another mapper error.

budz

First time out of the vault
The last thing I was placing on level 3 of my map was cave tile patterns to fill in the black gaps.

As I was doing this a few black lines started to show up all over my screen, I thought this was just the mapper getting over worked being on all day and just ignored it and saved the map.

When I quit the mapper it crashed.

I get this error when I load my map now...

'error setting map elevation while loading map'

So now all 3 levels I rebuilt are lost :crazy: or have been destroyed by the mapper again.

No objects were placed on the maps just walls, floor tiles and elevator scenery.

This is the second time the mapper has destroyed all my work :x

Im about to quit using this mapper, but after all the time and effort I put into my maps I dont want to. If any one can help me recover my maps.. :cry:
 
There is an edge limit as to how far you can build with the tiles. If you were using the pattern tool, and made the tile size too large you might have gone over the edge. Now I have found that sometimes this will corrupt the map, but this is just my experience and others might have another explanation.
 
I have lots of problems with the mapper, I can't lay ground tiles manually I have to use use pattern, it only lays roof tiles for some reason, I toogle roof on and off but still wont let me. It won't let me save new protos (at least for critters haven't tried any others) it adds them to proto_critter and I think another msg file, but no new proto is made. And probably more but i gave up with the mapper a while ago.
 
Well, to be able to create new proto files of any kind, your Fallout 2 and mapper have to be on "c:/Fallout2", else it will never work.
 
Ah that will probably be it then, but what do you mean C:/fallout2 do you just the mapper in the root dir or in the fallout directory.
 
Install Fallout 2 to "c:/Fallout2" and then create a new folder with "mapper" or whatever and place the mapper in there. Of course, all paths in mapper.cfg have to point to the "c:/Fallout2" folder as well. Additionally, don't forget the dev folders. If you don't know what the fuck I am writing about, you didn't read the tutorials.
 
I've already done that (sort of), its in C:/Games/fallout/fallout2/mapper2. I think the cfg file has been pointed to the dat files (yeah i just checked and every thing seems in order, BTW by dev folders do you mean the patch Data folder).

Oh and i almost forgot i changed all the protos properties to uncheck read only, though only critter files i think, also if i try to do the whole of the proto folder once i uncheck read only and press ok in properties when i open properties again it has a blue box in read only, i dont really know what that means (i'm a total n00b when it comes to pc's).
 
"C:/Games/fallout/fallout2/" is wrong. It has to be "c:/Fallout2". And with dev I don't mean patch data folder. See from the tutorial:

Code:
3. Make the following directories in the C:\ folder :

C:\fallout2\dev\proto\critters
      "      "    "  \scenery
      "      "    "  \items
      "      "    "  \misc
      "      "    "  \tiles
      "      "    "  \walls
 
Alright did all that and it still won't save them, it puts a target.dat file in the dev folder and puts an empty txt file in the dev/critter folder.
I have w7, rp 2.1.1 for f2, city limit patch and hi res patch for mapper.

Also I used endocore's miria tutorial for learning how to make protos and there's a little differance between his and coljack's for 1) he didn't tell me about the dev folders and 2) coljack's said I only have to change librarian to 1 and endocore's tell me to change both librarian and overide_librarian to 1, so which ones right.
 
Lexx said:
"C:/Games/fallout/fallout2/" is wrong. It has to be "c:/Fallout2".

Actually, you can install Fallout 2 wherever you want, but if you want to make new protos you must create the directories as shown by Lexx. And these directories MUST be in the root of your Fallout installation drive. E.g.:

You can install F2 to C:\Games\Fallout2, but in order to make new protos, you must ALSO create the following folders in C:\

Code:
C:\fallout2\dev\proto\critters
      "      "    "  \scenery
      "      "    "  \items
      "      "    "  \misc
      "      "    "  \tiles
      "      "    "  \walls

*

Now, another crucial element to be able to make new protos is to open mapper.cfg and set librarian to 1 (you don't need to set override_librarian to anything):

Code:
[mapper]
default_f8_as_game=1
fix_map_inventory=0
fix_map_objects=0
ignore_rebuild_errors=1
librarian=1
override_librarian=0
rebuild_protos=0
run_mapper_as_game=1
save_text_maps=0
show_pid_numbers=1
sort_script_list=1
use_art_not_protos=0

*

About read-only and not of proto files:

* All proto files must be set to read-only, otherwise they will get deleted when you run the game (also with F8 from the Mapper).
* When you create a new proto, the .pro file will NOT be set to Read-only. It is recommended that you exit the mapper, switch the new file to read-only and only then re-launch the Mapper and start placing the new proto.
* You should only disable the read-only flag if you want to edit the proto files. Disable read-only setting, open mapper, edit files, exit mapper, re-enable the read-only flag.

*

About tiling:

If you choose to lay patterns, you cannot perform most actions until you turn off the pattern mode. E.g.: you cannot toggle the roof on/off, as well as hexes. Basically, when laying patterns you can only lay patterns. If you want to do something else, press the right-mouse button to exit the pattern mode and lay other stuff. Also, laying patterns on the roof level is buggy.
 
* All proto files must be set to read-only, otherwise they will get deleted when you run the game (also with F8 from the Mapper).

Nah, F8 in mapper doesn't delete proto files. Only starting the real game does. So you can work with it without problems in mapper, but if you want to test ingame, set the whole proto folder read only. Additionally, Timeslip added an option to sfall, which makes the game not delete the proto files. But this also has influence on everything else that happens ingame (saving vars, etc.) so you have to delete stuff out of your maps folder after every game start. Can't really recommend this, if you *really* want to test your game.

Sometimes I forgot to deactivate the read only in a *.lst file, which results in the mapper not beeing able to add a new proto in there. So never forget to unset at least on the lst file the read only mode, if you want to add new protos.

I personally still keep two Fallout 2 folders. The one on c:\ just for proto creation and my real Fallout 2 folder with the mod folder somewhere else. In my c:\ folder, I create and edit proto files and then copy&paste these files into my real directory, where I make them read only right after, so even if I might forget it and start the game, my files aren't deleted, I still have a backup in my "proto creation folder". It saved my life already a few times. :>
 
Lexx said:
Nah, F8 in mapper doesn't delete proto files. Only starting the real game does. So you can work with it without problems in mapper, but if you want to test ingame, set the whole proto folder read only.

Handy.

Sometimes I forgot to deactivate the read only in a *.lst file, which results in the mapper not beeing able to add a new proto in there. So never forget to unset at least on the lst file the read only mode, if you want to add new protos.

Very true.
 
I think a complete tutorial needs to be written, one that covers all aspects about using the mapper, map conventions, proto-typing, editing, configuration settings, etc. I needed Killap's help to get the thing working properly... :mrgreen:
 
Anyone know why Arroyo shows up as my map name?

I checked city.txt, map.txt and map.msg, worldmap.msg.

what line is it again??

scr00000.png
[/url]
 
You need to specify the maps belonging to the town in CITY.txt. Like this:

Code:
[Area 07]
area_name=New Reno
world_pos=923,922
start_state=Off
size=Large
townmap_art_idx=163
townmap_label_art_idx=382
entrance_0=On,230,300,New Reno 1,0,25105,5
entrance_1=Off,230,210,New Reno 2,0,10307,2
entrance_2=Off,100,210,New Reno 3,0,20720,0
entrance_3=Off,360,210,New Reno 4,0,17866,3
entrance_4=Off,360,100,New Reno Chop Shop,-1,-1,0
entrance_5=Off,-1,-1,New Reno Boxing Arena,-1,-1,0
entrance_6=Off,-1,-1,New Reno VB,-1,-1,0

See, every area belonging to New Reno is listed here. But not all are accessible via town map screen (i.e. those that have -1,-1 after Off). This way the engine sees that this particular map belongs to this area and reflects it in the automaps. If you don't do this, the default location will be Arroyo.

Also, if you assign maps that exceed the original 150 limit, they will not display in the Automap.
 
Ardent said:
Also, if you assign maps that exceed the original 150 limit, they will not display in the Automap.

So this is the reason then. Maybe it's interesting for Timeslip, when and if he tries to fix this.
 
Back
Top