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On January 03 2011 07:06 baskerville wrote: I was curious about someone else's opinion, sorry... Mac's pc emulation is perfectly legal and common (providing you do not license anything out of it), on this issue, you must have been be mislead by my post, sorry again. I was posting to know if people had tested this? And if it works if there are any differences...
Haven't actually heard about any windows emulation on macs, I mean, you can just install windows on them like if they are an (almost) normal x86 PC (the difference is the EFI, Mac equivalent/successor to BIOS).
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no I meant an emulation
i'm sure it works, it's simply not worth the hassle... one should do it thanks to a pc user's good nature
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How can I get the analyzer summary to contain information about LOS blockers? (I've seen some analyzer pics with that)
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On January 15 2011 06:53 NullCurrent wrote: How can I get the analyzer summary to contain information about LOS blockers? (I've seen some analyzer pics with that)
Whoa, sorry I missed this question. First I have to apologize for doing a complete reinstall of my home rig and demolishing my map analyzer development environment. I squeeze in an hour or two here and there trying to get it going again, but I promise you when I finally get MinGW/msys reconfigured I will back that whole system up and never touch it again.
Anyway, in the meantime I was in the process of doing all kinds of fun updates before I lost my development environment, and LoSB is one of them in this unofficial release:
SC2 Map Analyzer 1.4.6
If you run this version (when the community was helping me work out some new openeness color schemes and stuff) you have support for LoSB.
What you do is open the "footprints.txt" file and search for "MarSaraCurtain" and you'll see that is the only recognized LosB right now, but you can easily add more, you just have to find out the doodad's internal name. Go into the editor, place a Mar Sara LosB, save the map, go to the import dialog, check that box for internal files, select "Objects" and export it. Its an XML file. Look for the Mar Sara object and you'll see its internal name is "MarSaraCurtain." now you can place one of each LosB in your map, save the file, export "Objects" again and you'll see the names of all the doodads.
Okay, once you have that, open the "footprints.txt" file for the unnofficial release. You can't use the official releases because they don't recognize the "losb" object type yet. You'll see this code:
losb MarSaraCurtain destruct BraxisAlphaDestructible1x1 doodad PathingBlocker1x1Doodad { 0, 0 }
which is defining a one-cell footprint (located 0, 0 cells away from the object's position) and the lines above that are all different doodads with the same footprint. So if you change this file like this:
losb MarSaraCurtain losb JungleSetsLosBName losb SomeOtherLosbName destruct BraxisAlphaDestructible1x1 doodad PathingBlocker1x1Doodad { 0, 0 }
Then the analyzer will pick up any LosB doodads you drop. If anyone followed along this far, I encourage you to be adventurous and read this explanation of the footprints.txt config file and add those big long vertical and horizontal destructible rocks that are new with the latest patch.
And someday when I get my rig back in order I'll put out analyzer updates again, I've got all these notes and what to add and fix.
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Wine is not an emulator http://www.winehq.org/myths
When i get done work today I'll try and make a wine rapper for the Analyzer. I'll post it if it works w/ instructions on how to install the app. It's not hard. Ether it will work flawlessly or it wont. Aside from that you can always run boot camp.
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On February 08 2011 03:37 Drascoll wrote:Wine is not an emulator http://www.winehq.org/mythsWhen i get done work today I'll try and make a wine rapper for the Analyzer. I'll post it if it works w/ instructions on how to install the app. It's not hard. Ether it will work flawlessly or it wont. Aside from that you can always run boot camp. I'm using CrossOver Games's version of wine through the command line, and it works flawlessly.
I just run it like this: $ cd whatever/directory/you/have/mapanalyzer/in $ wine sc2mapanalyzer.exe
Is that still the case for normal wine?
But a wrapper can be nice too, for those who don't want the power the terminal gives.
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I've added all 1x1 size Line of Sight blockers which you should paste in right after "losb MarSaraCurtain":
+ Show Spoiler [part of footprints.txt] +losb MarSaraCurtain losb AgriaCurtain losb AiurCurtain losb BelShirCurtain losb HavenCurtain losb InvisibleCurtain losb KorhalCurtain losb MeinhoffCurtain losb MonlythCurtain losb NewFolsomCurtain losb RedstoneCurtain losb ShakurasCurtain losb SpacePlatformCurtain losb TarsonisCurtain losb TyphonCurtain losb UlaanCurtain losb UlnarCurtain losb ValhallaCurtain losb XilCurtain losb ZhakulDasCurtain destruct BraxisAlphaDestructible1x1 doodad PathingBlocker1x1Doodad { 0, 0 }
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On February 10 2011 02:59 NullCurrent wrote:I've added all 1x1 size Line of Sight blockers which you should paste in right after "losb MarSaraCurtain": + Show Spoiler [part of footprints.txt] +losb MarSaraCurtain losb AgriaCurtain losb AiurCurtain losb BelShirCurtain losb HavenCurtain losb InvisibleCurtain losb KorhalCurtain losb MeinhoffCurtain losb MonlythCurtain losb NewFolsomCurtain losb RedstoneCurtain losb ShakurasCurtain losb SpacePlatformCurtain losb TarsonisCurtain losb TyphonCurtain losb UlaanCurtain losb UlnarCurtain losb ValhallaCurtain losb XilCurtain losb ZhakulDasCurtain destruct BraxisAlphaDestructible1x1 doodad PathingBlocker1x1Doodad { 0, 0 }
Thanks for putting time into this! I'll add it to the next release.
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On February 08 2011 06:10 NullCurrent wrote:+ Show Spoiler +On February 08 2011 03:37 Drascoll wrote:Wine is not an emulator http://www.winehq.org/mythsWhen i get done work today I'll try and make a wine rapper for the Analyzer. I'll post it if it works w/ instructions on how to install the app. It's not hard. Ether it will work flawlessly or it wont. Aside from that you can always run boot camp. I'm using CrossOver Games's version of wine through the command line, and it works flawlessly. I just run it like this: + Show Spoiler +$ cd whatever/directory/you/have/mapanalyzer/in $ wine sc2mapanalyzer.exe
Is that still the case for normal wine?
But a wrapper can be nice too, for those who don't want the power the terminal gives.
Oh I see, I didn't take time to look at the program when I wrote the line about making a wrapper. Really no need what you posted is a much easier solution.
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The footprint for "Destructible Rocks - Huge Horizontal" as seen on TestMap2:
+ Show Spoiler +destruct DestructibleRampHorizontalHuge { -6, -2 -5, -2 -4, -2 -3, -2 -2, -2 -1, -2 0, -2 1, -2 2, -2 3, -2 4, -2 5, -2 -6, -1 -5, -1 -4, -1 -3, -1 -2, -1 -1, -1 0, -1 1, -1 2, -1 3, -1 4, -1 5, -1 -6, 0 -5, 0 -4, 0 -3, 0 -2, 0 -1, 0 0, 0 1, 0 2, 0 3, 0 4, 0 5, 0 -6, 1 -5, 1 -4, 1 -3, 1 -2, 1 -1, 1 0, 1 1, 1 2, 1 3, 1 4, 1 5, 1 }
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I second this bump. Maybe newer folks just don't know about it? Let's keep this in the sidebar for a day or two for good measure. Also, if I don't see analyzer pics, I'm copy pastin postin.
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I would love to use this analyzer on my map that i recently published, but i cannot figure out how the damn thing works! I've read the manual, and it said to just edit the "Output.txt" and "to-analyze.txt" and that the config file would guide me? I'll say it, im bad with computers... and those things dont seem to be speaking english. plz help.
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How bout some pics? Dunno what the original files look like.
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Here's how they read:
# to-analyze.txt
# This config file is only recognized globally, meaning it is # only read by the map analyzer if it is in the same directory # as the EXECUTABLE (not the same directory as a shortcut to # executable)
# List any number of specific maps to analyze, and use the # character # to comment out lines:
C:\BLAH\BLAH\A Map That Will Be Analyzed.SC2Map #C:\BLAH\BLAH\CommentOut-WontBeAnalyzed.SC2Map
# If a directory is listed, all maps in it are analyzed. C:\BLAB\BLAH\ADirectoryOfMaps
# put an 'r' in front of a directory if you want the map analyzer to # recursively search that directory for maps to analyze r C:\BLAB\BLAB\AnalyzeThisDirAndSubDirs
# output.txt
# This file controls output options. Lines that begin with # the '#' character are comments so those options are ignored. # Just uncomment the lines of output you want. This file at # the global level will set a default for all maps analyzed. # If another copy of output.txt is in the same directory as # a map to analyze, the local copy will override the global copy.
#renderTerrain #renderPathing #renderBases #renderOpenness #renderShortest #renderInfluence renderSummary #writeCSVpermap
# This option only has meaning in the global output.txt, it # will be ignored in a local output.txt #writeCSVaggr
# Set this path to have ALL OUTPUT of the analyzer be thrown # into a common directory. path=C:\A-PATH\sc2mapanalyzer-output
As i understand, im supposed to type in the file name of my map into the "To-Analyse.txt" Somewhere, then im supposed to do Something in the "output.txt"... after that i run the analyser by just double clicking on it... Doing so now however gives me a list of 3 errors that read:
"Warning, a component of the path C:\Blah\Blah\A Map That Will Be Analyzed.SC2Map does not exist or is not a directory, skipping...
Have you edited to-analyze.txt with the paths you want to analyze? "
The other two are similar, with different things after the "C:\Blah\Blah\"
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Ok so that's how I use it:
# If a directory is listed, all maps in it are analyzed. C:\Users\FlopTurnReaver\Documents\StarCraft II\Maps\sc2mapanalyzer-release-1.4.3
In the output.txt I deleted the # before renderShortest and renderSummary (because that's all I need). Then I just copy a map I want to analyze into this folder and execute the analyzer.
EDIT: If you want to use it the other way you obviously have to replace the 'C:\Blah\Blah\A Map That Will Be Analyzed.SC2Map' with the actual path of your mapfile.
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Ok this is how they read now:
# to-analyze.txt
# This config file is only recognized globally, meaning it is # only read by the map analyzer if it is in the same directory # as the EXECUTABLE (not the same directory as a shortcut to # executable)
# List any number of specific maps to analyze, and use the # character # to comment out lines:
C:\BLAH\BLAH\A Map That Will Be Analyzed.SC2Map #C:\BLAH\BLAH\CommentOut-WontBeAnalyzed.SC2Map
# If a directory is listed, all maps in it are analyzed. C:/Users/MyName/Desktop/sc2mapanalyzer-release-1.4.3
# put an 'r' in front of a directory if you want the map analyzer to # recursively search that directory for maps to analyze r C:\BLAB\BLAB\AnalyzeThisDirAndSubDirs
The # before renderSHortest and renderSummary were removed.
I copied the map file and its now in the same folder
I get a pic of the space but not the shortest paths (i assume renderShortest)
Also a set of vertical rocks does not appear, and theres some text saying "resource at point "number here" is in an unpathable cell
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Well first of all you can add a # before the 'C:\BLAH\BLAH\A Map That Will Be Analyzed.SC2Map' again (dunno if it will help anything but it will definitly not do any harm). I have no idea what's up with the shortest stuff, if you did it correctly it should work, don't think I ever had problems with it.
I recently experienced the same problem with vertical rocks not showing up, no idea what to do there. The error with the minerals usually appears if you have mineral patches in an area that's either out of bounds or inside terrain containing pathing blocker.
Can't help you there just from reading.
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your Country52797 Posts
This thread must always be bumped! + Show Spoiler +And maybe on day I'll actually use the analyzer ![](/mirror/smilies/wink.gif)
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