D.murphy man 0 Posted January 11, 2005 Hey guys, well iv been busy for the last few days fiddling around with WrpTool and i am in the process of making a island inspired by Evil Clown's waste land island, Mad Max films, And Fallout series of RPG games. I would release a small alpha, beta what ever (never been good with technicle terms ) but my island making skills are still weak and there appaers to be a proplem, most likely with the config. it starts up and i can get it in game no proplem, but when exiting from the Mission editor with this island loaded causes OFP to crash back to desktop. Although i will realease it as it is if theres enough demand and i am looking for a bit of help from some one just to look over my map and sort out what the proplem is? any way the island is a Post Nuclear Apocalypitic wasteland with many shanty towns and make shift fortresses made out of mainly scrap mettal and materials. Long winding roads and wide open spaces are plentyful and many ruin towns, villiages scatterd around to keep you exploring. The island has a almost square shape to it with a huge mountain rang running diagnoly through the middle of the intire island with a smooth flat bit in the centre of the mountian range to allow access to iver side of the island. the rest of the island is mainly smooth bumps and humps. Screen shots at my site!Clicky! Share this post Link to post Share on other sites
bonko the sane 2 Posted January 11, 2005 very nice, first photo reminds me of HL2 world. havent got a clue about what could be causing the CTD, in fact i havent got a clue about anything Share this post Link to post Share on other sites
jakerod 254 Posted January 11, 2005 Any error message when you get the CTD? Share this post Link to post Share on other sites
D.murphy man 0 Posted January 11, 2005 Nope just the normal windows warning 'im sorry but OFP has encounter a proplem would u like to send a report etc..' Im pretty sure its the config, i copied it of the example Configs that come with Wrptool, changed all the names in the configs to name of my island and left empty the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes[] = {}; im guessing this line is completely wrong and i need to put somthing here. Heres the full config for my island, (my island is called TestMap at the moment) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class TestMap { units[] = {}; weapons[] = {}; worlds[] = {TestMap}; requiredVersion = 1.91; }; }; class CfgWorlds { class DefaultWorld {}; class Intro : DefaultWorld {}; class TestMap : Intro { access = 3; description = "TestMap"; icon = "\TestMap\_wrptool_25km.paa"; worldName = "TestMap.wrp"; cutscenes[] = {}; centerPosition[]={25600,25600,200}; class Grid { offsetX=0; offsetY=0; class Zoom1 { zoomMax=0.200000; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom2 { zoomMax=1e30; //1000000015047466219900000000000.000000; format="XY"; formatX="A"; formatY="0"; stepX=2560; stepY=2560; }; }; }; }; class CfgWorldList { class TestMap {}; }; Share this post Link to post Share on other sites
Evil_Clown 0 Posted January 11, 2005 nice how you put togheter all those org-addons into that, really looks like they build those walls with scrap from the ground, try with textures from the nogova desert, i think it would look cool... Cool island murphy, keep up the good work Share this post Link to post Share on other sites
stu 0 Posted January 11, 2005 Your island looks great. I've got one or two buildings that may look good on your island if your interested. Share this post Link to post Share on other sites
D.murphy man 0 Posted January 11, 2005 Sure ill give full credits. cheers Share this post Link to post Share on other sites
W0lle 1052 Posted January 12, 2005 Try this config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class TestMap { units[] = {}; weapons[] = {}; worlds[] = {TestMap}; requiredVersion = 1.91; }; }; class CfgWorlds { class DefaultWorld {}; class Intro : DefaultWorld {}; class TestMap : Intro { access = 3; description = "TestMap"; icon = "\TestMap\_wrptool_25km.paa"; worldName = "\TestMap\TestMap.wrp"; cutscenes[] = {}; centerPosition[]={25600,25600,200}; class Grid { offsetX=0; offsetY=0; class Zoom1 { zoomMax=0.200000; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom2 { zoomMax=1e30; //1000000015047466219900000000000.000000; format="XY"; formatX="A"; formatY="0"; stepX=2560; stepY=2560; }; }; }; }; class CfgWorldList { class TestMap {}; }; If you keep getting CTDs try removing the Grid class, afaik you don't need them at all on a 25km island. Not very sure at all tho but I never used it on my islands and they're all working. The Cutscenes line looks ok for me, I don't think that's the problem. Share this post Link to post Share on other sites
wipman 1 Posted January 12, 2005 Hi, this island looks by the screenshots, as a good place where make missions; i like the idea. The only help that i can i offer it's offer some ground and surface textures that could be expanded in variety, using layers and transparency in the photoshop; to extend the range of surfaces that could be achived with a good use. The TwighLight 2000, Shadowrun, Cyberpunk and some other RPG's it's an idea that could be well brought to the OFP. P.D: Use 1.75 trees, the 1.10 trees suxxx; some mapfact or F3WX V.1.1 objects could help to recreate a much detailed wasteland idea. Let's cu. Share this post Link to post Share on other sites
joshnolan225 0 Posted January 12, 2005 i can see it now, use those generic opfor to make some sweet paramilitary operations in a post apocolyptic setting Share this post Link to post Share on other sites
D.murphy man 0 Posted January 12, 2005 Try this config:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class TestMap { units[] = {}; weapons[] = {}; worlds[] = {TestMap}; requiredVersion = 1.91; }; }; class CfgWorlds { class DefaultWorld {}; class Intro : DefaultWorld {}; class TestMap : Intro { access = 3; description = "TestMap"; icon = "\TestMap\_wrptool_25km.paa"; worldName = "\TestMap\TestMap.wrp"; cutscenes[] = {}; centerPosition[]={25600,25600,200}; class Grid { offsetX=0; offsetY=0; class Zoom1 { zoomMax=0.200000; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom2 { zoomMax=1e30; //1000000015047466219900000000000.000000; format="XY"; formatX="A"; formatY="0"; stepX=2560; stepY=2560; }; }; }; }; class CfgWorldList { class TestMap {}; }; If you keep getting CTDs try removing the Grid class, afaik you don't need them at all on a 25km island. Not very sure at all tho but I never used it on my islands and they're all working. The Cutscenes line looks ok for me, I don't think that's the problem. hmm now my island dosent show up in the island selection screen in mission editor at all now Thanks guys for the positive feed back and suggestions and thanks for the offer of texture help wipman but at the moment im trying to keep the island simple (for my sake) and adding more textures will be more confusing for me after the first release of this island i will concentrate more on textures in the next version, as it is at the moment texturing ground with lots of different textures and making it look natural has got me stumped. Ill be looking over the manual later after towns and forts are placed. Share this post Link to post Share on other sites
jakerod 254 Posted January 12, 2005 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // Testmap // Made with Config File Writer by Marksman // Version 1.0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0 // dummy weapons #define WeaponSlotPrimary 1 // primary weapons #define WeaponSlotSecondary 16 // secondary weapons #define WeaponSlotItem 256 // items #define WeaponSlotBinocular 4096 // binocular #define WeaponHardMounted 65536 class CfgPatches { class Testmap { units[] = {}; weapons[] = {}; worlds[] = {"Testmap"}; requiredVersion =1.75; }; }; class CfgVehicles{}; class CfgWorldList { class  Testmap{}; }; class CfgSurfaces { class Default {}; }; class CfgEnvSounds {}; class CfgWorlds { class DefaultWorld {}; class  Testmap: DefaultWorld { access=3; description="Testmap"; icon="\Testmap\Testmap.paa"; cutscenes[]={"..\ADDONS\Testmap_anims\intro"}; worldName="\Testmap\Testmap.wrp"; plateFormat="ST##D$$#$"; plateLetters="ABCDEFGHIJKLMNOPQRSTUVWXYZ"; startTime="00:00"; startDate="01/01/00"; startWeather=0; startFog=0; forecastWeather=0; forecastFog=0; ilsPosition[]={4075,3400,0}; ilsDirection[]={0,0.080000,-1}; ilsTaxiIn[]={"4125","3695"}; ilsTaxiOff[]={"4074","3348"}; seagullPos[]={6086,7505,52}; centerPosition[]={6086,7505,52}; class ReplaceObjects { class Forest1Border { replace="O\Tree\les_nw_ctver_mlaz.p3d"; with[]={}; }; class Forest1Triangle { replace="O\Tree\les_nw_trojuhelnik.p3d"; with[]={"O\Tree\les_nw_trojuhelnik.p3d"}; }; class Forest1Square { replace="O\Tree\les_nw_ctver_pruhozi.p3d"; with[]={"O\Tree\les_nw_ctver_pruhozi_T1.p3d","O\Tree\les_nw_ctver_pruhozi_T2.p3d"}; center="true"; }; class Forest2Border { replace="O\Tree\les_nw_jehl_mlaz.p3d"; with[]={}; }; class Forest2Triangle { replace="O\Tree\les_nw_jehl_trojuhelnik.p3d"; with[]={"O\Tree\les_nw_jehl_trojuhelnik.p3d"}; }; class Forest2Square { replace="O\Tree\les_nw_jehl_ctver_pruhozi.p3d"; with[]={"O\Tree\les_nw_jehl_T1.p3d","O\Tree\les_nw_jehl_T2.p3d"}; center="true"; }; }; class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; class Names { class Lillebonne { name="Lillebonne"; position[]={4112,10491,100}; }; }; class EnvSounds: CfgEnvSounds { class Rain { name="$STR_DN_RAIN"; sound[]={"\sound\rain_hard.wss",0.002000,1}; soundNight[]={"\sound\rain_hard.wss",0.002000,1}; }; class Sea { name="$STR_DN_SEA"; sound[]={"\sound\wave_break.wss",0.000950,1}; soundNight[]={"\sound\wave_break.wss",0.000700,1}; }; class Meadows { name="$STR_DN_MEADOWS"; sound[]={"\sound\wind_whistle.wss",0.001216,1}; soundNight[]={"\sound\wind_whistle.wss",0.010316,1}; }; class Trees { name="$STR_DN_TREES"; sound[]={"\sound\treesbirds.wss",0.000316,1}; soundNight[]={"\sound\treesbirds.wss",0.000316,1}; }; class Hills { name="$STR_DN_HILLS"; sound[]={"\sound\wind_whistle.wss",0.000052,1}; soundNight[]={"\sound\wind_whistle.wss",0.000052,1}; }; }; }; }; That is what my config has always looked like since my first big island Saint David. Only thing that has changed are the names, and positions of the towns. So give that a try the last sound part really does nothing and if you need any further explainations just PM me and I will give it a shot. Sorry: Don't know why the post is so long in width feel free to fix it. Share this post Link to post Share on other sites
D.murphy man 0 Posted January 12, 2005 Ok tried that as well still getting a CTD If any of you want to have a shot your self PM with an email and ill send you the .wrp,config and ppa. see if any of you fine gentlemen can solve it Share this post Link to post Share on other sites
Thunnder Bunny 0 Posted January 13, 2005 Looks nice man!!! Can't wait until I can make some SOA (soldiers of anarchy) missions. That game is the only one I found that came close to feeling like fallout. Wasn't there a mad max type truck made awhile back. Think it had a cow plow on the front....? Share this post Link to post Share on other sites
D.murphy man 0 Posted January 13, 2005 Marco Benz Armored 5t Truck You mean this one,the 6th one down the list. I shall be releasing an early beta soon. Kind w0lle has offerd to take a look at my CTD proplem and i have sent him the files. Thanks w0lle! Hopfully if i or w0lle manage to fix it i will release what i have so far. im 3 quaters away through a new town to the north of the island at the moment, it has a large fort in the center and extending to the south onto a cross roads leading to town. around the fort there are shanty towns and ruins. in center of the fort is a large (compard to all the shanty huts) building surrounded by a small wall and scafolding. Im imagening mission makers useing this as the towns mayors house or what have you Share this post Link to post Share on other sites
Thunnder Bunny 0 Posted January 14, 2005 Yep thats the one , thx D.murphy man. Gona try to find some people wearing ragity clothes ,to simulate post apocalyptic people. But tonal peeps is about all I could find Share this post Link to post Share on other sites
Genken 0 Posted January 18, 2005 This map looks nice, I hope you can get it working good I was looking at Antimeasure's Wasteland island, it's pretty nice, but not quite what I'm looking for. I'm hoping to make a campaign of sorts with a SOA(Soldiers of Anarchy)/Fallout Tactics kinda storyline or something, basically something post-apocalyptic. Would be great if this Island works. Keep up te good work, D.murphy man. Looking good. Share this post Link to post Share on other sites
Rune 0 Posted January 18, 2005 I'm hoping to make a campaign of sorts with a SOA(Soldiers of Anarchy)/Fallout Tactics kinda storyline or something, basically something post-apocalyptic. Sounds good...do look into Sinews of War and consider making it a multiplayer campaign. I would realy love to play something like that with a few friends Share this post Link to post Share on other sites
D.murphy man 0 Posted January 18, 2005 Hey guys, I havnt made any new progress on the island as yet, been extreamly busy over this weekend. Mr.w0lle has fixed the proplem with the CTD so i might release a early beta soon. Share this post Link to post Share on other sites
Genken 0 Posted January 18, 2005 Murphy man, take your time with it. Everybody here has a personal life too, so you don't need to appologize about lack of progress. Â Rune: Sinews of War...[EDIT] Bah, just looked at your sig...haha [EDIT 2] Oh me, oh my. SoW looks...good. I do think I would use this... As for multiplayer, Sure, I'll give it a shot. Then again, I don't really have much experience with missions(I've been toying around, but havn't put together anything solid...like, I've made it where your squad's picked up, dropped off, you wait maybe 15 seconds(I judged the distance right), and then you take out a few squads of enemy, and then, well, that's it). But, First I'll start with a few missions, figure out a storyline, and then work from there. I just don't get scripts that well...heh. And I figure any more discussion for the campaign might have to make me start another thread....but I don't think it's the right time... Share this post Link to post Share on other sites