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Another "Map limit"?
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Tuc0
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Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Sat May 12, 2018 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Needs testing, to check whether this fixes the ice bug in TS snow maps. Modified Starkku's MapTool with a profile file.

FinalSun was always setting UData in snow maps to 0, whereas TS vanilla snow maps have set UData value same as the Level field.

Test on snow map made by FinalSun and having ice at height level above 0 and at 0 level also.

Indeed, the ice grow back now. However the conversion turned each ice tiles into same. (not sure if intended as early test version to see if that works). Picture below: before and after conversion.

Also do these "compression" and "snow map" profiles depend on order in which applied? Or can be safely used in any order?

Does also FS reverts already placed ice tiles into non-growing or only new ones? Wondering if it is possible to make map with growing and non-growing ice parts

EDIT: Tiles seems not to be changed into another ones. Not sure how it is done in westwood maps, but I think that preplaced broken ice/ice borders does not have growing ability



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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat May 12, 2018 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tested it myself. I used only Ice1 with correct borders. This does fix the ice growth.

Ice doesn't grow at level 0. Vanilla maps have used ice only above level 0. At other heights, as soon as the map starts, a quick 1 cell or so growth is applied, that is why it seemed to you that tiles have become same. Conversion profile had only 0 tileindex to 0 tileindex conversion, so it can't make any other change.

After the fix, FinalSun is able to add the new tiles properly. In any case when map is finished, this fix could be applied.

The map tool profiles can be combined or kept independently and can be applied in any order. Though finalsun reverts the compression and level 0 clear tile removal.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat May 12, 2018 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Ice doesn't grow at level 0.

Does the map tool allow to raise an entire map by 1 level?
IIRC are all DTA maps on level 0 to avoid terrain deforming, and if there is in future an ice set added, it might be necessary to edit all maps.

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E1 Elite
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PostPosted: Sat May 12, 2018 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not use FinalSun -> Map tools -> Change map height.

Tiles height can be raised but don't have idea yet about whether overlay data will interfere.

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Tuc0
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PostPosted: Sat May 12, 2018 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

Does the map tool allow to raise an entire map by 1 level?

Does raising entire map in FS make any issues?

E1 Elite wrote:
Conversion profile had only 0 tileindex to 0 tileindex conversion, so it can't make any other change.

Hm, in vanilla maps preplaced  ice holes and borders remained, and if damaged, regrown to original state.

Tried Tread Lightly map: ice remained same as seen in FS (except special water tiles where ice should grow)

Then applied profile and every ice-water related tiles began to grow over all watter. (quite laggs when growing, ended with IE).



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E1 Elite
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PostPosted: Sat May 12, 2018 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Vanilla maps are already good, ice grows as it should. In Tread Lightly, ice grows, no lag or IE. You need not apply the fix and even if applied, there won't be any difference. I just applied the fix and not even a byte changed in the map file.

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Tuc0
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PostPosted: Sat May 12, 2018 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

These selected tiles, if preplaced in vanilla maps, do not grow into full ice during game.

After converting, it makes them grow into full ice. When placed small 3x3 area of ice into water, it will slowly transform all adjacent water tiles into ice and spreading across all map.



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E1 Elite
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PostPosted: Sat May 12, 2018 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you saying that when vanilla maps are modified with finalsun these tiles don't grow?

New maps made by finalsun has the bug and needs fixing.

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Tuc0
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PostPosted: Sat May 12, 2018 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Are you saying that when vanilla maps are modified with finalsun these tiles don't grow?

New maps made by finalsun has the bug and needs fixing.

No, am trying to explain that red selected tiles do not grow in vanilla maps and they shouldn't, because the ice will spread everywhere. Your conversion does enable ice grow, but for all tiles, so even those selected ones will grow overtime and change into full ice.
Additionally, when full ice tile is regrown, it will transform normal water tiles into ice border. This will continue to transform a new row of water, every time the ice will grow.

Picture below started as 1 cell of ice with 3x3 ice border.



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E1 Elite
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PostPosted: Sat May 12, 2018 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Understood now what you are saying. I was looking at a fixed map. Vanilla map has those red selected tiles set individually with the UData field set to either 1 or 0. Whereas Finalsun sets all of those to 0 and no way to selectively set 1 for those.

It is not that those red selected tiles don't grow at all. When UData is set to 1, those ice tiles grow.

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Tuc0
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PostPosted: Sat May 12, 2018 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK, so theoretically creating all ice in FS, than running conversion and drawing all borders again with FS should make non-growing frame which will prevent flooding all map with ice. I will test if that works.

EDIT: The FS does not seem to revert ice growth when edited in any way. I can't to make any border to ice at open water. It always keeps spreading to whole map.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Sat May 12, 2018 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you would have to copy the tile from another map, where you know it stops ice growth.
I think FS doesn't touch the UData at all when placing a tile. It simply keeps the value that was there before.

It only changes UData when copy pasting tiles, as it then also copies/replaces the UData.


It's like having a field of tiberium overlays and trying to change it by painting normal ground tiles under it. Regardless what tile you place, the tiberium stays unaffected. Only by copy pasting you could also remove/replace the tiberium patch.
The UData is like an invisible Overlay type, which FS simply lacks the tools to edit properly.

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Tuc0
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PostPosted: Sun May 13, 2018 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for explaining. It seems that the snow conversion profile sets UData for every cell, including water or ground cells. Making new patch of water instead of ground has also allowed ability grow ice.

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E1 Elite
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PostPosted: Sun May 13, 2018 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

That earlier test was done is a hurry to confirm that UData is used for ice growth. Had assigned Level values directly to UData for all cells. Actually a bug in MapTool was already doing the same.

Was thinking in the lines of giving option of a range for specific tiles (Ice1, Ice2 and Ice3) only to be set with 1 for UData. This way mapper can place the ice which grows first and then apply the fix and then place non growing ice.

Other thought which is the correct way would be to use X,Y coordinates as shown in FinalSun and set UData to 1 only for those tiles. But this would be tiresome as these x,y would need to be entered into the profile file.

I have the Ice tiles range hardcoded in the code which sets UData to 1 for Ice tiles only and testing with that, if you want I will share. Having some compilation and running problems with Starkku's updated code at Github.

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Tuc0
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PostPosted: Sun May 13, 2018 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Or would it be possible to place some custom overlay to select exact cells which will be affected by UData profile, and after conversion the overlay could be easily cleaned in FS

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 13, 2018 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are 3 Ice sets. Wouldn't it be acceptable if for example Ice01 and Ice02 get always changed into growing ice, while Ice03 stays non-growing?

Would be surely easier to code in MapTool and also easier to map, instead of the hassle of placing additional overlays.

@Tuc: I've allowed myself to delete the quotes in your posts, when your post followed directly the quoted one.

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Tuc0
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PostPosted: Sun May 13, 2018 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO: No problem  Smile

True, setting the UData only for Ice01 and Ice02 could be easier, but would require redrawing to have variation.

Also it would be usefull to have some way to set UData back to 0, if some ice needs to be edited/removed.

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E1 Elite
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PostPosted: Sun May 13, 2018 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Implemented the Ice growth fix with a building rather than an overlay, use with MapTool v1.0.6.1. Check Starkku's MapTool. Attaching the test map I used where the building has to be placed on water also where the ice is supposed to grow. Fix can be applied on this map to test.

Don't use earlier versions of MapTool, it has a bug that sets all UData to Level.

Edit: Minor update on the fix, get V2. It was taking any building, fixed. Updated to V3 which gives reset option to set UData to 0 for entire map.



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Tuc0
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Joined: 26 Sep 2016
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PostPosted: Tue May 15, 2018 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:

Edit: Minor update on the fix, get V2. It was taking any building, fixed. Updated to V3 which gives reset option to set UData to 0 for entire map.

Thanks for update, wish I noticed it sooner. I have tried the reset option but without luck, am I doing something wrong? I have tried these:
Code:

FixTSSnowMapIceGrowth=no
IceGrowthFixReset=yes

or
Code:

FixTSSnowMapIceGrowth=yes
IceGrowthFixReset=yes

Whole map has still set UData to 1

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E1 Elite
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PostPosted: Wed May 16, 2018 5:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated MapTool FixTSSnowMaps to V4.

It is yes for both FixTSSnowMapIceGrowth and IceGrowthFixReset, as explained in documentation. But an oversight on my part, when the building count used for ice growth fix was 0, it didn't work, now corrected in V4. Test it out now.

Was also wrong on that Ice doesn't grow on level 0, as the bug (fixed now) in earlier maptool was setting the 11th byte (ice growth) to same as level. Ice grows on Level 0 also.

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Tuc0
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PostPosted: Wed May 16, 2018 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:

It is yes for both FixTSSnowMapIceGrowth and IceGrowthFixReset, as explained in documentation. But an oversight on my part, when the building count used for ice growth fix was 0, it didn't work, now corrected in V4. Test it out now.

Thanks, works great now. Also very useful now for editing snow campaign maps. It's nice that using it acts like addition, and does not affect cells with UData already set.

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