM.Tools/tree/master/Distribution

I just downloaded those files and ran MapView.exe in a clean dir, and after the installation dialog this appears under MainView|Edit|Options

Title: Re: MAPVIEW upgrade
Post by: Keth01 on April 20, 2018, 03:10:44 pm

I was sure I was, but purging and installing off your link instead of mine has fixed literally everything. Clearly I goofed. Thanks so much for your help!
Title: Re: MAPVIEW upgrade
Post by: kevL on April 20, 2018, 09:25:58 pm
coolio,

May your maps be robust (so to say)
Title: Re: MAPVIEW upgrade [ISSUE DETECTED ON MAPVIEW/MVII!]
Post by: FeruEnzeru on August 28, 2018, 11:54:08 am
Hi, kevL of MapView II.  :D

I'm sorry for coming by since you haven't tested MVII on TFTD maps, i have encountered an issue with some routes of any TFTD maps (ones i know of is GRUNGE12 and UFO07) while i was middle of doing little weakspot finding on nodes and links so that i can learn map nodes from vanilla maps of UFO and TFTD. :(

Here's an image (using GRUNGE12 for checking out the routes of it, and here's this):
(https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=39120;image)
I'm kinda not happy about this, but this is starting to tick me off on this sh*t. I think there's no way to fix this bug or issue with routes of any vanilla or custom made UFO or TFTD map that has any broken and bugged nodes (i know some nodes on any vanilla TFTD maps have missing nodes that were out of bounds of the map size which i could not find while finding map nodes and doing map node weakspots). ???

Why? Because all i want to do on MVII is remake my old maps from Jan. to April (UFOs, buildings, orbital space platforms, walkers, etc) after i'm done with learning the map nodes with vanilla maps by weakspotting and sorting them along with learning how to start de-linking them.

plz lmk about all this crap so i can figure out the goddamn issue with MVII. If so, i'll damned if i want to depending on this issue.



Thank you for reading my issue, kevL of MVII. ~J-Kun FeruEnzeru  ;)

EDIT:
Found another TFTD map today! It's ALSHIP05 having broken and bugged nodes just like the two i found (Nodes 0, 1 and 2 are broken on my ends).
Title: Re: MAPVIEW upgrade
Post by: kevL on August 29, 2018, 02:13:54 am
looking ...

I hope it's something "obvious" in the code ...


edit: as a (hopefully temporary) workaround, try turning off the InfoOverlay
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on August 29, 2018, 02:15:37 am
I hope it's something "obvious" in the code ...
Yeah, i think it's because there are some or a lot of bugs for viewing and checking TFTD maps and routes on MVII.

It kinda sucks when it shows an error while clicking or hovering over the map nodes of TFTD maps. :-\

EDIT:
Found another TFTD map with broken nodes, it's ALSHIP12 map having issues for viewing the routes. Oo0!

edit: as a (hopefully temporary) workaround, try turning off the InfoOverlay

(https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=39127;image)
Hmm.... Good idea! :)

I'll try it out to see if this could kill such a bug that i might encounter with TFTD maps and converting TFTD map nodes to UFO nodes.

Let's see if this could do anything particularly. :D

EDIT2: Clicked on the node with "ShowOverlay" option disabled, and it showed the error again. Sorry! :(

Wait? I think i found out the issue. :o Nevermind!
Title: Re: MAPVIEW upgrade
Post by: kevL on August 29, 2018, 02:34:46 am
see my suggested workaround (edit) in previous post

I looked at the wonky function and nothing obvious smakked me in the face yet :\
Title: Re: MAPVIEW upgrade
Post by: kevL on August 29, 2018, 02:43:43 am
Wait? I think i found out the issue. :o Nevermind!

huh? status report pls?
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on August 29, 2018, 03:12:16 am
see my suggested workaround (edit) in previous post

I looked at the wonky function and nothing obvious smakked me in the face yet :\
Already read your suggestion and viewed the image in previous post.
huh? status report pls?
Okay... From what I've learned one thing with UFO07's nodes so far along the other TFTD map nodes with "ShowOverlay" option disabled on RouteView, their links and spawn info having weird and messed-up sort-of-way problems.

Here's my list of vanilla TFTD map routes having issues regarding the nodes:
UFO07 (1 Node is broken and bugged)
GRUNGE12 (1 Node is broken and bugged)
ALSHIP05 (3 Nodes are broken and bugged)
ALSHIP12 (10 Nodes are broken and bugged)
ALSHIP13 (7 Nodes are broken and bugged)
ALSHIP14 (5 Nodes are broken and bugged)
ALSHIP15 (3 Nodes are broken and bugged)
LEVEL01 (2 Nodes are broken and bugged)
LEVEL03 (2 Nodes are broken and bugged)
LEVEL09 (2 Nodes are broken and bugged)
And i think that's it for the bugged routes.

When you, i or someone clicks on the broken and bugged node before while hovering the node with the mouse (while ShowOverlay is disabled on RouteView), the connected links on the nodes move to different directions. ??? See image below.
(https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=39129;image)


Sorry for the late editing, boss, my alarm on my computer went off meaning i have to start playing more of my progress with Unreal Return to Na Pali game. :(
I'll play some Unreal RtNP game at 9:00 instead of 8 PM after some forum replies even so. I think we'll figure any program that views RMP files (Routes for 90s XCOM game Maps) other than MVII to see there's any way to find the messed nodes to correct them or not maybe in a 2020s or 2030s future to see if there's some or none.


Anyways, thank you for reading my MVII issue/bug reports btw. :)
Title: Re: MAPVIEW upgrade
Post by: kevL on August 29, 2018, 06:39:43 am
Anyways, thank you for reading my MVII issue/bug reports btw. :)
np. I'd like to fix the issue but don't have TFTD (it never caught my interest the way UFO does)

After poking around on the web etc ... am thoroughly confused. Ufopaedia.org implies that the structure of .RMP files is the same for UFO and TFTD (because it documents the file-format only for UFO routes, implying that the structure of those files is the same for TFTD, for lack of anything stating otherwise, that I found). And, as far as i'm aware, OxC loads routes from UFO or TFTD the same way, further implying that the formats should be the same. Yet once i managed to load the TRITON.MAP/.RMP in MVII using the files in the OpenXcom TFTD Patch (https://openxcom.org/downloads-extras/), what I'm initially seeing tends to indicate that the x/y coordinates are reversed* between UFO/TFTD specs. I mean, those should be "fixed files" but route-nodes are appearing off of the Triton-map's area.

For me to have any hope of debugging what's really happening, perhaps you can message me a link to a zip containing:

ALSHIP12.MAP
ALSHIP12.RMP

at a minimum, and several of the TFTD Terrain files would be useful also:

GRUNGE1.PCK/.TAB/.MCD
GRUNGE2.PCK/.TAB/.MCD
GRUNGE3.PCK/.TAB/.MCD
GRUNGE4.PCK/.TAB/.MCD
UFOBITS.PCK/.TAB/.MCD

(so I don't have to use UFO Terrains looking all borky...)


* but I really don't think so, based on how the nodes look decently placed on the RouteView screenshots above - if x/y were reversed, nodes would likely appear inside walls etc. At this point i suspect that stock TFTD route-files are simply derpy. but firsthand investigation is req'd

--
Question: when loading a Map containing buggy nodes, does MVII ask if you want to remove out-of-bounds nodes? If so, after choosing Yes what sort of results do you get?
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on August 29, 2018, 07:11:50 am
np. I'd like to fix the issue but don't have TFTD (it never caught my interest the way UFO does)
Yeah, right.  :-\

Since you sent me a link to the OpenXCOM TFTD Patch, i'll get the patch a different day to see what i check to see what's inside of that patch.

I'll have choices to backup the stuff such as the maps and routes at some point even.
For me to have any hope of debugging what's really happening, perhaps you can message me a link to a zip containing:

ALSHIP12.MAP
ALSHIP12.RMP

at a minimum, and several of the TFTD Terrain files would be useful also:

GRUNGE1.PCK/.TAB/.MCD
GRUNGE2.PCK/.TAB/.MCD
GRUNGE3.PCK/.TAB/.MCD
GRUNGE4.PCK/.TAB/.MCD
UFOBITS.PCK/.TAB/.MCD

(so I don't have to use UFO Terrains looking all borky...)
I would like to message you a link or attachment containing the maps i have on the list from my previous post, but i don't have a Google Drive (I can't do google), OneDrive (I can't do Hotmail/Outlook and OneDrive), Dropbox or an account other file storage sharing system site). :(

Either add a attachment to a post or not at all because PMs don't allow attachments. I can also use my HIVE Workshop account's pastebin system in order to add a zip file to see if it works.

Maybe that will do the trick than GD, OD and Dropbox. :)

And oh! I have a version that has the nodes of ALSHIP12 which was in my ufoMapNodeWeakspots group called TFTD_ALSHIP12_NODE_WEAKSPOTS (the map and route files that have the nodes of ALSHIP12). Maybe i can give it to you with MCDs i used for the weakspots. Maybe that can help out pointing out the problem. :D
Question: when loading a Map containing buggy nodes, does MVII ask if you want to remove out-of-bounds nodes? If so, after choosing Yes what sort of results do you get?
Well, it does ask me to remove, but i choose not to remove them, and i want to keep the missing nodes because i need them in order to start sorting the vanilla UFO/TFTD map nodes for an important reason with my plans for remaking my old custom maps from January to April 2018.

afaik, some of missing nodes might've been Rank 0 and No Spawn actually or anything unknown maybe. ???
Title: Re: MAPVIEW upgrade
Post by: kevL on August 29, 2018, 08:41:39 am
Well, it does ask me to remove, but i choose not to remove them, and i want to keep the missing nodes because ...

that'd cause problems. The OxC code outright ignores such nodes (although it has to do some jiggery-pokery to keep links straight). They don't exist, when playing the game.

https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGenerator.cpp#L1660

user has the option of keeping them in MVII only to have the possibility of hex-editing their coordinates right inside the .RMP files to acceptable values (thus keeping their links, priorities, etc.)

I don't see why you'd want to keep them unless you're going to do that but it's up to you,


in any case, to handle out-of-bounds nodes in the editor would be a tad more difficult than simply ignoring them ...,,,
in any case2, i've got an inscrutable error in my IDE (project file) and it has to be resolved before I could even begin to do anything :\

/see what happens

ps. You could backup the specific RMPs that are buggy, and remove the bad nodes in MVII, and still have the backups.
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on August 29, 2018, 09:26:06 am
user has the option of keeping them in MVII only to have the possibility of hex-editing their coordinates right inside the .RMP files to acceptable values (thus keeping their links, priorities, etc.)
Hmm... that can be a difficult plan to hex-edit their coordinates inside the RMP files to acceptable values unless you have a file editing program that can edit .MAP files, . RMP files and other XCOM game files like Notepad++ or any other text editing and coding program (Could be very hard to do and hex-edit unless it might fix an issue with broken and bugged routes).
I don't see why you'd want to keep them unless you're going to do that but it's up to you,
The important part about any missing nodes (not nodes that are very buggy like the ones i hover or click with vanilla TFTD maps), is because the program's message says "There are route nodes outside of the bounds of this Map. Do you want them removed?" over and over and it's because i want to start finding those via making new .MAP files with custom map groups and categories, then start resizing the map to 60x60 to 100x100, and then copy any .RMP files from TFTD route folders to one of my MAPs folders in my "ufoMapNodeWeakspotsMissingNodes" folder to see if i can find the missing nodes that are probably Rank 0 and No Spawn ones (Just like i did with a files known as MVII_MISSING_NODES01.MAP and MVII_MISSING_NODES01.RMP to see if i find 1 or 2 or 3 missing nodes that are out of bounds of the maps).

That's the only way i have to start learning the vanilla UFO/TFTD map nodes' patrol and spawn data and links in order for me to make my maps have nodes (along re-making my old maps importantly) to see if they work in-game and become testable for me and anyone who plays mods (i have to do the weakspots for them first, then do the de-linking work second, and then do my map groups and categories that are named "ufoMapNodesCrafts" or any other name involving three words not being spaced (e.g: ufoMapNodes(any) so that i can learn). :)

I'm not mad or angry really. (https://s.pximg.net/common/images/emoji/108.png)
ps. You could backup the specific RMPs that are buggy, and remove the bad nodes in MVII, and still have the backups.
I will til a different day where i can download the OpenXCOM patches that involve TFTD after i update my nightly and OXCE+ version.
I gotta focus on other things than that like playing my games, watching things (YouTube, videos, movies, shows/series, anime, etc), reading an important OXC thread i am supposed to read such as Xeno Operations, checking on my other important things and more.

@kevL
Since you've replied yesterday or today, i'm going to be sending you a download link containing a zip file from my HIVE Workshop account's pastebin via PM.

That way it should help out. Although it contains my folders containing maps, routes and terrains involving the "weakspot" stuff along with the 10 maps that have the bugged and broken nodes for you to debug. Sending you the PM now! EDIT: PM sent!
Title: Re: MAPVIEW upgrade
Post by: kevL on August 29, 2018, 10:02:47 am
here's something that worked for me with the Triton (it has 1 out-of-bounds node)

1) open the Map
2) Don't remove bad nodes
3) resize the map under MainView|File|Resize Map.
4) make a guess as to how big the new dimensions have to be to catch the bad nodes in its area (or, uh, use a hex-editor to see what dimensions are needed...)
5) anyway, save *only* the Map -> MainView|File|Save Map.
6) click the maptree to a different Map, then click back to the Map you're working on (this should refresh things and show the previously bad nodes within the bigger Map dimensions)

7) if another node out-of-bounds error appears, repeat and resize to an even larger dimension.

Then you should be able to move the nodes around with Drag&Drop, or Copy/Delete/Paste, etc etc.

8) optional. resize the Map back to its original dimensions.

When satisfied, save all.

PS. I don't expect problems but it's a good idea to backup each .MAP and .RMP before attempting this. (and delete the backups sometime later after things have been tested)
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on August 29, 2018, 10:15:43 am
here's something that worked for me with the Triton (it has 1 out-of-bounds node)

1) open the Map
2) Don't remove bad nodes
3) resize the map under MainView|File|Resize Map.
4) make a guess as to how big the new dimensions have to be to catch the bad nodes in its area (or, uh, use a hex-editor to see what dimensions are needed...)
5) anyway, save *only* the Map -> MainView|File|Save Map.
6) click the maptree to a different Map, then click back to the Map you're working on (this should refresh things and show the previously bad nodes within the bigger Map dimensions)

7) if another node out-of-bounds error appears, repeat and resize to an even larger dimension.

Then you should be able to move the nodes around with Drag&Drop, or Copy/Delete/Paste, etc etc.

8) optional. resize the Map back to its original dimensions.

When satisfied, save all.

PS. I don't expect problems but it's a good idea to backup each .MAP and .RMP before attempting this. (and delete the backups sometime later after things have been tested)
Understood! I saw and read your thing today, but I'll try that stuff later or a different day unless i can update my version of OXC nightly and OXCE+ if i'm a mood for updating them.
(Updating my version of OXC Nightly and OXCE+'s very important because i use OXCE+ for mods)

Your idea for opening up the map, not removing the bad nodes and resizing the map under MainView|File|Resize Map along with other stuff could be satisfying and not that bad it seems. :)
(a backup has to be very important for the maps and routes afaic)

Thanks for giving me that info from it from Post#242, kevL.
Title: Re: MAPVIEW upgrade
Post by: kevL on August 29, 2018, 03:57:00 pm
(whew, got my IDE to build again)

lemme know how it goes, cause sooner or later I'll have to sink my skull into the code again


i feel little crawly things creeping up my leg /jk
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on August 29, 2018, 04:10:46 pm
(whew, got my IDE to build again)

lemme know how it goes, cause sooner or later I'll have to sink my skull into the code again
Okay! :)
I will lyk as soon as i have plans for MVII again unless your IDE is fine and better now. ;)
i feel little crawly things creeping up my leg /jk
What do you found besides little crawly things creeping up your leg? (https://s.pximg.net/common/images/emoji/304.png)

Was it the bugged and broken nodes from vanilla TFTD maps, or was it something else?
Title: Re: MAPVIEW upgrade
Post by: kevL on August 29, 2018, 07:49:20 pm
update, Feru

the issue is NOT out-of-bounds nodes (although they are still a problem to be wary of and can cause exceptions)

The issue strongly appears to be TftD SpawnRanks. I see the route-files have #9 for a spawnrank, while UFO only goes up to #8. Unfortunately I have no idea what the developers meant with a #9 .... unless TftD can have up to 3 different types of terror-units on a mission (like Mutons in UFO can have up to 2 different terror units)

Other than that, both games appear to have 6 ranks of aliens, 2 ranks of terror-units, plus #0 for Civ/Scout = 0..8

ie, max spawnrank should be "8" unless i'm missing something


give me a day or two to ponder the meaning of existence hehe

--- posts merged ---

the more i look, the more I think they're TFTD route-file bugs ...

eg, OxC defines only 9 noderanks
https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/Node.h#L26

alienRaces.rul defines only 8 ranks [+1 for civ/scout]
https://github.com/SupSuper/OpenXcom/blob/master/bin/standard/xcom2/alienRaces.rul

pmprog's MapView1 defines only 9 noderanks
https://github.com/pmprog/OpenXCOM.Tools/blob/master/XCom/GameFiles/Map/RmpFile.cs#L115

I've looked at the code in MvII to check if maybe wires got crossed (eg. mistaking patrol-priority for node-rank, etc.) and this doesn't appear to be happening either.

(btw, for nonprogrammers, counting starts at 0, so 9 possible ranks count from 0 to max 8: so the value of "9" in the tftd routes is causing the exception [the enumerator for the dropdown box only goes up to 8])



I've looked at (at least my version of) the OxC code and it's not a big problem there. i mean such nodes won't work quite right, but since node->getNodeRank() is simply treated as an integer and compared for equivalency it doesn't throw.
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on August 30, 2018, 12:08:21 am
update, Feru

the more i look, the more I think they're TFTD route-file bugs ...
(https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=39139;image)
(https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=39141;image)
Oh wow! fafict, i am right about TFTD route file bugs.
And you've figured it out for me. :)

Speaking of a program called "HxD", it kinda helped you that we've found the problem with vanilla TFTD maps (i think OXC defines only 9 noderanks, and alienRaces.rul defines 8 ranks +1 for civ/scout which it may be true).  :D
There's only 2 maps opened in HxD, 8 more are left (ALSHIP12, ALSHIP13, ALSHIP14, ALSHIP15, LEVEL01, LEVEL03, LEVEL09, and UFO07 are the ones with bugged TFTD nodes that are not hex-edited).

Maybe i'll think of downloading a version of MVII or versions of the hex-edited TFTD maps (or the weakspot stuff maps i gave) you have that has hex-edited info, so that i can do more my work on learning nodes where which direction or coordinates the alien/civilian moves and patrols. :)

If so, i would like to handle my issue with bugged node data and links while my maps can be hex-editable. :)

Maybe i or we could do that possibly with an idea or plan for hex-editing MVII, .MAP files and .RMP files to find the bugged spawn rank (rank 9) for me. :D
Title: Re: MAPVIEW upgrade
Post by: kevL on August 30, 2018, 02:30:08 am
after looking more closely at the nodes and patrol-links, my guess is that rank #9 is supposed to be a terror-unit. That is, it should be "8" or even "7"

I shouldn't decide because I can't see the corridors (large terrorists need 2-tile wide corridors & spawnpoints).

If you want, Feru (based on my screenshot of HxD above), grap a copy of HxD.

backup each RMP you wish to modify, then load it in HxD, change the line-width from 16 to 24 and the faulty ranks should line up beneath offset 0x14. (each digit is 4-bits, so they're grouped in pairs to make bytes)

at that point, all you're dealing with is a glorified text-editor.


ps. The GRUNGE12 map has an out-of-bounds node ... and since it's at coords (254,246,1) i think you should hex-edit it down to a reasonable y,x,z-position (rather than trying the Resize Map tactic). The coordinates are the first three bytes on each row in HxD -- in GRUNGE12, "FE F6 01"

i'd change it to "00 00 01" before loading the Map
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on August 30, 2018, 07:26:45 am
Sorry for waiting, i was middle of waiting for tomorrow for things. :(
If you want, Feru (based on my screenshot of HxD above), grap a copy of HxD.

backup each RMP you wish to modify, then load it in HxD, change the line-width from 16 to 24 and the faulty ranks should line up beneath offset 0x14. (each digit is 4-bits, so they're grouped in pairs to make bytes)

at that point, all you're dealing with is a glorified text-editor.
Okay! :) But remember, let me look up and check HxD on Google first (I already read your thread where it has 2 images yesterday because i won't forget unless i have my good chances to read), then i'll download and get it second (gotta back up the installer first to some drive or backup drive i have available in the house), backup the RMP files i have on the list from Post #237 of the thread, then final be installing HxD so that i might try to learn and think. :)

I will follow your instructions from your post and your HxD screenshot that can help out, like changing the line-width from 16 to 24 like you said. :D
ps. The GRUNGE12 map has an out-of-bounds node ... and since it's at coords (254,246,1) i think you should hex-edit it down to a reasonable y,x,z-position (rather than trying the Resize Map tactic). The coordinates are the first three bytes on each row in HxD -- in GRUNGE12, "FE F6 01"

i'd change it to "00 00 01" before loading the Map
Understood, boss! I think changing the coordinates from "254,246,1" to "00 00 01" can be a great idea becoming a piece of cake for me to try on HxD. :D

Also, let me do the things i have to before that first, then i'll do the "change coordinates for out-of-bounds nodes" now.

For now, let's be friends instead! ;D
Title: Re: MAPVIEW upgrade
Post by: kevL on August 30, 2018, 07:42:59 am
you bet. take yer time, hex-editing is straightforward.

thanks to Ufopaedia (https://www.ufopaedia.org/index.php/ROUTES) and others
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on August 30, 2018, 07:52:45 am
you bet. take yer time, hex-editing is straightforward.

thanks to Ufopaedia (https://www.ufopaedia.org/index.php/ROUTES) and others
Understood, already installed HxD today.
I'll wait for 1:30 AM in order to do the stuff to see if that plan works out for me. :)
Time to start following your instructions by reading and looking around the posts of the MAPVIEW upgrade again as ordered.

I will check my MVII folder's folders to see i can back up the stuff. I'll have a good luck on that stuff then. ^_^

EDIT:
Using HxD now. Now i gotta do is edit the routes of the 10 weakspot maps i have since what folder i'm gonna use for the backups, is the "kevL_bug_report" folder on C:\MapView II\ufoMapNodeWeakspotsTFTD_TlethL1 as the backup for the routes that have bugged nodes. :)

Let me check TFTD_ALSHIP12_NODE_WEAKSPOTS.RMP with HxD and see what hexes have to edit (I think i might need help for editing the hexes on TFTD_ALSHIP12_NODE_WEAKSPOTS.RMP so that i can handle the problem with the route file's bugged nodes to see if hex-editing the TFTD_ALSHIP12_NODE_WEAKSPOTS.RMP would work. :) e.g: Rank: 9:kL_Misc3 which is my problem with node data on vanilla TFTD routes).

EDIT2:
Since i've hex-edited my map to try finding the out-of-bounds node, your trick kinda worked for me. :D
(https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=39147;image)

Are there any chances for me to start hex-editing the 10 maps from my "ufoMapNodeWeakspots" group to solve my problem with bugged nodes from vanilla TFTD maps?

Like the #9 rank (misc3) problem i have with the vanilla TFTD maps maybe? :)

RMP list of the 10 maps:
TFTD version:
ALSHIP05 (3 Nodes are broken and bugged)
ALSHIP12 (10 Nodes are broken and bugged)
ALSHIP13 (7 Nodes are broken and bugged)
ALSHIP14 (5 Nodes are broken and bugged)
ALSHIP15 (3 Nodes are broken and bugged)
GRUNGE12 (1 Node is broken and bugged)
LEVEL01 (2 Nodes are broken and bugged)
LEVEL03 (2 Nodes are broken and bugged)
LEVEL09 (2 Nodes are broken and bugged)
UFO07 (1 Node is broken and bugged)

ufoMapNodeWeakspots version:
TFTD_ALSHIP05_NODE_WEAKSPOTS (3 Nodes are broken and bugged)
TFTD_ALSHIP12_NODE_WEAKSPOTS (10 Nodes are broken and bugged)
TFTD_ALSHIP13_NODE_WEAKSPOTS (7 Nodes are broken and bugged)
TFTD_ALSHIP14_NODE_WEAKSPOTS (5 Nodes are broken and bugged)
TFTD_ALSHIP15_NODE_WEAKSPOTS (3 Nodes are broken and bugged)
TFTD_GRUNGE12_NODE_WEAKSPOTS (1 Node is broken and bugged)
TFTD_LEVEL01_NODE_WEAKSPOTS (2 Nodes are broken and bugged)
TFTD_LEVEL03_NODE_WEAKSPOTS (2 Nodes are broken and bugged)
TFTD_LEVEL09_NODE_WEAKSPOTS (2 Nodes are broken and bugged)
TFTD_UFO07_NODE_WEAKSPOTS (1 Node is broken and bugged)
Title: Re: MAPVIEW upgrade
Post by: kevL on August 30, 2018, 02:37:26 pm
if you scroll up to my screenshot of HxD, "TFTD_ALSHIP12_NODE_WEAKSPOTS.RMP"

the tall red vertical box tells you what you gotta know. Change all the "09" digits in that column to ... err, idk. I suggest changing them to "08" (terror-unit Misc2 rank). But it depends on what the node is expected to do ingame.

At least if they're changed to "08" ... or simply "00" (generic Civ/Scout node), the RMP should load okay.

repeat for each buggy .RMP file. [line width 24, get rid of every "09" in the column under offset 0x14] -- no value greater than "08"


(i have a build of MV2 that allows such routes to load and simply enumerates them as '9:INVALID' but i'm changing the build-configuration and want a couple days to mull things over...)


ps. i called them '9:kL_Misc3' as a temporary measure only. I strongly suggest not thinking of any rank as 'Misc3' eh.

Since i've hex-edited my map to try finding the out-of-bounds node, your trick kinda worked for me. :D
(https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=39147;image)

yep, that's where it should appear  :)


pps. in case you haven't figured it out yet... each row in HxD is a node's data (iff line-width is set to 24 bytes)
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on August 31, 2018, 11:24:25 am
Sorry for being late yesterday, i dunno if my brain's acting weird which is starting to hurt while sitting and staying up all day, meaning i need sleep better than being awake every day. I'll quote your posts and replies now.

the tall red vertical box tells you what you gotta know. Change all the "09" digits in that column to ... err, idk. I suggest changing them to "08" (terror-unit Misc2 rank). But it depends on what the node is expected to do ingame.

At least if they're changed to "08" ... or simply "00" (generic Civ/Scout node), the RMP should load okay.

repeat for each buggy .RMP file. [line width 24, get rid of every "09" in the column under offset 0x14] -- no value greater than "08"
Already tried yesterday, changed the hexes from 09 to 08 digits, then saved the file, then opened up MapView II, and then i've checked the map, and a part from your instructions worked well (Damn, HxD fired me up while hex-editing). ^_^
ps. i called them '9:kL_Misc3' as a temporary measure only. I strongly suggest not thinking of any rank as 'Misc3' eh.

yep, that's where it should appear  :)
Yeah, that's right but true.
I was right about a "09" digit being Spawn Rank #9 which made my brain know much about thinking on nodes. 0p0*

Maybe i'll copy the old version of one of the route files until we have a version of MVII having 9 or 10 spawn ranks instead of 8 so that it can help me out with learning patrol data in order to remake my old maps from January to April 2018. :D
pps. in case you haven't figured it out yet... each row in HxD is a node's data (iff line-width is set to 24 bytes)
Understood. But let me still learn hex-editing to help me solve my problem with bugged nodes and out-of-bounds nodes.

I'll check the weakspot maps maybe a different day perhaps. (https://s.pximg.net/common/images/emoji/302.png)
(i have a build of MV2 that allows such routes to load and simply enumerates them as '9:INVALID' but i'm changing the build-configuration and want a couple days to mull things over...)
Since the bugs on vanilla TFTD map RMP files happened, i guess i'll agree with a build of MVII with allowing the limit of node ranks from 8 to 9 or 10 (9:INVALID1 and 10:INVALID2) maybe next month or October.

I need to continue my MVII works until that i suppose. :-\

And will agree on this build instead of the MVII build i'm using that has the "bugged and broken nodes" problem for me. I'll be waiting for 1 or 2 months i guess. VnV'


And also, i need to stop harassing Reaver (The Reaver of Darkness) for me sending too much messages and replies to him about my important things than the OpenXCOM forums, my bad even. 😪
Title: Re: MAPVIEW upgrade
Post by: kevL on August 31, 2018, 04:03:10 pm
... worked well (Damn, HxD fired me up while hex-editing). ^_^

hex-editing = untold power

sounds like you got it to work.

Quote
Maybe i'll copy the old version of one of the route files until we have a version of MVII having 9 or 10 spawn ranks instead of 8 so that it can help me out with learning patrol data in order to remake my old maps from January to April 2018. :D

Since the bugs on vanilla TFTD map RMP files happened, i guess i'll agree with a build of MVII with allowing the limit of node ranks from 8 to 9 or 10 (9:INVALID1 and 10:INVALID2) maybe next month or October.

meh. afaiac, there is no "node rank 9" ... unless some one comes along and says "btw, node rank 9 in TFTD is for blehbheh"

my thoughts/plan atm is to limit every value that can appear in RouteView's dropdown boxes to their maximum enumerated values (as data is read from an .RMP). Or more likely add a generic case "INVALID" that would appear in any combobox that would otherwise have an invalid value.

... which leads to a further issue of informing the user about what that might mean

Quote
And will agree on this build instead of the MVII build i'm using that has the "bugged and broken nodes" problem for me. I'll be waiting for 1 or 2 months i guess. VnV'

It shouldn't take me more than a week, i guess. Am trying out a c#/.NET AnyCPU build, but seem to notice the jitting. Tempted to go back to forcing 32-bit builds ....


Quote
And also, i need to stop harassing Reaver (The Reaver of Darkness) ...
good idea, peeps are busy about their own things too, Feru



edit: woohoo (getting there... )
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on September 04, 2018, 07:17:45 am
Hi, KevL. Sorry for me being late.

I can't do work MVII and hex-editing stuff right now and today, i have other businesses to do than that, like reading something very important on the Hive Workshop site involving 2 WC3 maps/campaigns.


Don't be mad by now, i'll be doing MVII and HxD stuff again maybe at a day where a new build or release of MVII comes out in October or November from you.


I will be feeling better-ish someday soon unless there's something important in need of work. (https://s.pximg.net/common/images/emoji/302.png)
Let me know if there's any new progress on any plans for solving my issue with Rank 9 or any spawn ranks not being available available in MVII or any MV version next time via new reply or sending me PM about it.


Anyway, have a nice weekend then, kev. :)

~J-Kun FeruEnzeru
Title: Re: MAPVIEW upgrade
Post by: kevL on September 04, 2018, 07:50:14 am
thanks Feru, y you too

have got (what I consider to be) a/the solution done re. Noderanks 9+

for those interested in c# code:
https://github.com/kevL/OpenXCOM.Tools/commit/b105d50a84810367abbbe467dc048f3071cbace5


then set to work implementing a Search function ... (and found it's not at all simple to do on a multi-level tree, with a start-node that could be anywhere, and with wrap-and-exit if not found <- that's what I'm doing right now.)

and i want to deal with out-of-area Nodes better (in case user does not tell Mv2 to auto-fix them...) because they leave bogus link-lines and can throw exceptions if using the Go-buttons,

/cheers
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on September 04, 2018, 08:06:44 am
thanks Feru, y you too

/cheers
You're very welcome, boss. (https://s.pximg.net/common/images/emoji/307.png)

I'll see my MVII and XCOM works again until new stuff coming next month then.


Cheers. (https://forums.nexusmods.com/public/style_emoticons/dark/thumbsup.gif)
Title: Re: MAPVIEW upgrade
Post by: kevL on September 05, 2018, 08:16:53 pm
new toolbar look

+ fixing holes, lots of holes glitches oversights etc

TopView and TopRouteView(Top) are playing nicer together ...

search feels pretty sturdy, next is out of bounds nodes getting RouteView and TopRouteView(Route) to play nicer together i guess.
Title: Re: MAPVIEW upgrade
Post by: FeruEnzeru on September 05, 2018, 10:30:24 pm
new toolbar look

+ fixing holes, lots of holes glitches oversights etc

TopView and TopRouteView(Top) are playing nicer together ...

search feels pretty sturdy, next is out of bounds nodes i guess.

(https://openxcom.org/forum/index.php?action=dlattach;topic=1321.0;attach=39226;image)
Hmm... okay! :)
Seems doable.
Keep the good work up, i won't waste any of your time now.
But MVII's still good you know.  ;)


I'll be fine eventually. -o-
Title: Re: MAPVIEW upgrade
Post by: kevL on September 08, 2018, 09:13:54 pm
preview
https://drive.google.com/file/d/1oz2aj1BnOvlsynPDWI2vtwY2MJ2eOpd9/view


edit: wow, glitches galore when a guy pokes his nose around for a bit,

guess I'll have to start versioning :\

ver 2.2 https://github.com/kevL/OpenXCOM.Tools/tree/master/Distribution

suggest: backup your current exe's and dll's since ver 2.2 has beta-like stuff in it. ( /settings folder has not changed )



I'll be fine eventually. -o-
http://files.libertyfund.org/pll/quotes/207.html