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    Jurassic v2.0

    Scheduled Pinned Locked Moved Maps & Mods
    36 Posts 4 Posters 751 Views 4 Watching
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    • TheDogT Offline
      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 Offline
            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 Online
                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 Offline
                        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 1

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