Page 1 of 16
SCW under RUS Engine
Posted: Mon Apr 16, 2012 5:56 pm
by Leibst
Well i have an idea of an SCW(Spanish Civil War) Mod using de RUS Engine.
Im beggining with only a part of Spain, Andalucia, in order to be familiar with all the developments tools.
Here is the beta version of the Andalucia map.
The attachment Map.jpg is no longer available
Now is time to work with Exmap.
Posted: Tue Apr 17, 2012 7:50 am
by Pocus
Sounds an interesting work of your!
Posted: Tue Apr 17, 2012 1:54 pm
by Leibst
thanks Pocus!
Im having problems with the new scenario. When i try to open it pressing F9, and in edit mode it put an string telling i have 11 errors.
Is there any log file where see that errors in order to solve them?
EDIT: ok i saw it in the scriptReport File. Errors corrected and new scenary created!
Now come the serious part of this. To use my own regions!!
Is there any detailed tutorial of this delicated part?

Posted: Tue Apr 17, 2012 4:17 pm
by Leibst
Nice screen!

just to boost my moral level
Posted: Wed Apr 18, 2012 4:36 pm
by Leibst
Its hard to understand the way it works but with some appreciated help and work my first test screen!!
with my own regions!
The attachment Firstscreen.JPG is no longer available

Posted: Thu Apr 19, 2012 8:57 am
by Pocus
progress then!

nb, it is also hard to understand for us too, memory seems sometime elusive and details may escape us

Posted: Thu Apr 19, 2012 9:37 am
by Leibst
Its progressing yes
I was wondering if the creation of the regions in your games is hold by only one peolple. Its a hard work when RUS have 1983 regions in Exmap!!
question:
Where can i see the description of the jumplinks? im not sure if im putting them correctly.
What is the correct jumplink between two clear regions?
Posted: Thu Apr 19, 2012 9:46 am
by PhilThib
I don't think there are any descriptions anywhere... and yes, I am usually the only one to do the map (crazy task :bonk

Some keys:
* Between 2 clear (or any kind of adjacent regions) you don't need to specify a jumplink, the engine handles the adjacency automatically.
* Jumplinks are here for "special" separation bewteen regions, such as rivers (small or large, with bridge-ferry or without), mountain crests or passes, straits... what you place on Exmap is dicated by the geography of your map
* For RR, you must use not jumplinks but Rail links
* You can use NavalInterdic or LandInterdic links if you want to prevent specific movement types (i.e. a fleet going out to sea on the 'wrong side' of an isthmus for instance)
* Last but not least, there can be only ONE link between to regions (code limitation)
Posted: Thu Apr 19, 2012 12:12 pm
by Leibst
Good to know i was putting jumplinks with all the adjacents regions.
I am making some documentation about how this is designed in order to no have all in mind or in the memory(i dont have much memory), maybe it could interest you if you dont have something of this, but it is still beginning.
Is there something like displacement of the things i do in exmap regions and the place it show in the map, isnt it?
i show you in this image. See the position of Ubeda city. In Exmap it is inside the region.
The attachment pantalla2.JPG is no longer available
Posted: Thu Apr 19, 2012 12:46 pm
by PhilThib
Yes, placement of sprites is not always easy with exmap. You better use the ingame console to fix that...
You open the console by hitting the ² key on the keybord (upper left of first line of keyboard). Once it is open, type RgnCoo0 (this is the code to activate the city position), then press return/enter, and close the console (X). Once done, go onto the region you want to move the city sprite, and use the keyboard arrows to move it (make sure the mouse pointer is over the region).... the new coordinates will be automatically adjusted in the ingame RGN files (but don't forget then to copy back your changes in Exmap or the change will be lost)
Posted: Thu Apr 19, 2012 12:47 pm
by PhilThib
Also I noticed a port symbol inside JAEN, which is inland...probably a DB mistake...

Posted: Thu Apr 19, 2012 3:30 pm
by Leibst
PhilThib wrote:Yes, placement of sprites is not always easy with exmap. You better use the ingame console to fix that...
Great tool!
Yes, Jaen is far from the sea, small mistakes,

but remember im newbie with all of this, and is a lot of information.
Things like this sure had happen to you with aaaaaaaaaaaaaaall the regions you should have done.
Edit: New screenshot, after using the console. And look at the left corner!! A Tiznao! (in SCW some customized for war vehicles were called Tiznaos)
The attachment modbetascreen4.JPG is no longer available
Posted: Fri Apr 20, 2012 8:18 am
by PhilThib
Perfect. Also, FYI, we have improved the exmap tool, with a nice feature for a game developper like me.... when you create the map, you also select the terrain for each region...now, a additional file in Exmap assigns a RGB colour to the terrain, and then you can "print" a bmp of the whole map with the regions filled with the proper color corresponding to the terrain...the great stuff about this feature is that it allows to check visually if the terrain entries are correct, to produce a prototype map for work, and it can also be used by the artist as a background layer in photoshop when he makes the actual map...
Send me a mail at
pthibaut@ageod.net and I'll forward you the updated exmap

PS: nice idea for the Tiznaos, but beware that you are placing it over the gun turrets that were used a buttons to access some game functions...

Posted: Fri Apr 20, 2012 8:43 am
by Leibst
PhilThib wrote:PS: nice idea for the Tiznaos, but beware that you are placing it over the gun turrets that were used a buttons to access some game functions...
Yes, the functionality works(ok it gives me errors but its a matter of ddbb of my mod), in fact its the same file with changed aparience.

i will send you and email in a minutes.
Posted: Fri Apr 20, 2012 9:56 am
by Leibst
New screenshot.
The map almost finish. Now comes the delicated part of designing the mod in itself.
My idea is to begin with a couple of troops. The Nacionalist will have a stack in Sevilla and will move towards enemy defended regions trying to achieve Victory Conditions. In this way i will test the part of creating new Factions, new units, and testing the map also.
And the main menu first beta screen:
Posted: Fri Apr 20, 2012 12:02 pm
by lodilefty
PhilThib wrote:Yes, placement of sprites is not always easy with exmap. You better use the ingame console to fix that...
You open the console by hitting the ² key on the keybord (upper left of first line of keyboard). Once it is open, type RgnCoo0 (this is the code to activate the city position), then press return/enter, and close the console (X). Once done, go onto the region you want to move the city sprite, and use the keyboard arrows to move it (make sure the mouse pointer is over the region).... the new coordinates will be automatically adjusted in the ingame RGN files (but don't forget then to copy back your changes in Exmap or the change will be lost)
and I learn something new every day!!!!!!

Posted: Fri Apr 20, 2012 12:39 pm
by Leibst
I want to show you my two new units, im specially proud of the miliciano.

- Unit_REP_Mil1.png (5.87 KiB) Viewed 24829 times

- Unit_REP_Mil1.png (5.87 KiB) Viewed 24829 times
Posted: Sat Apr 21, 2012 11:59 pm
by Leibst
Another screen that shows my first troops. After creating my first faction.
A socialist-anarchist column in Almeria. The first image is incomplete but i cant delete itfrom the post.
Posted: Sun Apr 22, 2012 7:07 pm
by Leibst
New screen.
Finally i have eliminated all the units from the RUS factions becuse they give a lot of problems(errors). I have the REP faction for the Republicans and now i will add the NAC faction for the Nationalist. This is working well. I have to say that the log file is a great help.
The attachment modbetascreen8.JPG is no longer available
Posted: Mon Apr 23, 2012 9:58 pm
by Leibst
Im changing the map and working hard with exmap because the movement was failing, but now it begins to run well.
now a new image, another type of miliciano:
The attachment Unit_REP_Mil2.png is no longer available
Posted: Mon Apr 23, 2012 10:36 pm
by Bohémond
Very good work.
I do not have much spare time, but if you need some help don't hesitate to ask.
Regards
Posted: Tue Apr 24, 2012 9:27 am
by Leibst
Thanks Bohemond!
help is always welcome, at the moment i have a new problem.
After the first turn movement all the moved units dissapear and the log says they have dissapeared by lack of transport ¿?
All my regions are defined as Road.
anyone can bring me some light for this issue?

Posted: Tue Apr 24, 2012 12:36 pm
by Leibst
Meanwhile this issue is solved a new Model for the mod:
Guardia de Asalto Republicano:
And a regular from the Nationalist army of Africa
Posted: Wed Apr 25, 2012 6:49 am
by Leibst
Sorry to say but i am stopped. Dont know why happens this.
The attachment BIG issue.JPG is no longer available
Posted: Wed Apr 25, 2012 8:06 am
by PhilThib
Will ask Pocus

Posted: Wed Apr 25, 2012 10:33 am
by Bohémond
Leibstandarte wrote:Sorry to say but i am stopped. Dont know why happens this. [ATTACH=CONFIG]18017[/ATTACH]
This could be a DB models issue.
Could you post it or send it to me ?
Could you provide mainlog+hostLog ?
I will try to have a look at it.
Regards
Posted: Wed Apr 25, 2012 10:48 am
by Leibst
Hi Bohemond, here you have the model, the unit and the logs files. I hope you see something that explain this.
[ATTACH]18019[/ATTACH]
Posted: Thu Apr 26, 2012 12:48 am
by Bohémond
I do not find anything weird with your files.
I have already heard about this kind of message, try a search in the forum with ''lack of transport'', you will maybe find something.
Sorry.
No te desanimes, debe haber una solucion
Posted: Thu Apr 26, 2012 6:37 am
by Leibst
I think its something wrong with the map DB, because i begin with two stacks, one in Malaga that after execution dissapears by lack of transport and cant move anywhere in first turn. And another in Almeria that doesnt dissapear, and can move but doing strange things, it only moves one region per turn and when finish then go back to Almeria at the beginning of second turn, sometimes dindt go back to Almeria and goes to Abla, why? no idea.
still testing and trying to get an explanation. But my moral is high Bohemond

thanks for you interest.
EDIT: I goint to try something in Exmap, lets see how it goes....

Posted: Thu Apr 26, 2012 8:31 am
by PhilThib
I'll need to have a look at your regions in Exmap, there might be stupid errors. This lack of transport thing may come from the region being assigned a "water" terrain, and thus your land unit(s) lacks transport and get trashed....checked the terrain alias.... it happens VERY often in exmap that you enter a right terrain, then by using keyboards arrows to navigate the map or the sections of exmap, you indadvertently change the terrain to a wrong one... this "bug" uses up always a lot of my time in proofchecks...