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

Map decompiler

Soumis par Tilarium le Dim, 2008-11-23 20:50 SE:V MODs

Sense it involves messing with files, this is a good place for this question. Anyone know if there is a map decompiler yet? I've so tired of spending hours upon hours upon hours trying to get one quardrent that I like the set up of. I'm not too picky I don't think. I like having a set of 3-5 in close proximity for me to start in, I don't like having warp points cross, I HATE haveing systems that have one way in or out, it's a cheap hiding spot, worse still is when that one way in only has one way in, just makes it worse. I love the map maker that Genesis made but it has two things that bug me which keep me from using it. It doesn't name stars right, and it doesn't take into account if a planet is a moon or not and labels each one seperetly. I know, little things, and they shouldn't bug me, but they do. The star naming is easy to fix, but the planet naming isn't because I'll have to look at each system one by one and rename the planets which has two problems, first is that it's really time consuming and tideous, the second is that I end up seeing what each system looks like, sorta takes the fun out of exploring. Anyone, if there was a map decompiler then it would be so much easier. I'd generate a map in the game which should label everything right and then I can decompile it, load into genesis, fix the problems that bug me, and then recompile and play.

Kyle

‹ Another question Map decompiler ›
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Re: Map decompiler

Soumis par Vince278 le Lun, 2008-11-24 17:23

Still sounds like alot of work. I like to play with the settings in the data files go get the planets, systems, and quadrants I like. Smiling

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Re: Map decompiler

Soumis par Vince278 le Lun, 2008-11-24 17:35

Just noticed this thread was a dual post and I might have commented in the wrong one. Oh well...

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Mod Designer

Re: Map decompiler

Soumis par Captain Kwok le Lun, 2008-11-24 18:45

How is it a lot of work? The poster (and many others) would just like to make a few adjustments to in-game generated maps, which right now are a bit more 'solidly' constructed than random maps created with either the RogerN's Genesis editor or Ergie's map editor.

Personally, I'd like to be able to make specific starting positions for players!


Space Empires Depot | SE:V Balance Mod

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Re: Map decompiler

Soumis par Vince278 le Mar, 2008-11-25 18:04

I find that manipulating the data files and adding items to be easier than manually creating planets and systems in Genesis. Specific starting positions would be cool. Smiling

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Re: Map decompiler

Soumis par Rilo57 le Mer, 2008-11-26 11:55

It all depends on if your a GUI person or a Data person. Personally I'm kind of both, but lean GUI.

SEV, more than a feeling.

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Re: Map decompiler

Soumis par Vince278 le Mer, 2008-11-26 19:29

I suppose a good programmer nowadays should be both. I guess I grew up in the old data days (GW Basic, Fortran 77, dBaseIII+, Turbo Pascal, Borland Pascal w/Objects 7, etc.). Smiling

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