New Scenario Editor

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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Admiral DadMan
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RE: New Scenario Editor

Post by Admiral DadMan »

ORIGINAL: InfiniteMonkey

ORIGINAL: Admiral DadMan

ORIGINAL: InfiniteMonkey


Look for a file called witploadae.exe. using that program, you can extract scenario info to .csv files. You can then modify data in excel and then import using the same utility.

I have found out the hard way that one must be very careful working solely in excel. You have to understand the causal relationships between certain categories/files.
Pretty sure I'm aware of the types of constraints you're referring to, but would you give some examples? I'd like to test my knowledge/the editor against known problems.
Well, for example: let's say that it annoys you that the US carriers and battleships are not in order of hull number, and it bothers you enough to want to re-order them. You first want to swap Hornet for Wasp (CV-8 for CV-7) in the order of ships. You must now also go into the Air Groups and point their air groups to the correct slot as well. If you don't, Wasp will have Hornet's planes and vice versa.

If you insert Ranger between Saratoga and Yorktown (in Excel), you have to re-set all umpteen air groups affected by in effect, moving all ships down. Not only that, but if an LCU was attached to a certain ship, it would skew as well.
Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:
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witpqs
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RE: New Scenario Editor

Post by witpqs »

InfiniteMonkey,

Just a quick note - I had forgotten about witploadAI.exe. I just noticed it in the Beta2 folder, so hopefully you have it. I'm sure it came with a Beta release, but I don't recall if it has been included with all of them.

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Admiral DadMan
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RE: New Scenario Editor

Post by Admiral DadMan »

ORIGINAL: witpqs

InfiniteMonkey,

Just a quick note - I had forgotten about witploadAI.exe. I just noticed it in the Beta2 folder, so hopefully you have it. I'm sure it came with a Beta release, but I don't recall if it has been included with all of them.

Image
I just saw this too... interesting.

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:
Image
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drw61
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RE: New Scenario Editor

Post by drw61 »

Thanks for doing this InfiniteMonkey
I've wanted to do DaBigBabes so that I can play as Japan against the AI, this looks like it may make that possible.
Daryl
InfiniteMonkey
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RE: New Scenario Editor

Post by InfiniteMonkey »

Scenario editor is progressing nicely given how little time I've worked on it. Nowhere near done, but I'm getting to the point where I have some interesting things to show. A picture is worth 1000 words... and a ten minute video is 18000 pictures...

I hope to put together a demo video of current state / look and feel of the new editor soon. Unfortunately, I caught something this weekend and I can't talk for more than a sentence or two without coughing. So the demo video will have to wait.
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traskott
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RE: New Scenario Editor

Post by traskott »

Thanks you for all the effort!!
InfiniteMonkey
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RE: New Scenario Editor

Post by InfiniteMonkey »

Okay, so the short 10 minute video became more like 45 minutes. Sorry, I am an old windbag...

Let me know what you think: https://youtu.be/Hy4Nga3EzO8

Note: If it's blurry, change your video quality to HD.
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btd64
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RE: New Scenario Editor

Post by btd64 »

IM, I like where you are going with this. If you could include the air or naval art in the unit windows, That would tell you if you have it and it's assigned correctly. Looking forward to testing this editor....GP
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BillBrown
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RE: New Scenario Editor

Post by BillBrown »

IM, watched the whole thing. I do like where you are going.
The most frustrating thing about the existing editor is that there is
no cross checking. The next would be having to work with one screen/entity at a time.

If you do complete most of what you have laid out, I would seriously consider doing a
mod of my own. Whether that is a good thing or not is to be determined.
paradigmblue
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RE: New Scenario Editor

Post by paradigmblue »

This is great work, thank you for taking this on.
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bigcatnote
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RE: New Scenario Editor

Post by bigcatnote »

InfiniteMonkey
Can you take this New Scenario Editor download link in here&#65311;your google site I can't find.
thank you very much&#65281;[:D]
riflebrigade
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RE: New Scenario Editor

Post by riflebrigade »

There are many types of players, some are satisfied just playing the game where others have an interest in game play, game data and game mechanics.

The concept for the new scenario editor will be great for many players and will offer another level to their enjoyment of the game.

Thank you infinitemonkey for a great idea, your time and expertise in undertaking this project.

I hope it does not take up too much of your free time as you appear to be the type of person who will be consistently thinking of how to improve the program and many players could be offering their upgrade suggestions after the base program is completed.
Ian R
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RE: New Scenario Editor

Post by Ian R »

One request -

At the moment it does not seem possible to switch off the radio buttons for withdraw 1 or withdraw 2 in the LCU locations data screen. You can switch from one to the other, but once one is clicked you are stuck with one of them. While this may not seem to matter if you have no withdraw date set, or you set the date at 1963 or something, it actually does have an effect in game - even if there is no withdraw date, units with a withdraw button clicked cannot be rebuilt from the destroyed units screen.

Some modders might want to treat this as a feature, so that, e.g., if you lose the 6th Rangers you can't get them back. If so then they can just click a withdraw button and leave the date blank.
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BillBrown
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RE: New Scenario Editor

Post by BillBrown »

Any further update on this effort?
InfiniteMonkey
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RE: New Scenario Editor

Post by InfiniteMonkey »

ORIGINAL: BillBrown

Any further update on this effort?
Still an active project for me, but it has slowed. I am working on a design for a new Pacific War game and I vacillate between the two a good bit. The new game ends up getting more of my time. Threads like this one:

tm.asp?m=4408826&mpage=2

Get me thinking about the Editor and game design both. For the editor, the above post sparked thinking about the same question I had about LCU combat ratings:

tm.asp?m=4356494

I already had a similar question running circles in my head regarding AA ratings on ships and Gun ratings on aircraft.

el cid again
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RE: New Scenario Editor

Post by el cid again »

There is a problem running the existing scenario editor with respect to the Scenario Tab.
There are four buttons in the Lower Left Corner - the top two are Main and Pilots -
two others below them are not visible in current operating systems. To edit those buttons
requires one run the editor in Vista or XP.

Similar to the three supplemental editors (related to pwhexe.dat, pwzone.dat, and pwzlink.dat
files), there are display and functional issues with using modern, widescreen displays. An
ideal editor might incorporate all the features of all of these editors. That might permit
being able to display everything related to a hex location at the same time.

One problem with these editors - two of which were updated somewhat by DW Bradley, and one
was partially documented by Joe Wilkerson - is a lack of complete definition of values for
various fields. Related to that, stock and virtually all custom scenarios have incorrect
field values in many places for a variety of reasons - including apparently use of some
kind of program to generate values (non-zero) in some areas - and confusion - and perhaps
other unknown considerations. To the degree these field value are understood, they might
be defined in supporting documentation (or in imbedded tables for each field with the options
defined).

Just making suggestions from the point of view of a user who gets deep into the mechanics
of the electronic map (the map from the program's point of view). The better it is defined,
the better code can implement it.

This is an amazing undertaking and I am very surprised to see it at this date. But if you
make it work, I will use it.
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John 3rd
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RE: New Scenario Editor

Post by John 3rd »

Hey Sir.

Since I have been working on re-tooling BTSL and BTS I am concerned that in deleting a bunch of the extra ZERO variants that I've missed some of the reinforcements coming in and left them with the now non-existent aircraft. Is your tool able to cross check and find that? I am sure that I've missed some and am increasingly paranoid about that...
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BillBrown
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RE: New Scenario Editor

Post by BillBrown »

ORIGINAL: el cid again

There is a problem running the existing scenario editor with respect to the Scenario Tab.
There are four buttons in the Lower Left Corner - the top two are Main and Pilots -
two others below them are not visible in current operating systems. To edit those buttons
requires one run the editor in Vista or XP.


Similar to the three supplemental editors (related to pwhexe.dat, pwzone.dat, and pwzlink.dat
files), there are display and functional issues with using modern, widescreen displays. An
ideal editor might incorporate all the features of all of these editors. That might permit
being able to display everything related to a hex location at the same time.

One problem with these editors - two of which were updated somewhat by DW Bradley, and one
was partially documented by Joe Wilkerson - is a lack of complete definition of values for
various fields. Related to that, stock and virtually all custom scenarios have incorrect
field values in many places for a variety of reasons - including apparently use of some
kind of program to generate values (non-zero) in some areas - and confusion - and perhaps
other unknown considerations. To the degree these field value are understood, they might
be defined in supporting documentation (or in imbedded tables for each field with the options
defined).

Just making suggestions from the point of view of a user who gets deep into the mechanics
of the electronic map (the map from the program's point of view). The better it is defined,
the better code can implement it.

This is an amazing undertaking and I am very surprised to see it at this date. But if you
make it work, I will use it.

The bolded part is incorrect, it works just fine in Windows 7 as long as you have your text display set to 100% and not larger.
el cid again
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RE: New Scenario Editor

Post by el cid again »

That is an interesting idea. Not that I could read the text if it was 100%
on a high resolution screen - it may be possible to work in a lower resolution
setting. Mifune got me doing art - and got me working in extremely high
resolution modes. Anyway - the editor DOES work in Vista even at high resolution
settings. I maintain XP and Vista machines for legacy software purposes (isolated
from the internet - they cannot be infected).
Dili
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RE: New Scenario Editor

Post by Dili »

I can confirm that the editor - scenario 4 buttons are visible in W7
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