Would it be possible to add something to AME and Alleg that allows a custom map to turn off the aleph randomiser for each sector.
I'm thinking that for the race maps this would allow them to work but also it would give options to conquest map makers too as you could have the odd sector where the alephs are set in a specific way with the rest normally randomised.
Custom Map Aleph randomiser
yeah, i guess so...Raveen wrote:QUOTE (Raveen @ Aug 2 2007, 12:01 PM) It needs to be in the map file for that very reason MadP.
i was just thinking of the code-generated maps.. but i think we want them always randomised.
u guess always randomise unless it is told not to by the map file /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
There are 2 requests here:
1. an in-game game setting option to turn on/off aleph randomizer. Code change only, but we do lack space in 'game settings' screen and i think it add more confusion than feature.
2. an extension to map file format (.igc) to flag some alephs so not to randomize them. In fact, we dont even need to change the file format:
The 1st version of the randomize code I added had this feature already: The render texture of aleph (plnt19.bmp (blue texture) or plnt42.bmp (brown texture)) was used to distinguish which alephs to randomize or not. Unfortunaly many people who made maps didnt take this into account so I ended up randomizing all alephs. Also it was inconsistent because the 2 distincts textures (blue & brown) are used differently for server generated maps (standard maps): the 'blue' (plnt19) alephs are alephs leading to 'neutral' sectors and the 'brown' ones to 'home' sectors. (althougth i'm pretty sure 99% of the players dont know this or didnt notice this /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" /> ).
We can eventually reactivate the old code and add a new texture for 'unrandomizable alephs' to avoid editing current custom maps (it can be a copy of plnt19 or plnt42 with just a new name). Also an update to AME is required in order to be able to set this new texture name in the aleph properties dialog.
ATM i've no time for this at all but may be some other dev can.
1. an in-game game setting option to turn on/off aleph randomizer. Code change only, but we do lack space in 'game settings' screen and i think it add more confusion than feature.
2. an extension to map file format (.igc) to flag some alephs so not to randomize them. In fact, we dont even need to change the file format:
The 1st version of the randomize code I added had this feature already: The render texture of aleph (plnt19.bmp (blue texture) or plnt42.bmp (brown texture)) was used to distinguish which alephs to randomize or not. Unfortunaly many people who made maps didnt take this into account so I ended up randomizing all alephs. Also it was inconsistent because the 2 distincts textures (blue & brown) are used differently for server generated maps (standard maps): the 'blue' (plnt19) alephs are alephs leading to 'neutral' sectors and the 'brown' ones to 'home' sectors. (althougth i'm pretty sure 99% of the players dont know this or didnt notice this /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" /> ).
We can eventually reactivate the old code and add a new texture for 'unrandomizable alephs' to avoid editing current custom maps (it can be a copy of plnt19 or plnt42 with just a new name). Also an update to AME is required in order to be able to set this new texture name in the aleph properties dialog.
ATM i've no time for this at all but may be some other dev can.
Last edited by KGJV on Thu Aug 02, 2007 12:30 pm, edited 1 time in total.
i spotted that /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />KGJV wrote:QUOTE (KGJV @ Aug 2 2007, 01:30 PM) for server generated maps (standard maps): the 'blue' (plnt19) alephs are alephs leading to 'neutral' sectors and the 'brown' ones to 'home' sectors. (althougth i'm pretty sure 99% of the players dont know this or didnt notice this /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" /> ).
i vote for #2
don't bother with the settings screen.
Last edited by madpeople on Thu Aug 02, 2007 1:05 pm, edited 1 time in total.
You can "hexedit" your .igc file and replace 'plntxxbmp' with your new model (just make sure to 'replace' not add/remove extra bytes and to have a '0' after the name).Vlymoxyd wrote:QUOTE (Vlymoxyd @ Aug 4 2007, 07:11 AM) would it be possible to make a special program to convert all alephs of a map to the new model?
I dont know about freeware/opensource hexeditor but I'm pretty sure some exist out there. Otherwise I use UltraEdit (approx $50).





