English Titanium Maps Not Compatible

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14.02.19 06:43:59 am
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ModJuicer
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I am having trouble with my Stranded II Enhanced - Titanium Platform. All Objects, Units, and Items have same id's, yet titanium maps are not compatible with other stranded 2 maps.

Regular maps load into titanium just fine, but when I try to load a map made by titanium into regular, it says "memory access violation", which usually just means "somebody goofed up somewhere". Anyone know Titanium or just stranded well enough to fix this?

I believe it might be caused by these three things:
• Weather and Climate in SII - Titanium
• Different Global Map Options
• Different Saving

Whatever it is, titanium maps don't work with regular stranded 2 for some reason, and that means I won't be able to use the snapgrid to make epic maps for everyone.

Maybe some advanced coder or programmer could find out what's causing the bug and possibly fix it.

For now, though, there won't be much epic maps on my part until this is resolved


Thank you anyone who has a decent answer to this problem. Any help will be great

Please and Thanks

p.s...
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edited 1×, last 18.03.19 10:31:13 pm
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14.02.19 08:53:35 pm
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Assassin moder
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Yes, there are too many changes in the code for maps to be compatible with regular Stranded II. You cant fix it that simply..
edited 1×, last 14.02.19 09:06:51 pm
14.02.19 09:23:24 pm
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ModJuicer
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That might be true, but regular stranded 2 maps work with titanium so there can't be that many changes.

It appears that the map format and stuff is the same, but there is something else, like the climate, that causes it to bug out.
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14.02.19 09:41:20 pm
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Assassin moder
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Titanium can load default one because Titanium is an extend of the original one. Titanium maps CANT load on default because there are stuff that original game cannot understand, thats so simple to understand and without modding source of titanium you cant do anything about it, so simple forget about it or do it by yourself, nobody gives a damn thing about it now so sto beg anybody to make it for yo. cheers
14.02.19 09:51:26 pm
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ModJuicer
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Wait just a second . Do you think that there could be a simple converter made to convert titanium maps back to regular stranded 2 style code? It would fix the problems, and it doesn't seem to hard for someone who knows how to code.
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15.02.19 08:54:18 am
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kevin00756
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Sure it would be possible, but also literally to hard or to complicated to make.
Titanium Mod is a source code edited Mod, which has changed some part of the game.
It isn't your typical extension of Stranded II, where they added some items, objects, etc
You could basically load up S2 Ext Maps, delete all the new Stuff and it would be playable on normal Stranded II, but I don't think this whole process would be even possible with Titanium Maps, because the Source Code of the Game was altered.
To make it clear Stranded II is Gold Version and Titanium Version would be something superior to this, making it nearly impossible to play Titanium Maps in an older Version of Stranded II
15.02.19 07:23:25 pm
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ModJuicer
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I see what you guys mean. Maybe I could just find a way to implement the snap grid command on to regular stranded 2 with some x,y, and z values & stuff. Although this comes with a major problem. I simple cannot do much complicated code. Yet.

Of course, since this is already implemented in S2-titanium maybe a simple copy-paste of the specialized code will work. For someone who knows the works, that shouldn't be too hard.
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15.02.19 11:27:23 pm
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Jawohl
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...again you really dont understand how code works.
lets use minecraft as an example:

a modded minecraft game can load maps from vanilla minecraft because all of the code and presets are packaged with the mod (hence a mod, and not a standalone)

however you will not be able to load a modded map into a vanilla minecraft map, there may be dozens to hundreds of unique block and item ids that arent supported in original minecraft.

in the case for minecraft, its a lot more straightforward to fixing this, just grab an external map editor, and change all id references of items and blocks to vanilla ids.

Stranded 2 map generation is however a lot more finicky, and so naturally any minor change to the code will be entirely unsupported.
15.02.19 11:42:30 pm
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ModJuicer
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That isn't a problem. I previously stated that all the ids are identical in both cases
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16.02.19 12:21:53 am
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Assassin moder
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@user ModJuicer: That's an example! there are other things that have changed values etc. so no, stop it.
16.02.19 05:56:38 am
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Jawohl
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Map generation code###
is different
16.02.19 04:13:36 pm
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Hurri04
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you might be able to "convert" a map from the Titanium to a map for the normal S2 by rebuilding it:

• write a script which runs in the Titanium map
• it needs to s2 cmd loop over all objects/items/units/infos in the map and get their relevant data (class, type, position, rotation, scale, etc.)
• write these values into a single string, dividing them by a unique character, e.g. ";"
• after each object add another unique character to indicate the end of the grouped up values of one object, e.g. "^"
• this will result in a very long string which might look like this (but with more than these 4 example entries):
Quote:
object;12;12.5;64.8;3.2;0.0;359.0;0.0;2.0;2.0;2.0^ item;32;4.5;94.8;4.2;0.0;0.0;0.0;1.0;1.0;1.0^ unit;18;5.5;9.8;71.2;0.0;18.0;0.0;1.0;1.0;1.0^ info;3;35.5;9.8;31.2;0.0;0.0;0.0;1.0;1.0;1.0
this is called "serialization"
• save this string to a file with s2 cmd savevars
• copy the file to the mod where you want to recreate the map
• write another script which runs in that mod
• in this script load the string using s2 cmd loadvars
this next process is called "deserialization":
• use s2 cmd split with the "^" character to get a substring which contains a single object
• use s2 cmd split on that substring again but with ";" to get a single value which you can save to a variable
• save each value to a different variable (11 in this example)
• use s2 cmd create, s2 cmd setpos, s2 cmd setrot, s2 cmd scale etc. to recreate new objects according to the values in the variables
• repeat for all saved objects until the map is recreated

• using s2 cmd terrain you can even serialize/deserialize the terrain layout

• you might need to do a few things by hand though, e.g. copy scripts which are saved inside infos and such, basically the things which dont have a "get" command to retrieve a value or a "set" command to recreate it. maybe some area trigger values and such.

no guarantee that this will work. it might run pretty slow when building the long string. if it crashes because of this try serializing smaller groups of objects instead all of them at once.

proceed at your own risk. knowing S2S, loss of sanity is possible
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16.02.19 07:26:24 pm
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ModJuicer
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Thanks for being the only person that will give me helpful info. Will all the code run within stranded 2?

It looks complicated. Do you know how to make a snap grid feature work? It is the main reason I want to be able to use titanium version for map making. It seems like it would be more simple, and I really want to have some awesome maps in my next update which will drop in 48 days.

You seem to know how to do something similar in your cast away mod, although it never worked for me, it did work in your videos. (bug?)

Quote:
proceed at your own risk. knowing S2S, loss of sanity is possible


quite true. Maybe snap grid would be easier to implement

Quote:
no, I wont write the scripts for you.


Who ever would with that much complexity?

Thanks so much for the help
edited 2×, last 18.03.19 10:30:39 pm
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16.02.19 08:24:27 pm
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Assassin moder
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Quote:
Who ever would with that much complexity?


You want everybody to do that or implementing moving object in a "snap grid". Just compare the codes of map editor and find one which is responsible for snapping objects when holding a key and compile it, thats so simple to do (i bet its not cuz dunno how complicated it might be)

There are some codes which snaps models
Code:
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;snap to grid...
;                         xp#=Int(xp#/gridsize#)*gridsize#
;                         zp#=Int(zp#/gridsize#)*gridsize#
                         xp#=Int(xp#/Float(Dobject_tiles(in_object_sel,0)))*Float(Dobject_tiles(in_object_sel,0))
                         zp#=Int(zp#/Float(Dobject_tiles(in_object_sel,2)))*Float(Dobject_tiles(in_object_sel,2))


and something like

Code:
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;tileheight (objects only)
          If ctrl Then
               tileheight=tileheight+Dobject_tiles(in_eddragtyp,1)*Sgn(in_mzs#)
;               If tileheight<0 Then tileheight=0
          Else
               If in_mzs#>0. Then
                    RotateEntity in_dragh,EntityPitch(in_dragh),(EntityYaw(in_dragh)+22.5) Mod 360.,EntityRoll(in_dragh)
               ElseIf in_mzs#<0. Then
                    RotateEntity in_dragh,EntityPitch(in_dragh),(EntityYaw(in_dragh)-22.5) Mod 360.,EntityRoll(in_dragh)
               EndIf


in "editor.bb"

So you can compare it and copy paste them if it's all that is need..

EDIT: yes there is more of that kind of stuff so as I said already you need to make it by yourself
16.02.19 08:43:24 pm
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Hurri04
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user ModJuicer has written:
Will all the code run within stranded 2?
yes, no source code editing needed.

user ModJuicer has written:
It looks complicated.
you are lucky that S2 uses typeless variables. this much is child's play. with typed variables it would get (a bit more) complicated, at least within S2.

user ModJuicer has written:
Do you know how to make a snap grid feature work? It is the main reason I want to be able to use titanium version for map making. It seems like it would be more simple, and I really want to have some awesome maps in my next update which will drop in 78 days.

You seem to know how to do something similar in your cast away mod, although it never worked for me, it did work in your videos. (bug?)
in my Cast Away mod I spawned some invisible objects in a grid shape after placing the first building. they used a cube as 3d model which I scaled to be high enough to stick slightly out of the roofs. this made it possible to target them in build mode and use them as anchor places for further buildings. the building models required the most work though (testing by trial and error) because they needed to have just the right sizes for this to work.
16.02.19 10:05:14 pm
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ModJuicer
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user Assassin moder : Thanks. That was actually exactly what I needed.

user Hurri04 : OFF TOPIC: for some reason the building system wouldn't work for me. Maybe I'm doing it wrong, but could you check your mod just to be sure.
If I am doing it wrong, can you tell me how to do it in your mod?
p.s. could I use that code to create an entire house out of separate pieces?
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17.02.19 12:52:41 am
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Hurri04
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the german version seems to work. not sure why the english one doesnt. here's the video on how to use the system: https://www.youtube.com/watch?v=SMag1FYpJ00

you can have a look at my old code to get an idea on how to get started, if you want. but I highly suggest not copying it as is. I haven't touched that code in years and it's not pretty...

some of the scripts are in the "objects_barrack.inf"/ "objects_hut.inf"/ "objects_cottage.inf"/ "objects_bungalow.inf" files. some stuff for the walls is at the very end of the "objects_placeholders.inf" file (which has some 3000 lines of code because it also has all the chess code for some reason... ). and there's some global events to spawn the cubes I mentioned in the "game_placeholders.inf" file.


the single most important piece of advice I can give you is to set up a version control system, btw.
seriously, I wish I'd used one back in the day, it wou'ld've saved me so many hours (or even days!) when I tested some scripts and had to revert it all by hand if something didn't work. or I'd end up having 10 copies of everything lying on my desktop, yikes.
I can recommend "git". get yourself a program to use as UI for it, e.g. "SourceTree". or maybe "GitKraken". watch some tutorial videos on youtube and never worry about making mistakes anymore because they can be undone with a few clicks.
if user DC ever releases the first hint of an alpha version of S3 and it supports modding I'll probably write a step-by-step solution on how to set this up...
19.02.19 07:23:54 pm
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ModJuicer
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user Hurri04 : Thanks, I'll use the German version from now on to avoid errors. p.s. I have two files. One for the proven version, one for the work in progress.

user Assassin moder : Where exactly is editor.bb in regular stranded 2? Where should I put the code from editor.bb in titanium?

p.s. Is multiplayer version still active. I can't seem to find servers on it. Also,
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edited 3×, last 19.02.19 09:40:58 pm
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19.02.19 10:04:10 pm
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user ModJuicer has written:
user Hurri04 : Thanks, I'll use the German version from now on to avoid errors. p.s. I have two files. One for the proven version, one for the work in progress.

user Assassin moder : Where exactly is editor.bb in regular stranded 2? Where should I put the code from editor.bb in titanium?

p.s. Is multiplayer version still active. I can't seem to find servers on it. Also,
Spoiler >


See? That's the main problem, you dont understand anything and you want to make super things etc.. .bb files are in the source code, you need to modify source code and its not that simple for ya..

second thing, why you even do a mods like that? nobody plays it.. nobody even plays multiplayer.. why?
19.02.19 11:32:47 pm
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ModJuicer
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Quote:
second thing, why you even do a mods like that? nobody plays it.. nobody even plays multiplayer.. why?


Simply because I can, and it's what I want to do. I want to do big things, and i'm trying my best with what I know how to do.

You previously said has written:
For me thats just another collection of stuff from other mods which make no sense ;/


You don't seem to know what I am going for.

My mod itself was not simply a collection of random models.
It includes:

• Very Organized Files
• Much better graphics
• Only high quality 3d models
• Highly reduced junk
• Multiple platforms to choose from
• Compatible with regular SII maps
• Milti-theme to allow complex map story mode

Also very many plans:

• Make this mod the appetizer to keep people's attention until stranded III is released
• Make all different features in different mods available in one single mod as options.

Try out my mod and tell me what I should do next. (New update coming in 48 days (posted march 18 2019)
edited 2×, last 18.03.19 10:30:01 pm
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