Castle Story

Castle Story

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Lynx876 Oct 7, 2013 @ 8:06am
World Editor
Anyone know when this will be available? Yes, I know that in-game it says "...overhaul the save/load system. We will re-activate it shortly."

But the save/load system seems to be fine?
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Showing 1-14 of 14 comments
nccvoyager Oct 7, 2013 @ 8:11am 
Well, at the moment, I've been unable to delete secondary save files, and the save/load system is...
Well, it's very unoptimized. It needs work, they know it, and a new file system for saves/loads would mean a few issues once the new system is implemented.
Lynx876 Oct 7, 2013 @ 10:37am 
Oh right. Wasn't aware of any save/load problems from my usage.

Thanks for replying.
icallmyselfi Oct 7, 2013 @ 11:56am 
It would be interesting to get information about map format.
At this moment there are up to 32 chunks, each of 256x256 3d columns, for each of that column there are "minZ", "maxZ", "type" & "slope" bytes, but exact mean of "type" & "slope" is not currently found.
So if would be more information, I will publish simple map editor script.
Last edited by icallmyselfi; Oct 7, 2013 @ 11:57am
BoredUltimatum Oct 7, 2013 @ 12:19pm 
Originally posted by icallmyselfi:
It would be interesting to get information about map format.
At this moment there are up to 32 chunks, each of 256x256 3d columns, for each of that column there are "minZ", "maxZ", "type" & "slope" bytes, but exact mean of "type" & "slope" is not currently found.
So if would be more information, I will publish simple map editor script.

I have been experimenting and figured out as much. Just last night I got a program to generate a level. It would be quite possible to make a program that is just a 2D height map with surface texture that would then write that out as (1 lower than lowest height neighbor)(height)(surface)(slope). I'm looking at noise terrain generation and considering making a level generator but... we'll see.
Lynx876 Oct 7, 2013 @ 12:20pm 
Which file/s are you looking at for this? I like a bit of C++. Mighty have a bash at randomly generating maps with user parameters.
icallmyselfi Oct 7, 2013 @ 12:29pm 
Originally posted by BoredUltimatum:
I'm looking at noise terrain generation and considering making a level generator but... we'll see.

Use Perilin noise, I may send you working lua script with it, or there are a classic C++ version on wikipedia.

But I stoped when was unable to load a generated level, I suppose there are 2 bytes with some crap zeroes somwhere.
Last edited by icallmyselfi; Oct 7, 2013 @ 12:33pm
BoredUltimatum Oct 7, 2013 @ 12:59pm 
Originally posted by icallmyselfi:
Use Perilin noise, I may send you working lua script with it, or there are a classic C++ version on wikipedia.

But I stoped when was unable to load a generated level, I suppose there are 2 bytes with some crap zeroes somwhere.

Ya, Perlin seems like a good bet but I also found this[code.google.com] that I might play with first. Also, it seems the Monde_# files start off with two null bytes for some reason..

EDIT-
Originally posted by twitch.tv/Lynx876:
Which file/s are you looking at for this? I like a bit of C++. Mighty have a bash at randomly generating maps with user parameters.

Oh, the Monde_# files are terrain, _Arbre are tree positions, _Doodads are crystal and start locations, and _Objects are entities like corruptron spawn, mines, and player spawn.
Last edited by BoredUltimatum; Oct 7, 2013 @ 1:02pm
icallmyselfi Oct 7, 2013 @ 1:19pm 
Hei ho - it works!
BoredUltimatum Oct 7, 2013 @ 1:33pm 
The null bytes?
icallmyselfi Oct 7, 2013 @ 4:39pm 
Just the game wll stall when trees trying to spawn in the air. Fixed that and now may test random maps.
icallmyselfi Oct 7, 2013 @ 5:09pm 
As I see now - Monde_Arbre is just a list of "Indexes" of each tree, and "Monde_Doodads" is just string of "item"+"index" pairs, so make random map is pretty easy
BoredUltimatum Oct 7, 2013 @ 11:40pm 
Exactly. It took a little bit to figure out but it's incredibly simple. Once I noticed the 1024 computer thousand it all clicked. I got my program to generate maps but there's a few bugs that I can't quickly find because Visual Studio is giving me the msvsmon remote debugger issue...
icallmyselfi Oct 8, 2013 @ 2:10am 
I made same thing on pure Lua.
Most problems are arise because I didnt speak French ))
"Unity is so unity"
Mr.Sykes Dec 15, 2014 @ 11:39am 
please please please i really want world editor im begging u
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Date Posted: Oct 7, 2013 @ 8:06am
Posts: 14