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Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 1:23 pm
by MrTwosheds
[CraftClass]
DoIdleDispatch = false
CanAIPForceIdle = false
That is a very good idea! I forgot about the idle dispatcher.
But this is not a Mod, were just adding some more maps, editing dll's, adding custom units all requires considerably more organization than the test team appears to be able achieve.
The list of submitted assets that need vetting before they are used in a bz2 release remains un-vetted and has done for quite some time.
I will resubmit the archers with the above additions. But they will not get vetted and I won't use them on these maps.
Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 1:30 pm
by AI_Unit
It's literally 1 line in the DLL and I can just give you an artificial ODF to put in the addon.
Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 2:03 pm
by Ded10c
That will necessitate a custom DLL. From what I gather the purpose of these conversions is to be as vanilla as possible.
Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 4:23 pm
by General BlackDragon
Red Devil wrote:he said he was going to fix the missing water on the maps, but haven't seen anything yett.
I added a zip to the bugzilla that same day.
Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 5:28 pm
by AI_Unit
AHadley wrote:That will necessitate a custom DLL. From what I gather the purpose of these conversions is to be as vanilla as possible.
Not necessarily, it can be compiled into the MPInstant.dll
Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 5:49 pm
by Red Devil
i call scope creep: the goal here is to just convert the strat maps to MPI and IA that have not already been converted.
after that, they're open to variants
edit: also, finally saw the water files.
Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 6:18 pm
by AI_Unit
Might be nice to see the AI have some mobile defences at the beginning like the custom missions in FE. RD if you finish the maps, can I edit them and put the paths in for mobile defences? If so I might see if I can get it put in the next patch.
Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 6:45 pm
by Ded10c
AI_Unit wrote:AHadley wrote:That will necessitate a custom DLL. From what I gather the purpose of these conversions is to be as vanilla as possible.
Not necessarily, it can be compiled into the MPInstant.dll
Either resulting in Bad Assets or requiring a change to be made in the patch.
Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 6:58 pm
by Red Devil
exactly.
yes, you can modify them as you see fit, but just make sure you use unique names and folders so they don't overlay any preexisting assets.
and it's probably best to just make a map pack so that gsh doesn't have to deal with the headaches that usually accompany them.
Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 7:21 pm
by MrTwosheds
edit: also, finally saw the water files.
This means I have been converting the wrong maps?
Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 8:04 pm
by Red Devil
only if you want to incorporate gbd's height changes, then it's just bosieda and fever.
Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 8:23 pm
by MrTwosheds
Lord Sod decided that. They are the two I have done.

Re: MPI Map Conversions
Posted: Wed Apr 30, 2014 8:36 pm
by Red Devil
they are still good. you can just re-save them in the editor using the adjustheightonload command, etc. or have gbd do it.
Re: MPI Map Conversions
Posted: Thu May 01, 2014 12:07 am
by MrTwosheds
It only adjusts the terrain, not the objects, it would be simpler to redo the pathpoints on the new maps.
If i'm feeling brave I could probably just cutnpast the aipath bits into the new bzn.
Re: MPI Map Conversions
Posted: Thu May 01, 2014 1:18 am
by Red Devil
that's what i do, but be sure to adjust the aipaths count.