How to adapt a map of another code

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VACAXD
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How to adapt a map of another code

Post by VACAXD » #295011

I would like to adapt the pubby station to code VG.

it's possible?
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D&B
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Re: How to adapt a map of another code

Post by D&B » #295012

Wouldn't you need to remap certain stuff like the engines and the xenoarch shuttle and shit.
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Remie Richards
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Re: How to adapt a map of another code

Post by Remie Richards » #295015

Yes it's possible.
No it's not simple.

You need a good knowledge of the two codebases to be able to bridge the gap.
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oranges
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Re: How to adapt a map of another code

Post by oranges » #295726

The most annoying part is often dreammaker will refuse to open the map and you have to hand edit out bad paths.
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iamgoofball
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Re: How to adapt a map of another code

Post by iamgoofball » #295731

VACAXD wrote:I would like to adapt the pubby station to code VG.

it's possible?
I'll hop in the vg coder discord sometime soon to discuss this, let me know when you've got some free time. Going by your typing patterns, I'm assuming English isn't your first language?
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Qbopper
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Re: How to adapt a map of another code

Post by Qbopper » #295861

Oranges wrote:The most annoying part is often dreammaker will refuse to open the map and you have to hand edit out bad paths.
this is a GIGANTIC pain in the ass, I hate this shit
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Steelpoint
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Re: How to adapt a map of another code

Post by Steelpoint » #296072

When I was converting the multi z level Russian station i just did to from scratch. Lengthy but it was not too hard.
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Qbopper
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Re: How to adapt a map of another code

Post by Qbopper » #296090

Steelpoint wrote:When I was converting the multi z level Russian station i just did to from scratch. Lengthy but it was not too hard.
this is unfortunately what (in my experience) is the easiest way to do it
Limey wrote:its too late.
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tacolizard
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Re: How to adapt a map of another code

Post by tacolizard » #297702

fifty_hz_clock_wave wrote:The most annoying part is often dreammaker will refuse to open the map and you have to hand edit out bad paths.
well it does tell you the broken paths.
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Qbopper
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Re: How to adapt a map of another code

Post by Qbopper » #297890

tacolizard wrote:
fifty_hz_clock_wave wrote:The most annoying part is often dreammaker will refuse to open the map and you have to hand edit out bad paths.
well it does tell you the broken paths.
makes it a pain in the ass though if you don't know the path off hand, you also can't copy paste in the paths, and if it's something the codebase you're porting to doesn't have an equivalent and it's actually important then gg
Limey wrote:its too late.
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MisterPerson
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Re: How to adapt a map of another code

Post by MisterPerson » #298615

tacolizard wrote:
fifty_hz_clock_wave wrote:The most annoying part is often dreammaker will refuse to open the map and you have to hand edit out bad paths.
well it does tell you the broken paths.
If there's a lot of broken paths, DM likes to corrupt the map and refuse to load it outright with the least helpful error message imaginable.
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tacolizard
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Re: How to adapt a map of another code

Post by tacolizard » #298845

MisterPerson wrote:
tacolizard wrote:
fifty_hz_clock_wave wrote:The most annoying part is often dreammaker will refuse to open the map and you have to hand edit out bad paths.
well it does tell you the broken paths.
If there's a lot of broken paths, DM likes to corrupt the map and refuse to load it outright with the least helpful error message imaginable.
Well I remember reading about and using an alternative map editor. I think it was written in java, and it was a lot faster and better than DM. It was on github somewhere. Mabye that one is better with this kind of stuff.
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oranges
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Re: How to adapt a map of another code

Post by oranges » #298926

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