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Messages - Zebaad

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1
The Mess Hall / Re: Hall of Fame - Posted!!
« on: February 22, 2022, 11:56:11 am »
Nicely done Herishey!!
Appreciate the mentions too after all these years <3

2
Mapping / Re: Bastion Maps
« on: February 22, 2022, 11:09:43 am »
Why is your site down? :(
So sorry for inactivity, it's working now! I'm hoping to continue uploading older maps in the near future too, so don't worry, all is well!

3
Mapping / Re: Corrupted map file?
« on: July 01, 2021, 01:50:16 pm »
So good and bad news, it's not exactly corrupted, but it's also not present... in other words, what you have contains 0 props and items, yet 242kb of data...
prop list
[close]
I suspect what's happened is at some point the game files have reset, which is backed up by the scene code you have- this is identical to the default for custom maps except a differing outer terrain- unless this is intentional, I'd have said the correct scene code was missing.
To summarise, I'm sorry to say but the file you uploaded is not usable as a map :(

As you also have been receiving an error when loading this file I also wonder if there's more to it, I'd suggest backing up your game files and running verify game cache through steam to reset everything to default. I didn't receive the same error when loading in. Hope this helps, and sorry again to be the bringer of bad news.

4
Mapping / Re: Corrupted map file?
« on: July 01, 2021, 01:08:55 pm »
I tried to load a map this morning and it just loads an empty map as though nothing as been edited

Hosting the map via a local server, the console gave the error: unable to find find ground_paint_saved_magic for sco scn_mp_custom_map_X

Doubtful anyones come across this error - I never have. But I assume the map is unusable now
Never come across this before, but if you want send me your sco file and scene code and I'll see if I can figure it out

5
Mapping / Re: Looking for GF Maps
« on: March 08, 2021, 08:45:22 am »
Hi there, pop onto http://bastionmaps.com/maps.html and just download what works for you :)

6
Regiments / Re: 45e Régiment d'Infanterie de Ligne (IVe Corps)
« on: January 26, 2021, 11:41:00 pm »
Où sont les victimes?!? Plus de victimes s'il vous plaît!!

7
Groupfighting Teams / Re: Peritz Family Groupfighting Team
« on: January 15, 2021, 03:27:13 pm »
<3

8
Mapping / Re: Map Requests Hall
« on: January 14, 2021, 10:04:52 pm »
Does anyone here have Hide and Seek maps ?  :)
Heya, not exactly intended for hide and seek, but these might suit you (more images & DLs on the links)-

Forest DM Map
[close]
Forest Arena DM Map
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Four Arena DM Map
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Jail Break Map
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Enjoy :D

9
Mapping / Re: Difference in Spawns?
« on: November 01, 2020, 09:17:56 am »
So pretty much a custom map can only be 1 gamemode?  That's what I'm hearing here.  Which doesn't make sense since for instance Hougoumont can be TDM/DM, Battle, and Siege
Nope, a map can be any number of modes, but if you are careful with how you position spawns you can make them more versatile for other modes. Most vanilla maps are designed to be both battle and death match because battle only needs two points. If you are more careful yet you can also make a map conquest too, or even siege.

10
Mapping / Re: Difference in Spawns?
« on: October 31, 2020, 09:23:55 am »

11
Mapping / Re: Naming Flags (coding?)
« on: October 31, 2020, 09:22:02 am »
Thanks, I'll give it a look when I'm back from work.  Everything you said I feel I've done, but I'll do it step by step.  And quick questions, if I'm renaming the "Custom flags", how do I differenciate between different maps.  From what I remember, those are just 1-20 or something, and not separate by map?
One thing I think I forgot to say is you won't be able to see the custom flag names inside the game on a local server, you will need to upload both the scene and strings to a dedicated server in order for the list to be visible to players.
The ability to add custom flags was only added in V1.2 so a fairly recent change. Consequently the list only has I believe it's 50 custom flag names- and yes this list is global, so names can only be pulled from this list. My advise is keep names generic so they can be reused.

12
Mapping / Re: Naming Flags (coding?)
« on: October 28, 2020, 08:51:55 pm »
OK,
following the above message;

Entery Points - Place the entry points near the flag you would like the team to spawn.
Entry point 64 = Team 1 flag
Entry point 65 = Team 2 flag

Scene Prop - Flag scene props for either team to cap.
headquarters_flag_red"    - Team 1 Flag
headquarters_flag_blue"  - Team 2 Flag
headquarters_flag_gray"  - Neutral Flag

For custom names, follow these steps-
  • Inside the scene editor, you must tell the game that your flags should show a different name. This is done by calling a value from the list of names which will be explained further down this post.
    Start by placing an item/ prop called spr_headquaters_base_flag_names.
    This prop is invisible, but once placed inside the map permits changes to its variables.
    example
    [close]
    In the above example, I have used Var1 of 1 and Var2 of 2, meaning team 1 headquaters flag is called the first item from the list, and team 2 flag is called the second item from the list.

    Next, we need to make sure any additional flags we place call from the same list.
    example
    [close]
    In the example, it calls the fifth flag from the list due to a Var1 of 5.
    Once you have made sure every flag has a unique variable, proceed to the next step.
  • Inside the module code, navigate to strings.py and open it up in an edditor (I use notepad++)
    From here, search for the term "custom_flag" and rename the second section of the name to anything you want, making sure to keep within the quotation marks and not using fancy characters.
    example
    [close]
    From here, simply save, build the module and transfer the ,sco map file and scene code as normal, but also the strings.txt generated when you build the module to the server files.

Let me know if I can clarify anything here! :)

*edit* been meaning to make a tutorial on this, plus all the other new additions to the game, but just not had the time :(

13
Mapping / Re: Naming Flags (coding?)
« on: October 28, 2020, 08:32:16 pm »
Ahh, sorry! Said I'd get to checking this for you and it slipped my mind! Ok so from memory you want to edit the strings.py in the source code- changing the "custom_flag_X" to the name you want to be used. You then need to adjust the flags in-game to display the corresponding custom flag name, so need the variable to suit (afraid this bit will need checking to find the values). Once you've built the module, you need to transfer the strings.txt file across to the server the map is to be used on.
I've assumed you have a grasp on the module system, so can translate what I've said, if not, there are several great tutorials on taleworlds for using the module system (relevant both in native and nw)

14
Mapping / Re: Napoleonic Wars: Mapping Support
« on: October 22, 2020, 08:50:27 pm »
I'm back XD.  So, I'm now adding flags and such on (in this case) the countryside map.  So far, I've added 7 flags (that includes the two spawns) and make a scene line for the conquest map.  In the strings file I've also added the names:

str_mp_countryside_flag_1 Village
str_mp_countryside_flag_2 Woods
str_mp_countryside_flag_3 Artillery Battery
str_mp_countryside_flag_4 Pond
str_mp_countryside_flag_5 Farm
str_mp_countryside_flag_6 Crossroads
str_mp_countryside_flag_7 Forest


So.  my question is, why the hell is my screen going insane with scrips in the wrong place, and the map isn't showing up in conquest mode.  Btw, the flags I've used:  #64 and #65 are my spawns for Team 1 and Team 2 respectively, and the flags I used (as per Gokiller's instructions) the headquarters_flag_grey.    Any help here would be great!
Hiya, afraid I can't recall off the top of my head the correct setup- will check shortly. Are you modifying the python strings file from the source code or the strings text file?

15
Mapping / Re: Napoleonic Wars: Mapping Support
« on: October 21, 2020, 11:30:19 pm »
Anyone know how to change the actual size of a map?  I know it's in the scenes.txt just unsure of which set of numbers I'm looking for..?
Hiya, the map size is determined purely by the scene code, take a look at this link for the terrain editor tool (also accessible through the single player code button) I can't recall who originally created this, but I don't own rights to the site.

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