[Modding] Creating my first scenario

Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- I just retruned back to the ancient rome mod, to do some more testing over issues I reported yesterday. When I click the ancient mod in my main screen it seems to load fine, but when I click a new custom game it doesn't pass 0 %

- When I restart the game it load the new custom game fine.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

Start doing some tests with different ribe setups. At turn one (editmode=false) in my own scenario playing as Eburones game CTD after end turn:



2018-06-16 13:11:03ZEmergency saved
Stack Trace [ at Aggressors.UI.MogreForm.Go()
at Aggressors.UI.MogreForm.Run(String[] args)
at Aggressors.UI.Program.Main(String[] args)]
inner exception Exception has been thrown by the target of an invocation.
Stack Trace [ at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at Miyagi.Internals.InvokeHelper.Update()
at Miyagi.Common.MiyagiSystem.Update(Boolean includeInputManager)
at Aggressors.UI.AggressorsForm.FrameRenderingQueued(FrameEvent evt)
at Mogre.Root.raise_FrameRenderingQueued(FrameEvent evt)
at Mogre.Root.OnFrameRenderingQueued(FrameEvent evt)
at Mogre.FrameListener_Director.frameRenderingQueued(FrameListener_Director* , FrameEvent* evt)
at Ogre.Root.renderOneFrame(Root* )
at Aggressors.UI.MogreForm.Go()]
inner exception De gegeven sleutel is niet aanwezig in het woordenboek.
bij System.Collections.Generic.Dictionary`2.get_Item(TKey key)
bij Aggressors.BasicAI.BasicAI.MoveWarUnits()
bij Aggressors.BasicAI.BasicAI.StartTurn()
mscorlib
System.Collections.Generic.KeyNotFoundException: De gegeven sleutel is niet aanwezig in het woordenboek.
bij System.Collections.Generic.Dictionary`2.get_Item(TKey key)
bij Aggressors.BasicAI.BasicAI.MoveWarUnits()
bij Aggressors.BasicAI.BasicAI.StartTurn()
Stack Trace [ at Aggressors.UI.AggressorsForm.MessageOk(Object sender, MessageEventArgs args)]


Any idea where to look for this issue?
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

- As follow up for previous post, I now find this text in the editorfile:

<messagesToExecute>
<guid>d1b1e014-3e89-423f-a2b0-a0619c7f1c47</guid>
</messagesToExecute>

This is probably the problem. I will delete it and see what happens. I don't know what it is and why it is there.
pavelk
Kubat Software
Kubat Software
Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:- As follow up for previous post, I now find this text in the editorfile:

<messagesToExecute>
<guid>d1b1e014-3e89-423f-a2b0-a0619c7f1c47</guid>
</messagesToExecute>

This is probably the problem. I will delete it and see what happens. I don't know what it is and why it is there.
This is for sure the problem. You were editing the file yourself? Or this is purely created by the game?
Cablenexus wrote:When I click the ancient mod in my main screen it seems to load fine, but when I click a new custom game it doesn't pass 0 %
It seems like an issue when switching mod and loading a game straight away. I will look at it.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

Scenario is now fully back on track in v 4, made some minor UI changes (Dutch flag is now behhind the timer), still experimenting with trees and mines (maybe I set back everything to default, since it isn't bad), this is not end result, but a good start to work further.
Attachments
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pavelk
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Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

I am pretty sure that you will really like the new mod-prototyping system. It will be really easy to change things... It is not finished yet but I am getting there.
I am even thinking about making a video to demonstrate how to use it.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

- I will absolutely like it, I like it already the way it is.

- Added the Chatti tribes. Room for ONE more existing tribe. Maybe even room for tribe 21. Still want to learn this...
Attachments
chattitribe.jpg
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Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

For one reason I don't get the color right for my last tribe. I use Adreina tribe as an example for the Chatti tribe. Their color was set to -1 in the original file. I changed it to 254,255, 214 (-65578) but it doesn't look as the color I choose at all in the main map (in the strategic map however it does). The color should be very light yellow.
Attachments
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pavelk
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Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:For one reason I don't get the color right for my last tribe. I use Adreina tribe as an example for the Chatti tribe. Their color was set to -1 in the original file. I changed it to 254,255, 214 (-65578) but it doesn't look as the color I choose at all in the main map (in the strategic map however it does). The color should be very light yellow.
I can have a look but it also might be the heightmap (in the strategic map) which makes it a bit darker?
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:For one reason I don't get the color right for my last tribe. I use Adreina tribe as an example for the Chatti tribe. Their color was set to -1 in the original file. I changed it to 254,255, 214 (-65578) but it doesn't look as the color I choose at all in the main map (in the strategic map however it does). The color should be very light yellow.
I can have a look but it also might be the heightmap (in the strategic map) which makes it a bit darker?
I changed it to a little darker yellow and it seems fine, I don't understand why the very light yellow turns into blue. May it that one of the rgb values was 255 so it was set to invisible partly? I don't know.
Probably I change the color at all for them, they distinct not enough from the neighbouring tribe.

- The heightmap is something I did not used yet and also don't understand how to use it. In general. I don't have a specific question. I have two heightmap files in my scenario folder. Do I need to provide them with my scenario file? What does it do exactlty when I change them? The two different maps?
pavelk
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Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:The heightmap is something I did not used yet and also don't understand how to use it. In general. I don't have a specific question. I have two heightmap files in my scenario folder. Do I need to provide them with my scenario file? What does it do exactlty when I change them? The two different maps?
The first one "heightmap.png" is the one shown in the "New game window" when you want to start the scenario. The second is the real heightmap of the game. Give it a try and create your own mountains;) - just make it darker on some places and you will see what it does;)
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I will experiement with it.

Your scenario map also looks pretty nice with the golden borders on the map in the scenario start screen, I also have to find ways how to alter this.
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
Joined: Mon Jan 04, 2016 7:09 pm

Re: [Modding] Creating my first scenario

Post by Cablenexus »

- I also want to start experimenting those flavour text starting screens. I will first try myself with the med scenario and try to find the text

- I also want to add my own "tips" just based on the scenario itself so I have to search for those texts as well.
pavelk
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Posts: 2467
Joined: Mon May 16, 2016 4:27 pm

Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I also want to start experimenting those flavour text starting screens. I will first try myself with the med scenario and try to find the text
Look at <reports> for each player and add them for your players. Change note and title and add this text keys with your own text in the ResourceTexts.resX file.
Cablenexus wrote:I also want to add my own "tips" just based on the scenario itself so I have to search for those texts as well.
If you mean texts "Did you know" when enemy players are playing, change in your mod file didYouKnowSettings (or add new ones).
Cablenexus
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1691
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Just one CTD, my first since v 4 while scrolling around my Holland map with middle mouse max zoomed out:

2018-06-16 21:15:20ZEmergency saved
Stack Trace [ at Aggressors.UI.MogreForm.Go()
at Aggressors.UI.MogreForm.Run(String[] args)
at Aggressors.UI.Program.Main(String[] args)]
inner exception Exception has been thrown by the target of an invocation.
Stack Trace [ at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at Miyagi.Internals.InvokeHelper.Update()
at Miyagi.Common.MiyagiSystem.Update(Boolean includeInputManager)
at Aggressors.UI.AggressorsForm.FrameRenderingQueued(FrameEvent evt)
at Mogre.Root.raise_FrameRenderingQueued(FrameEvent evt)
at Mogre.Root.OnFrameRenderingQueued(FrameEvent evt)
at Mogre.FrameListener_Director.frameRenderingQueued(FrameListener_Director* , FrameEvent* evt)
at Ogre.Root.renderOneFrame(Root* )
at Aggressors.UI.MogreForm.Go()]
inner exception Er is een uitzondering opgetreden van het type System.OutOfMemoryException.
bij Aggressors.PathFinderFast.Reset()
bij Aggressors.PathFinderFast..ctor(Chart chart, PathFinderTesterParameters parameters, Position from)
bij Aggressors.PathFinderHelper.CreatePathFinder(State state, PathFinderTesterParameters parameters, Position from, Boolean createNewPathFinder)
bij Aggressors.StateClasses.Chart.GetFirstPositionWithNoObstaclesInWayToPosition(AmbientUnit ambientUnit, Position startPosition, PositionCollection finalPositions, PositionCollection forbiddenPositions, PositionCollection forbiddenPositionsToMoveThrough, Boolean preferDistantPositions, Boolean useAmbientUnitPathFinder)
bij BirdAmbientModel.MoveBird(AmbientUnit ambientUnit)
bij BirdAmbientModel.SetupAnimation(AmbientUnit ambientUnit, Position position, Boolean instancesInitialization, Boolean canSwitchAnimation)
bij BirdAmbientModel.MovementFinished(AmbientUnit ambientUnit)
bij Aggressors.UI.AmbientAnimationsEffect.RunMoveFinished(AmbientUnit ambientUnit, AmbientUnitRepresentation ambientUnitRepresentation, Position initialEstimatedPosition, Position[] hackedPositions, Position positionForLastOne, Nullable`1 moveOfInstanceTerminated, Boolean resetControlPoints)
bij Aggressors.UI.AmbientAnimationsEffect.<>c__DisplayClass47_1.<MoveUnit>b__0(Object _)
bij System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
bij System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
bij System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
bij System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
bij System.Threading.ThreadPoolWorkQueue.Dispatch()
bij System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
Kernel
System.OutOfMemoryException: Er is een uitzondering opgetreden van het type System.OutOfMemoryException.
bij Aggressors.PathFinderFast.Reset()
bij Aggressors.PathFinderFast..ctor(Chart chart, PathFinderTesterParameters parameters, Position from)
bij Aggressors.PathFinderHelper.CreatePathFinder(State state, PathFinderTesterParameters parameters, Position from, Boolean createNewPathFinder)
bij Aggressors.StateClasses.Chart.GetFirstPositionWithNoObstaclesInWayToPosition(AmbientUnit ambientUnit, Position startPosition, PositionCollection finalPositions, PositionCollection forbiddenPositions, PositionCollection forbiddenPositionsToMoveThrough, Boolean preferDistantPositions, Boolean useAmbientUnitPathFinder)
bij BirdAmbientModel.MoveBird(AmbientUnit ambientUnit)
bij BirdAmbientModel.SetupAnimation(AmbientUnit ambientUnit, Position position, Boolean instancesInitialization, Boolean canSwitchAnimation)
bij BirdAmbientModel.MovementFinished(AmbientUnit ambientUnit)
bij Aggressors.UI.AmbientAnimationsEffect.RunMoveFinished(AmbientUnit ambientUnit, AmbientUnitRepresentation ambientUnitRepresentation, Position initialEstimatedPosition, Position[] hackedPositions, Position positionForLastOne, Nullable`1 moveOfInstanceTerminated, Boolean resetControlPoints)
bij Aggressors.UI.AmbientAnimationsEffect.<>c__DisplayClass47_1.<MoveUnit>b__0(Object _)
bij System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
bij System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
bij System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
bij System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
bij System.Threading.ThreadPoolWorkQueue.Dispatch()
bij System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
Stack Trace [ at Aggressors.UI.AggressorsForm.MessageOk(Object sender, MessageEventArgs args)]
pavelk
Kubat Software
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Just one CTD, my first since v 4 while scrolling around my Holland map with middle mouse max zoomed out
For how long was the game running already? This is basically the old issue. I was just wondering for how long did the game run with such a huge map
Cablenexus
Sr. Colonel - Battleship
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:Just one CTD, my first since v 4 while scrolling around my Holland map with middle mouse max zoomed out
For how long was the game running already? This is basically the old issue. I was just wondering for how long did the game run with such a huge map
It was a minute after I showed you that last report in the other thread, the game was not running more then 10 minutes.
I was surprised by this one, no other programs running, steady lines for memory, cpu and gpu at 50 % - 60 %
I really wonder if nothing more specific caused this issue?
pavelk
Kubat Software
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:It was a minute after I showed you that last report in the other thread, the game was not running more then 10 minutes.
I was surprised by this one, no other programs running, steady lines for memory, cpu and gpu at 50 % - 60 %
I really wonder if nothing more specific caused this issue?
Bird movement was calculated in that moment, but I am not sure if that could cause that. I will log it just to be sure if we experience it as well...
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Scenario Holland overwrites key settings (only this one, no other options). Is this intentional? So mods can have different key settings if they want to?
pavelk
Kubat Software
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Scenario Holland overwrites key settings (only this one, no other options). Is this intentional? So mods can have different key settings if they want to?
Yes, it was ready for any kind of MOD modification. On the other hand I havent tried it for a long time, so not sure if it still works...
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