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OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: August 01, 2021, 04:25:09 pm »You told that there is an issue with drawing light sources and shade like the game does it (including advanced light path algorithms). What is the actual problem, if it still persist?
The problem was that updating lighting for the entire map is computationally expensive, and the editor can call for lighting updates rather quickly. To prevent slowdown from that, I believe I only call for updates in the (x, y) column of tiles when a tile is added or removed. Also, I haven't added any way to check the map with different global shade values.
One of TFTD map results in an crash by unexpected error. Apparently this is a rout-mistake of the developers of the game itself. Is there anything you can do to handle errors like this correctly? Or is it a special case, that does not require intervention? In any case, this is not a problem, as long as there are other map editors that can be used to fix the .RPM file. Just in case, I am attaching files, although in theory this error can be reproduced on any standard ones.
@ohartenstein23
looks like 4ky's issue (above^) is an out-of-bounds node(s). But i just want to note (in case you're unaware of this) that several TFTD route-files have noderanks that are set to an invalid value ... ie. 9 when the limit is 0..8
/iirc
not sure how ( or if ) you want to handle those
As kevL said, some RMP files in TFTD have invalid node values and positions. The editor doesn't have any extra validation yet, so you'll have to use another tool like MapView or a hex editor to correct those before my code will be able to handle that map. I'll add it to my list to for for my next update.