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Inside Mac Games Volume 7 #1
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Close Combat Utilities
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CC Cartographer.beta
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1997-01-05
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---------------------------------------------------------------------------
* Close Combat Cartographer : Beta 1
* January 3, 1997
* Matthew Hills
* hills@sensors.stanford.edu
*
* Support Site: http://www-leland.stanford.edu/~hills/games.html
---------------------------------------------------------------------------
Changes since CCcart dev 1
==========================
+ fixed bugs
+ added features
+ (check development notes for details)
Introduction:
=============
Close Combat Cartographer (hereafter "CCcart") is a map editor for the
Macintosh version of Close Combat (written by Atomic Games, published by
Microsoft, 1996).
The current development version only supports a few map tools and is
not terribly useful, as it does not generate a LOS file (necessary for
the map to be used by Close Combat)
Necessary disclaimer: I can probably still get this program to crash.
Can you? If so, you should consider backing up files
before editing them.
Instructions:
=============
When you first start, a small toolbar will appear and you will be asked to
locate the "Terrain Tiles" file. This is the file that defines the basic
terrain graphics. This is usually found in: "Close Combat/Graphics"
directory. (See my web address (at top of page) for instructions on moving
the Close Combat data files onto your hard disk)
CCcart will save the location of this file and you should not have to enter
it again.
You can open a map file from the "File" menu. The default maps have names like
"map3" and can be found in "Close Combat/Data/Maps." (it isn't a bad idea to
back them up before editing... but they are on the CD regardless...)
The tool palette currently has the following tools:
============================================================================
= Tool Hot Key Function =
= ------------------------------------------------------------------------ =
= Pencil (ctrl) place terrain under cursor =
= =
= Dropper (option) pick up terrain under cursor =
= =
= Arrow (command) select cells =
= =
= Grabber (spacebar) move map around (slightly quirky still) =
============================================================================
The terrain palette currently shows all of the terrain tiles available for
placement. The currently selected terrain element is shown at the top of the
palette. At the top-right, is a popup menu (that does nothing for now, but which
will be used to selectively display classes of terrain). Beneath the menu is
a checkbox that, if selected, will toggle the terrain displays to show them in
their damaged condition (note, the damaged tiles are normally on the palette,
but they sure don't appear to be in any particular order, so easier to find this
way)
Once you are satisfied with your map, go ahead and save it. You will also need
to export the LOS (line-of-sight) file (select this command from the File menu).
To use your map and create fully customized scenarios, take a look at the
info blurbs I have on my web site:
http://www-leland.stanford.edu/~hills/games.html.
About the LOS:
==============
I understand that the LOS file is used by the strategic AI for determing the
routes for maneuvering troops, as well as for initial placement of the troops.
The LOS file indicates the visibility between macro-tiles (a macro tile is a
3x3 square of map tiles). I currently have an algorithm to do a rough calculation
for this file, although it is by no means set. (This is the "gotcha" that has
prevented map editors to-date... The guys at Atomic mentioned that it took them
40+ minutes to compute, and then they adjusted by hand afterwards.)
The Current Algorithm:
- locate the center of the source and target macro tiles
- determine the intermediate map tiles between those two
- for each intermediate map tile:
- determine the sight obstruction for the terrain type
(stored in the "CCCart Tile Info" file)
- add this obstruction to the total_obstruction
- if the total_obstruction > threshold, then LOS blocked.
Other Ideas:
- Atomic's LOS format allows for differentiating the LOS for prone infantry
vs. vehicles/standing infantry.
- use a "4 corners" approach, rather than centers
(ie--check LOS between the corners of the source and target, relieving
some of the granularity introduced by approximating everything at the
centers)
Peculiarities:
==============
* trees appear "bald" (the same as if you had "hide trees" selected in the
game options). I believe that the tree tops are handled separately as
sprites, which I haven't even tried to fiddle with... anyone feel strongly
about including them?
* yes, if you disable GWorlds, most of the things that draw the map are slower
and more flickery. On the positive side, you can have more and larger maps
and the "Zoom In" and "Zoom Out" commands are faster.
* you may need to increase the memory allocation for Close Combat if you start
using large maps.
Troubleshooting:
================
If there is a problem with CCcart, you should first try to reboot
and try it again. If that doesn't work, delete the "CC Cartographer"
file in the "System/Preferences" directory.
Please let me know of any crashes: hills@sensors.stanford.edu
(I actually do try to keep some of my programs bug-free)
When sending bug reports, please include the following:
- computer model (e.g., "PowerMac 7600")
- system version
- version of CC Cartographer (check the About... box)
- memory allocated to CC Cartographer
- description of what you were doing when it crashed
(e.g., "I had been opening and closing a bunch of maps when the
program locked up...")
Future Revisions:
=================
==> LET ME KNOW OF ANY DESIRED FEATURES/BUG-FIXES!
(and especially user interface suggestions)
Current priorities:
- squelch any bugs that turn up
- implement the terrain selector
(this looks to be a pain in the neck--I can't see any organization
in the order of terrain tiles)
- 4-corners LOS
- complete other basic tools (fill/clear)
Acknowledgements:
=================
John Anderson (wargamer@atomic.com)
- a tremendous amount of help (best cooperation I've ever had from
the actual developers of a game).
Mark Clouden (icode@dfm.com)
- figured out the bulk of the @#! LOS file format, and even shared it
with me -- thanks! He is a bit tough to get a hold of, as he has
a penchant for changing ISPs every couple of months...
Who I Am:
=========
An EE graduate student, majoring in racquetball (I wish)... but mostly I'm
found in the cleanroom or some-such. (My research is on micromachined
electrodes for measuring nerve activity within the brain cortex. I am
currently looking for a few good volunteers ;-)
---------------------------------------------------------------------------
* Appendix : Development Notes
---------------------------------------------------------------------------
(these are notes for myself--so they may not make much sense to you :-)
CCC Development Notes
Long-Term:
- fill, clear
- multiple undo/redo (two stacks)
- segregation of terrain types
- strategic view
- PICT in clipboard (?) -- need to offset
- set max image size... conform window (Scroll to (0,0))
- general bullet-proofing
- long-term palettes (damaged terrain, classification, etc...)
Idea:
- data file for terrain types.
- build terrain classes on fly (read from source file):
Still to do:
- background terrains for cut/clear/new map
- 4-corners LOS option
(trace LOS from each of 4 corners)
Current troubleshoots:
- why is progress dialog not passing events through?
- need to set mUserBounds in order to force resize properly...
(in particular, need to set the zoom bounds)
--> do this with subclass?
- still having problems with clipboard
1/5/97 - LOS fully implemented now
- new About dialog box
1/4/97 - CCCTileInfo up and running
- checkbox to show damaged tiles in Terrain Palette
- improved handling of exceptions
- fixed potential bugs if Tile/TileInfo files not specified
- CProgressBar implemented for LOSGenerator dialog
- first cut at CCCStackLOSGenerator
1/3/97 - fixed bug with radio boxes in preferences dialog
- enabled half-size for terrain palette
- graphics on clipboard
- now allow running w/o using GWorld
- fixed paste clipping bug
- Select All implemented
- check for filetype and creator when opening
(so user does not double-click "Tile Info" file and get an empty map window)
1/2/97 - added zoom in/out on map
- switch to watch cursor while GWorld being redrawn
- Preferences... dialog
12/15 - added tile # to the terrain palette
- added provision for low-memory drawing (no offscreen GWorld for map)
12/12 - fixed problem activating window palettes (thanks David Reiss!)
(colors initially incorrect if open application with a document
and have the terrain window closed)
- current terrain
11/21 - force window resize for MapView if small map
- fixed drag-selection bug (losing focus)
- current terrain displayed in terrain palette
11/20 - removed slip in grabber
- updated Query Size dialog box
11/18 - paste undo/redo now update properly
- clean up app CLUT/palette
11/17 - synchronized color palettes between windows
- buffering MapView offscreen
11/16 Following functionality:
- copy/paste
- pencil, selector, dropper, grabber
- map view
- read Terrain Tiles
- read Map
- CCTiles alias in preferences
- mapfile saves