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    Jurassic v2.0

    Scheduled Pinned Locked Moved Maps & Mods
    36 Posts 4 Posters 740 Views 4 Watching
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    • TheDogT Online
      TheDog @GREGOREK
      last edited by

      @GREGOREK
      Just checking you have View> Show Map Details TICKED

      https://forums.triplea-game.org/tags/thedog
      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

      G 1 Reply Last reply Reply Quote 1
      • G Offline
        GREGOREK @TheDog
        last edited by

        @TheDog
        it's checked and debug console empty.
        I ordered a Ouija board from Amazon.

        1 Reply Last reply Reply Quote 0
        • G Offline
          GREGOREK
          last edited by

          This is irritating.

          I turned off the surrounding territories by replacing their boundary with a simple square. Then did all, except for the two offending cells. Removed duplicate pixels in other loops. Reduced all cells by averaging every three pixels (with an integer snap) to get rid of 'staircases'. Same Result.

          borderTestLc.png borderTestLnc.png

          Dumped their data into a separate display. Look fine. Bright light, crosses, I dont know what else to try. Note: these loops are the first in each of the associated territory's polygons.txt definition. One houses its territory center. The other does not. Doesnt seem to matter.

          The reliefTiles also continue to annoy. Sparse forum posts on the subject. I'm going to try finding TripleA cache files with Neanderthal in the name and deleting them. Maybe some legacy data preventing their display.

          G 1 Reply Last reply Reply Quote 0
          • G Offline
            GREGOREK @GREGOREK
            last edited by

            reliefTiles are now displaying.
            I have once again brought shame to my family.

            still have the two territories not displaying all their parts as posted above.

            1 Reply Last reply Reply Quote 1
            • G Offline
              GREGOREK
              last edited by

              Here's an interesting wrinkle. I have a memory fault. something I've done or omitted, is trashing memory.

              neanderthal.png

              I associated a territory with one of the players simply to mark it in the game, and suddenly a working territory cannot find the forest factory image which is used everywhere.

              neanderthalNull.png

              The gray box is the new anomaly. All forest territories have an invisible 16x16 factory. Nothing special about this one. Defined exactly like all the others. This error does not happen when the larger polygon loop described above is not assigned a player owner.

              TheDogT 1 Reply Last reply Reply Quote 0
              • TheDogT Online
                TheDog @GREGOREK
                last edited by

                @GREGOREK
                These version will ignore the missing image and then tell you which image is missing.

                2.7.15256
                ▪ Technology tab split from players tab on to its own tab. (Really good for 1888a & Total World War as they have lots of Tech)
                ▪ Shows any map missing icons as a placeholder square icon.
                ▪ Shows on status bar the relationship(war, neutral, allied) of territories (Really good in FFA maps)
                https://github.com/triplea-game/triplea/releases/tag/2.7.15256

                and
                https://github.com/triplea-game/triplea/releases/tag/2.7.15570

                So upgrade.

                https://forums.triplea-game.org/tags/thedog
                https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                G 1 Reply Last reply Reply Quote 0
                • G Offline
                  GREGOREK @TheDog
                  last edited by

                  @TheDog
                  Upgraded to latest. Now experiencing squint font with no way to change it. (?)
                  Problems persist. Factory Image is loaded and used everywhere. XML is script generated so any typo would appear everywhere.
                  Getting new error behaviors by simply adding owner to a territory suggests memory trashing somewhere.
                  I probably gutted too much out of Jurassic to make a bare-bones XML. Jurassic works with no change to management image files like factories. All carried over to Neanderthal.
                  I suspect a missing initializer in the XML.
                  Thanks for the help. I'll keep digging.

                  G 1 Reply Last reply Reply Quote 0
                  • G Offline
                    GREGOREK @GREGOREK
                    last edited by

                    Note: in this latest version, I dont see the debug window. Latest screen error:

                    NullPointerException: Cannot invoke "java.awt.image.BufferedImage.getWidth(java.awt.image.ImageObserver)" because "fromFile" is null
                    

                    Who is this 'Observer'? and are they watching me now?!

                    TheDogT wc_sumptonW 2 Replies Last reply Reply Quote 1
                    • TheDogT Online
                      TheDog @GREGOREK
                      last edited by

                      @GREGOREK
                      Just checking you know about triplea.log
                      It is located here
                      C:\Users\%USERNAME%\triplea

                      The console looks very similar to triplea.log

                      https://forums.triplea-game.org/tags/thedog
                      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                      1 Reply Last reply Reply Quote 1
                      • wc_sumptonW Offline
                        wc_sumpton @GREGOREK
                        last edited by

                        @GREGOREK said:

                        Who is this 'Observer'?

                        👆

                        Cheers...

                        TheDogT 1 Reply Last reply Reply Quote 0
                        • TheDogT Online
                          TheDog @wc_sumpton
                          last edited by

                          I will guess this maybe the Observer
                          c5111d2d-4415-49d4-afe8-9f9966fc7ac9-image.jpeg

                          https://forums.triplea-game.org/tags/thedog
                          https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                          G 1 Reply Last reply Reply Quote 1
                          • G Offline
                            GREGOREK @TheDog
                            last edited by

                            @TheDog
                            Thank you for noting location of LOG file.
                            Observer is set to false.

                            26343 13:08:20.484 [pool-4-thread-1] ERROR o.t.game.client.HeadedGameRunner - java.lang.NullPointerException: Cannot invoke "java.awt.image.BufferedImage.getWidth(java.awt.image.ImageObserver)" because "fromFile" is null
                            at games.strategy.triplea.image.TileImageFactory.loadUnblendedImage(TileImageFactory.java:220)
                            at games.strategy.triplea.image.TileImageFactory.getImage(TileImageFactory.java:132)
                            at games.strategy.triplea.image.TileImageFactory.getBaseTile(TileImageFactory.java:116)
                            at games.strategy.triplea.ui.screen.drawable.BaseMapDrawable.getImage(BaseMapDrawable.java:17)
                            at games.strategy.triplea.ui.screen.drawable.MapTileDrawable.draw(MapTileDrawable.java:37)
                            at games.strategy.triplea.ui.screen.Tile.draw(Tile.java:72)
                            at games.strategy.triplea.ui.screen.Tile.drawImage(Tile.java:57)
                            at games.strategy.triplea.ui.panels.map.MapPanel.lambda$paint$9(MapPanel.java:779)
                            at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1144)
                            at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:642)
                            at java.base/java.lang.Thread.run(Thread.java:1583)
                            

                            The error seems to stem from a baseTile being null. All are good. Including reliefTIles. The map does have a width that aligns exactly to the 256x256 tile size, thus 20x20 tiles, name 0_0.png through 19_19.png. (5120x5120 map width/height in properties) The small map in upper right corner does not display right and bottom edge correctly.

                            neanderthalSmallMap.png

                            The border slicing may have created zero area islands, island chains, and two-pixel spurs. Only noticed two candidates for that, but they display correctly. Get observer error, even with single polygon boxes around territory centers, hasRelief set to false (reliefTiles folder must be removed to not display reliefTiles). I'm going to recreate the XML script from scratch. Maybe missed an initializer, version, or other element that is not optional.

                            Note: map/smallMap.jpeg is 300x300. Is it supposed to be a particular scaled size of main map (which is 5120x5120)?

                            G 1 Reply Last reply Reply Quote 0
                            • G Offline
                              GREGOREK @GREGOREK
                              last edited by

                              Just for a sanity check. Please load this and see if you get the same error.

                              http://john.gregorek.com/Games/neanderthal.zip
                              
                              TheDogT 1 Reply Last reply Reply Quote 0
                              • TheDogT Online
                                TheDog @GREGOREK
                                last edited by

                                @GREGOREK

                                I declare you sane, I get this

                                918e0180-2a7f-432a-8e1d-6ce9668a18ae-image.jpeg

                                https://forums.triplea-game.org/tags/thedog
                                https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                1 Reply Last reply Reply Quote 2
                                • G Offline
                                  GREGOREK
                                  last edited by

                                  I'm still hunting down the Observer-Null error, but higher forces need to get involved on this one.

                                  Turning wrapX and wrapY off, the cell boundary display error is gone.

                                  Screenshot from 2026-05-28 06-47-45.png

                                  Turning wrapX on, the cells display properly but the small map drops the right edge.

                                  Screenshot from 2026-05-28 06-49-05.png

                                  Turning wrapY on, the cells get truncated and the small image drops the bottom edge.

                                  Screenshot from 2026-05-28 06-50-22.png

                                  The game provides 'island groups' in the polygons.txt display but was never tested for map border-crossings, wherein a territory can exist on opposite sides of the map and a single territory can exist at all four corners. It looks like a bounding-box oversight. For complete wrapXandY this needs to be addressed on the engine side.

                                  wc_sumptonW 1 Reply Last reply Reply Quote 0
                                  • wc_sumptonW Offline
                                    wc_sumpton @GREGOREK
                                    last edited by

                                    @GREGOREK

                                    Check the baseTiles 7-17.png is bad. This is causing your problems.

                                    Cheers...

                                    G 1 Reply Last reply Reply Quote 1
                                    • G Offline
                                      GREGOREK @wc_sumpton
                                      last edited by

                                      @wc_sumpton THANK YOU. Checked for that vary thing, but stepped through using the Linux ImageViewer and it skips bad files. Strange it existed because the imageTiler was run a few times after first encounter with the error. I'll check the rest.

                                      Observer error be gone. Uploaded a new neanderthal.zip. Wrapping display conflict still exists. Each loop in a polygons.txt territory definition should get its own display bounding box to determine if it is in the view.

                                      I'm going to concentrate on the game development. Once done, I'll clean up the scripts for public consumption.

                                      1 Reply Last reply Reply Quote 1
                                      • G Offline
                                        GREGOREK
                                        last edited by

                                        Starting on the game. Finding artwork is slow. Planning triggers.

                                        canBeCapturedOnEnteringBy
                                        whenCapturedChangesInto
                                        

                                        I need something similar to: whenKilledChangesInto
                                        Does anything like that exist?

                                        whenHitPointsDamagedChangesInto
                                        values: allows this unit to change into another unit if it takes a certain amount of damage in combat, primarily used for having weaker versions of a unit
                                        examples: <option name="whenHitPointsDamagedChangesInto" value="damage:transferAttributes:unitType"/>
                                        damage - specifies how many points of damage, transferAttributes - if new unit keeps damage amount, unitType - new unit
                                        

                                        This might work for the purpose of a killed Mammoth becoming a source of Meat, for example. If the Mammoth is twoHit, then one hit will trigger its change into a non-combatant resource/item that another trigger can pick up and convert to PUs.

                                        Right?

                                        1 Reply Last reply Reply Quote 1
                                        • G Offline
                                          GREGOREK
                                          last edited by

                                          Took a detour on game development and added a dungeon module to the automated scripts with dirt, rubble, water, and of course lava.

                                          tripleAcave.png

                                          Ya'll have made TripleA diverse and feature rich. A cave system brings up some questions. Please educate me if these adaptations already exist. Otherwise, please consider their addition/discussion. Remember, you are making a toolbox, not a game; that's for the map makers. And they need more tools.

                                          A dungeon crawler could be played by standard tripleA territorial battles. However, it would be more open to RPG style with specialized units and item distribution. Not trivial upgrades but some form of menu system is required to add and remove found items to units. Tech/triggers affect all units of a type. I dont expect DOOM style gaming, but some form of treasure hunt would be nice. Currently, a single hero-unit could satisfy the RPG side of the game, absorbing all found items.

                                          The Production Menu is a sore spot. It needs greater control by the map. The engine provides a default, but let the map override it with col/row size and access (add/replace cells by col/row). Treat it like the table it is with Rules and Notes. A specialized Rule could allow item distribution but would wreak havoc on the battle calculator and battle menu to have so many unique units.

                                          Relief Tiles remain as the default display, but consider a territory tile with x,y alignment offset. It might ease the burden of border/corner overlaps on fully wrapped XY maps. It would also usher in territory animations and unleash the FOG OF WAR.

                                          Current script status is close to release. They will generate random terrain and cave maps along with a generic game.xml to hog out the bulk of the work. Finished speeding up the territory carver that works like a bubble machine. It tracks terrain changes reasonably well. The tricky bit remains narrow edges and corner horns/spear like structures. Mostly cleaned up. Dungeon module running slow. It be nice to integrate both surface and subterranean maps together for a 3Dish stacked hive affect but access points would require a lot of scrolling.

                                          TheDogT 1 Reply Last reply Reply Quote 2
                                          • TheDogT Online
                                            TheDog @GREGOREK
                                            last edited by

                                            @GREGOREK
                                            You are bonkers trying to shoehorn a RPG style into TripleA.

                                            However I will join you in the Bonkers club, for I have thought of trying to do similar.

                                            For your consideration look at
                                            https://forums.triplea-game.org/topic/3264/arena-of-death-official-thread
                                            for multi wound heroes and different classes.

                                            For the levelling of the heroes a Tech tree could be used, see, each tree could be a hero?
                                            https://forums.triplea-game.org/topic/4056/1888a-steam-steel-official-thread

                                            For random distribution of monsters and treasures, see
                                            https://forums.triplea-game.org/topic/3666/shogun-advanced-official-thread
                                            and look for Kami, Japanese spirits. The Kami start out with lots of dots in their unit name, this so the player cannot count them, when found/revealed they change into stuff

                                            Ebbe and I are working on an Heroic FFA island map with Fates, using the ./dot principles above.

                                            https://forums.triplea-game.org/tags/thedog
                                            https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                            1 Reply Last reply Reply Quote 0

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