WITP editor x

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BigJ62
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RE: WITP editor x

Post by BigJ62 »

ORIGINAL: AlaskanWarrior

I think I found a potential bug. When looking at ship art work and I attempt the copy and paste a ship to an empty slot to modify it crashes with a message about unable to find bmp?

What version are you using, because I can't get it to crash?
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RE: WITP editor x

Post by BigJ62 »

ORIGINAL: CJ Martin

This editor is wicked good. [&o] Thank you very much!

Being able to view the art files and map stuff is icing on the cake. One tiny request - would it be possible to see the plane top art as well as the side art? I know they are stored differently, so I'm not sure if this is even possible.

-CJ


Yes I'll try and put that in.
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CJ Martin
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RE: WITP editor x

Post by CJ Martin »

You da man!

-CJ
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RE: WITP editor x

Post by akdreemer »

ORIGINAL: BigJ62

ORIGINAL: AlaskanWarrior

I think I found a potential bug. When looking at ship art work and I attempt the copy and paste a ship to an empty slot to modify it crashes with a message about unable to find bmp?

What version are you using, because I can't get it to crash?
V 0.9.5.6

I am impressed with the wphex portion keyed to the map art...nice
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BigJ62
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RE: WITP editor x

Post by BigJ62 »

ORIGINAL: AlaskanWarrior
ORIGINAL: BigJ62

ORIGINAL: AlaskanWarrior

I think I found a potential bug. When looking at ship art work and I attempt the copy and paste a ship to an empty slot to modify it crashes with a message about unable to find bmp?

What version are you using, because I can't get it to crash?
V 0.9.5.6

I am impressed with the wphex portion keyed to the map art...nice

Fixed in lastest version v0.9.5.8, btw that's a very strange error message as it's not in my app and because GDIplus fails gracefully. Anyway thanks for alerting me.

Later
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RE: WITP editor x

Post by TOMLABEL »

WHOAA! This editor is awesome!!! Nicely done BigJ62!!![&o]

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RE: WITP editor x

Post by BigJ62 »

ORIGINAL: TOMLABEL

WHOAA! This editor is awesome!!! Nicely done BigJ62!!![&o]

TOMLABEL

Thanks, started out as a small project and sort of snowballed. Where it's going to end I don't know.

Later
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RE: WITP editor x

Post by CJ Martin »

I've been banging on the latest version for several hours now and all I can say is GREAT JOB! No crashes, no bugs, very solid overall.

Adding in the ability to see the plane top art really makes it easy to find screw-ups now as I muck around with changing/adding aircraft.

About the only other cool thing I can think of that would be helpful would be a listing of LCU's at each base, similar to how the airgroups display. However this is a pretty small nit - you've added so much above the stock editor already. Certainly you've made my life much easier!

Thanks again.

-CJ
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RE: WITP editor x

Post by CJ Martin »

Found my first bug:

Aircraft screen, art on

Selecting any aircraft past index 244 (i.e. 245-249), the art will not update to match the bitmap number. Looks like only those last five slots have this issue.

-CJ
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Nemo121
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RE: WITP editor x

Post by Nemo121 »

Never mind. Found it.
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RE: WITP editor x

Post by BigJ62 »

ORIGINAL: CJ Martin

Found my first bug:

Aircraft screen, art on

Selecting any aircraft past index 244 (i.e. 245-249), the art will not update to match the bitmap number. Looks like only those last five slots have this issue.

-CJ

It's not really a bug, drawing is based on bitmap id, one of the devs posted this not long ago -

"WITP update Version 1.8.0.2 will include two features specifically for scenario modifiers:

1. Four additional sets of aircraft artwork.
Currently there are 249 aircraft but only 244 sets of aircraft artwork. We have found that we can easily
increase the aircraft artwork to 248. The additional artwork can be added as one more row in all three of
the allied aircraft artwork files. The new artwork will be for allied aircraft and will be bitmaps number
245-248. This will not affect stock scenarios or games in process but can be used by modders. Sorry,
we are not able to consider increases in Japanese artwork or beyond 248 total in this update.

2. Change in Task Force split (in editor).
Currently editor location slots 3500-3999 are used for Task Forces, with 3500-3899 for
Japanese (400 slots) and 3900-3999 for allied (100 slots). We are going to adjust this to be 250-250,
with 3500-3749 for Japanese and 3750-3999 for allied. Note that there are no changes to the editor - the
change will only affect how the scenario load routine recognizes the slots. This will not affect stock
scenarios or games in process. It should also have no affect on current modified scenarios as the
positions 3750-3899 do not appear to be used in any scenario."

however keep looking, as for listing LCUs I'll see what I can do.

Later
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RE: WITP editor x

Post by CJ Martin »

I'm not sure that is the problem, let me explain what I am seeing in more detail.
 
I am modding CHS to a mid-1943 start. As such CHS is my starting point. The aircraft file in CHS has index 244 as the Seafire III/XV, and the bitmap is also 244. This diplays correctly in the editor. Index 245 is the Wildcat VI, and uses bitmap 206. This does not display any art in the editor. Index 246 is the F4U-4, and uses bitmap 209. This also does not display any art. Same problem for the rest of the slots.
 
In no case are bitmaps 245-249 used, in fact I wasn't aware I could add that row (CHS doesn't use that row either).
 
Does that make sense?
 
-CJ
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RE: WITP editor x

Post by TOMLABEL »

ORIGINAL: CJ Martin

I'm not sure that is the problem, let me explain what I am seeing in more detail.

I am modding CHS to a mid-1943 start. As such CHS is my starting point. The aircraft file in CHS has index 244 as the Seafire III/XV, and the bitmap is also 244. This diplays correctly in the editor. Index 245 is the Wildcat VI, and uses bitmap 206. This does not display any art in the editor. Index 246 is the F4U-4, and uses bitmap 209. This also does not display any art. Same problem for the rest of the slots.

In no case are bitmaps 245-249 used, in fact I wasn't aware I could add that row (CHS doesn't use that row either).

Does that make sense?

-CJ



I've noticed the same thing as well. However, I do think that this editor is an incredible improvement over the stock editor.

TOMLABEL
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RE: WITP editor x

Post by BigJ62 »

ORIGINAL: CJ Martin

I'm not sure that is the problem, let me explain what I am seeing in more detail.

I am modding CHS to a mid-1943 start. As such CHS is my starting point. The aircraft file in CHS has index 244 as the Seafire III/XV, and the bitmap is also 244. This diplays correctly in the editor. Index 245 is the Wildcat VI, and uses bitmap 206. This does not display any art in the editor. Index 246 is the F4U-4, and uses bitmap 209. This also does not display any art. Same problem for the rest of the slots.

In no case are bitmaps 245-249 used, in fact I wasn't aware I could add that row (CHS doesn't use that row either).

Does that make sense?

-CJ

You are right, I looked my code a little closer and noticed I was only drawing up to slot 244 and dismissing
the rest because of the bmp limitations, anyway I've since fixed this but not uploaded as yet.

Thanks

p.s. btw you will have to add that extra row manually with a paint prog.
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Nemo121
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RE: WITP editor x

Post by Nemo121 »

BigJ62,
 
Would you mind going into some detail with respect to the improvements you are planning to make to the ground formation editor? You are trying to add functionality to compare the LCU type with the TO&E entered for specific units, correct? Any other enhancements?
 
FWIW the more I work with the editor the more I am gratified by how much of an improvement it is over the official editors. By flagging errors it speed up the error-correcting aspect of things by several orders of magnitude. I think it is going to help people make far more mods.
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RE: WITP editor x

Post by BigJ62 »

ORIGINAL: Nemo121

BigJ62,

Would you mind going into some detail with respect to the improvements you are planning to make to the ground formation editor? You are trying to add functionality to compare the LCU type with the TO&E entered for specific units, correct? Any other enhancements?

FWIW the more I work with the editor the more I am gratified by how much of an improvement it is over the official editors. By flagging errors it speed up the error-correcting aspect of things by several orders of magnitude. I think it is going to help people make far more mods.

Thanks, what I'd like to do is put the Update Formations command into the Set LCU dialog that way you can choose exactly which units to update based on their TO&E id. Right now all you can choose is Japanese and or Allied. The Update Formations command searches for every unit that has a TO&E id and based on this id sets the type, suffix, nationality, exp, morale, symbol, unit type(1-3) and all weapons.

Later
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Iron Duke
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RE: WITP editor x

Post by Iron Duke »

Hi,

Noticed this also happens with a/c slot 076 , the last Japanese a/c slot , it does not show the .bmp
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RE: WITP editor x

Post by BigJ62 »

ORIGINAL: Iron Duke

Hi,

Noticed this also happens with a/c slot 076 , the last Japanese a/c slot , it does not show the .bmp

I noticed this myself when I was mapping out the graphics place holders, according to the manual Japanese are assigned slots 1 - 75 and the Allies slots 76 - 249 however the first graphic in the allied art file refers to bitmap id 77 so, why is 76 skipped I do not know?

Later
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RE: WITP editor x

Post by kokubokan25 »

I noticed some "bug crash" when try to copy and paste Ship classes. My versión is 0.956.
Anyone has the same problem? Will be solutioned?
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RE: WITP editor x

Post by timtom »

Crashes sometimes - only sometimes - when using the search feature to find leaders. Sorry I can't be more specific.
Where's the Any key?

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