Topic: Extending the editor to make screenshots easier
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fraang Topic Opener |
Posted at:
2019-03-28, 13:57 UTC+1.0
I would like to suggest an extension of the Widelands editor to aid the creation of screenshots. It would make the creation of feature demonstrations and test environments a lot easier and faster: Add the possibility to place roads and buildings on the map. This way you can control exactly what is put where and can "stage" different situations which would otherwise take a lot of time.
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Nordfriese |
Posted at:
2019-03-28, 14:38 UTC+1.0
We already have a small Lua implementation for the editor: https://wl.widelands.org/documentation/autogen_wl_editor/ What is needed is some "Make Infrastructure" tool that allows at least defining the territory of players and placing buildings, ships, flags, roads and perhaps workers and wares. +1 from me
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kaputtnik |
Posted at:
2019-03-28, 22:06 UTC+1.0
Afaik in the past the idea to split off the editor code from the widelands code come up. So the editor will be an own executable then. I think this has to be the first goal, e.g. by creating an api which can be used for both parts, the Game and the editor. Doing it like that would make some things easier. I would love to see an editor with a scripting option, to make creation of scenarios much easier. I guess it should not be that problematic to have a property window of a 'field' (e.g. a tribes starting field) or an action (e.g. create road) which is turned into valid lua commands. But the devil is surely in the details So +1 also by me, but this has to be seriously considered.
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GunChleoc |
Posted at:
2019-03-29, 08:31 UTC+1.0
Somebody actually took a stab at this once. The code was unmaintained, so we removed it after we did the redesign for the tribes, because it was completely bitrotted. Yes, it would be very nice to have lots of support for infrastructure and scripting in the editor! Busy indexing nil values
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hessenfarmer
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Posted at:
2019-03-29, 09:21 UTC+1.0
It is not exactly what kaputtnik demanded but SirVer has a very old branch which contains a function to actually dump an existing economy from a game that can be reloaded. This can be used to create a Scenario or to save some Mission data.
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Nordfriese |
Posted at:
2019-03-29, 09:36 UTC+1.0
That´s a feature I miss very much
Sound like a feature I could implement when all my other open feature branches are merged
I´m against this, because this would include lots of code duplication. There is very much common code used both for games and the editor (in EditorGameBase), and all this would have to be duplicated. This would make it much harder IMHO.
It most certainly is Outline for a possible implementationBasic tools
Interactive tools
Prerequisites
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GunChleoc |
Posted at:
2019-03-29, 17:23 UTC+1.0
I have code for writing nice LuaTables in the spritesheet branch. It's in the "website" directory at the moment, but it could be shifted somewhere else for you to reuse. BTW splitting off a separate binary for the editor won't mean that we will have to duplicate all code. We already have 3 separate binaries - Widelands, and the 2 website utils. Busy indexing nil values
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