Z levels and maps
- Tokiko2
- Joined: Mon Apr 21, 2014 12:18 am
- Byond Username: Tokiko1
Z levels and maps
Is there any easy way to get tgcode to load specific maps for each z level?
I'm trying to have a small map stretching across 5 zlevels and one z level for adminstuff. No lavaland or random empty space. How would I go about doing this? What files need changing? Or should I just go with baycode instead?
I'm trying to have a small map stretching across 5 zlevels and one z level for adminstuff. No lavaland or random empty space. How would I go about doing this? What files need changing? Or should I just go with baycode instead?
- BeeSting12
- Joined: Sat Apr 16, 2016 1:11 am
- Byond Username: BeeSting12
- Github Username: BeeSting12
- Location: 'Murica
Re: Z levels and maps
>small map
>goes across 5 zlevels
How is that small?
>goes across 5 zlevels
How is that small?
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Z levels and maps
Remmie is already working on a multi-z project. Best to look at what's already been done with that.Tokiko2 wrote:Is there any easy way to get tgcode to load specific maps for each z level?
I'm trying to have a small map stretching across 5 zlevels and one z level for adminstuff. No lavaland or random empty space. How would I go about doing this? What files need changing? Or should I just go with baycode instead?
-
- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Z levels and maps
Ask Cyberboss, he did the new map loading.
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- Github User
- Joined: Fri Oct 14, 2016 4:55 pm
- Byond Username: Basilman
- Github Username: Militaires
Re: Z levels and maps
>remiecedarbridge wrote:Remmie is already working on a multi-z project. Best to look at what's already been done with that.Tokiko2 wrote:Is there any easy way to get tgcode to load specific maps for each z level?
I'm trying to have a small map stretching across 5 zlevels and one z level for adminstuff. No lavaland or random empty space. How would I go about doing this? What files need changing? Or should I just go with baycode instead?
that wouldnt be a problem if they didnt fuck OFF THE PLANET
- Tokiko2
- Joined: Mon Apr 21, 2014 12:18 am
- Byond Username: Tokiko1
Re: Z levels and maps
How do I do that? Where, how?Kor wrote:Ask Cyberboss, he did the new map loading.
I've dug around in the code a bit and found the mapping subsystem that uses the dmm_suite.dm maploading thing which I assume seems to be what I want. Or not? There also seem to random empty z levels(which I assume are the random emptz space z levels) being loaded or possibly generated somewhere, how do I disable those too?
Another thing that I wonder is if multi-z level files are okay to be loaded with that loader. I've tried it and it seems to work for now, but I am not sure if this causes any horrifying bugs in the long run. I can see the advantage in having each z level of the map being its own file but I really want them all in one file for the much faster workflow.
- Screemonster
- Joined: Sat Jul 26, 2014 7:23 pm
- Byond Username: Scree
Re: Z levels and maps
5 100x100 maps is less tiles than 1 250x250 mapBeeSting12 wrote:>small map
>goes across 5 zlevels
How is that small?
-
- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Z levels and maps
He is in #coderbus on irc.rizon.net most of the day.Tokiko2 wrote:How do I do that? Where, how?Kor wrote:Ask Cyberboss, he did the new map loading.
I've dug around in the code a bit and found the mapping subsystem that uses the dmm_suite.dm maploading thing which I assume seems to be what I want. Or not? There also seem to random empty z levels(which I assume are the random emptz space z levels) being loaded or possibly generated somewhere, how do I disable those too?
Another thing that I wonder is if multi-z level files are okay to be loaded with that loader. I've tried it and it seems to work for now, but I am not sure if this causes any horrifying bugs in the long run. I can see the advantage in having each z level of the map being its own file but I really want them all in one file for the much faster workflow.
- Tokiko2
- Joined: Mon Apr 21, 2014 12:18 am
- Byond Username: Tokiko1
Re: Z levels and maps
I've managed to rewrite it.
In case anyone is interested and wants some pointers:
code/datums/map_config.dm
code/controllers/subsystem/mapping.dm
code/_DEFINES/maps.dm
The _map .dm files and the .json files are also involved.
map_config.dm reads and and converts the configs and mapping.dm then actually tries to load the stuff. maps.dm has some of the defines that are used in the other files. There's probably other stuff for ruins and away missions but I didn't bother with those. Feel free to provide a better explanation if I got anything of that wrong.
In case anyone is interested and wants some pointers:
code/datums/map_config.dm
code/controllers/subsystem/mapping.dm
code/_DEFINES/maps.dm
The _map .dm files and the .json files are also involved.
map_config.dm reads and and converts the configs and mapping.dm then actually tries to load the stuff. maps.dm has some of the defines that are used in the other files. There's probably other stuff for ruins and away missions but I didn't bother with those. Feel free to provide a better explanation if I got anything of that wrong.
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