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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

map decompiler

Submitted by Tilarium on Thu, 2007-11-22 16:13. SE:V MODs

Anyone know if there's been any word on an offical map decompiler or of someone working on either an unoffical map decompiler or a new map generator to replace ergies? Sadly his doesn't work to well with FQM 12...

Kyle

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MasterChiToes's picture

Re: map decompiler

Submitted by MasterChiToes on Thu, 2007-11-22 19:03.

We need a new map generator (compatible with BM, etc.)... I don't know about a decompiler, unless a "no cheat" flag can be added to maps that will block the decompiling.

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Mod Designer

Re: map decompiler

Submitted by Fyron on Fri, 2007-11-23 03:29.

A map decompiler need only work on actual .map files (which would be editable by an official map editor anyways), not savegames themselves.


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Re: map decompiler

Submitted by Realtime on Fri, 2007-11-23 09:42.

I recently emailed MM about when a Map editor was due. My answer was there was already a map compiler included. So I think a Map Editor is not in the works, I'm afraid.
Bums me out! I was really looking forward to creating some stuff with SEV. But it's just sitting on my hard-drive about ready to get flushed. (although I saved my existing work to a CD, just in case)

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Re: map decompiler

Submitted by Tilarium on Fri, 2007-11-23 10:04.

Problem with the compiler being considered the map editor is that it's nearly impossible to make a game with 250 systems..... Ergie's editor was good for a time but isn't compatable with FQM anymore. If MM sent out a decompiler we could generate a map in the game and then decompile it into a .txt and edit it to our likes and recompile it. So really, all MM has to do is make a decompiler instead of an offical editor. Oh-well.... Anyone up for the challange of making a new editor or a decompiler?

Kyle

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