Titanium Maps Not Compatible
23 replies14.02.19 06:43:59 am
I am having trouble with my Stranded II Enhanced - Titanium Platform. All Objects, Units, and Items have same id's, yet titanium maps are not compatible with other stranded 2 maps.
Regular maps load into titanium just fine, but when I try to load a map made by titanium into regular, it says "memory access violation", which usually just means "somebody goofed up somewhere".
Anyone know Titanium or just stranded well enough to fix this?
I believe it might be caused by these three things:
Weather and Climate in SII - Titanium
Different Global Map Options
Different Saving
Whatever it is, titanium maps don't work with regular stranded 2 for some reason, and that means I won't be able to use the snapgrid to make epic maps for everyone.
Maybe some advanced coder or programmer could find out what's causing the bug and possibly fix it.
For now, though, there won't be much epic maps on my part until this is resolved
Thank you anyone who has a decent answer to this problem. Any help will be great
Please and Thanks
p.s...

Regular maps load into titanium just fine, but when I try to load a map made by titanium into regular, it says "memory access violation", which usually just means "somebody goofed up somewhere".


I believe it might be caused by these three things:



Whatever it is, titanium maps don't work with regular stranded 2 for some reason, and that means I won't be able to use the snapgrid to make epic maps for everyone.
Maybe some advanced coder or programmer could find out what's causing the bug and possibly fix it.
For now, though, there won't be much epic maps on my part until this is resolved

Thank you anyone who has a decent answer to this problem. Any help will be great

Please and Thanks

p.s...
edited 1×, last 18.03.19 10:31:13 pm
Yes, there are too many changes in the code for maps to be compatible with regular Stranded II. You cant fix it that simply..
edited 1×, last 14.02.19 09:06:51 pm
That might be true, but regular stranded 2 maps work with titanium so there can't be that many changes.
It appears that the map format and stuff is the same, but there is something else, like the climate, that causes it to bug out.
It appears that the map format and stuff is the same, but there is something else, like the climate, that causes it to bug out.
Titanium can load default one because Titanium is an extend of the original one. Titanium maps CANT load on default because there are stuff that original game cannot understand, thats so simple to understand and without modding source of titanium you cant do anything about it, so simple forget about it or do it by yourself, nobody gives a damn thing about it now so sto beg anybody to make it for yo. cheers
Wait just a second
. Do you think that there could be a simple converter made to convert titanium maps back to regular stranded 2 style code?
It would fix the problems, and it doesn't seem to hard for someone who knows how to code.



Sure it would be possible, but also literally to hard or to complicated to make.
Titanium Mod is a source code edited Mod, which has changed some part of the game.
It isn't your typical extension of Stranded II, where they added some items, objects, etc
You could basically load up S2 Ext Maps, delete all the new Stuff and it would be playable on normal Stranded II, but I don't think this whole process would be even possible with Titanium Maps, because the Source Code of the Game was altered.
To make it clear Stranded II is Gold Version and Titanium Version would be something superior to this, making it nearly impossible to play Titanium Maps in an older Version of Stranded II
Titanium Mod is a source code edited Mod, which has changed some part of the game.
It isn't your typical extension of Stranded II, where they added some items, objects, etc
You could basically load up S2 Ext Maps, delete all the new Stuff and it would be playable on normal Stranded II, but I don't think this whole process would be even possible with Titanium Maps, because the Source Code of the Game was altered.
To make it clear Stranded II is Gold Version and Titanium Version would be something superior to this, making it nearly impossible to play Titanium Maps in an older Version of Stranded II
I see what you guys mean. Maybe I could just find a way to implement the snap grid command on to regular stranded 2 with some x,y, and z values & stuff. Although this comes with a major problem. I simple cannot do much complicated code. Yet.
Of course, since this is already implemented in S2-titanium maybe a simple copy-paste of the specialized code will work. For someone who knows the works, that shouldn't be too hard.
Of course, since this is already implemented in S2-titanium maybe a simple copy-paste of the specialized code will work. For someone who knows the works, that shouldn't be too hard.
...again you really dont understand how code works.
lets use minecraft as an example:
a modded minecraft game can load maps from vanilla minecraft because all of the code and presets are packaged with the mod (hence a mod, and not a standalone)
however you will not be able to load a modded map into a vanilla minecraft map, there may be dozens to hundreds of unique block and item ids that arent supported in original minecraft.
in the case for minecraft, its a lot more straightforward to fixing this, just grab an external map editor, and change all id references of items and blocks to vanilla ids.
Stranded 2 map generation is however a lot more finicky, and so naturally any minor change to the code will be entirely unsupported.
lets use minecraft as an example:
a modded minecraft game can load maps from vanilla minecraft because all of the code and presets are packaged with the mod (hence a mod, and not a standalone)
however you will not be able to load a modded map into a vanilla minecraft map, there may be dozens to hundreds of unique block and item ids that arent supported in original minecraft.
in the case for minecraft, its a lot more straightforward to fixing this, just grab an external map editor, and change all id references of items and blocks to vanilla ids.
Stranded 2 map generation is however a lot more finicky, and so naturally any minor change to the code will be entirely unsupported.
@
ModJuicer: That's an example! there are other things that have changed values etc. so no, stop it.

you might be able to "convert" a map from the Titanium to a map for the normal S2 by rebuilding it:
write a script which runs in the Titanium map
it needs to
loop over all objects/items/units/infos in the map and get their relevant data (class, type, position, rotation, scale, etc.)
write these values into a single string, dividing them by a unique character, e.g. ";"
after each object add another unique character to indicate the end of the grouped up values of one object, e.g. "^"
this will result in a very long string which might look like this (but with more than these 4 example entries):
save this string to a file with
savevars
copy the file to the mod where you want to recreate the map
write another script which runs in that mod
in this script load the string using
loadvars
this next process is called "deserialization":
use
split with the "^" character to get a substring which contains a single object
use
split on that substring again but with ";" to get a single value which you can save to a variable
save each value to a different variable (11 in this example)
use
create,
setpos,
setrot,
scale etc. to recreate new objects according to the values in the variables
repeat for all saved objects until the map is recreated
using
terrain you can even serialize/deserialize the terrain layout
you might need to do a few things by hand though, e.g. copy scripts which are saved inside infos and such, basically the things which dont have a "get" command to retrieve a value or a "set" command to recreate it. maybe some area trigger values and such.
no guarantee that this will work. it might run pretty slow when building the long string. if it crashes because of this try serializing smaller groups of objects instead all of them at once.
proceed at your own risk. knowing S2S, loss of sanity is possible






Quote:
this is called "serialization"object;12;12.5;64.8;3.2;0.0;359.0;0.0;2.0;2.0;2.0^ item;32;4.5;94.8;4.2;0.0;0.0;0.0;1.0;1.0;1.0^ unit;18;5.5;9.8;71.2;0.0;18.0;0.0;1.0;1.0;1.0^ info;3;35.5;9.8;31.2;0.0;0.0;0.0;1.0;1.0;1.0






this next process is called "deserialization":














no guarantee that this will work. it might run pretty slow when building the long string. if it crashes because of this try serializing smaller groups of objects instead all of them at once.
proceed at your own risk. knowing S2S, loss of sanity is possible

Thanks for being the only person that will give me helpful info. Will all the code run within stranded 2?
It looks complicated. Do you know how to make a snap grid feature work? It is the main reason I want to be able to use titanium version for map making. It seems like it would be more simple, and I really want to have some awesome maps in my next update which will drop in 48 days.
You seem to know how to do something similar in your cast away mod, although it never worked for me, it did work in your videos. (bug?)
quite true. Maybe snap grid would be easier to implement
Who ever would with that much complexity?
Thanks so much for the help
It looks complicated. Do you know how to make a snap grid feature work? It is the main reason I want to be able to use titanium version for map making. It seems like it would be more simple, and I really want to have some awesome maps in my next update which will drop in 48 days.
You seem to know how to do something similar in your cast away mod, although it never worked for me, it did work in your videos. (bug?)
Quote:
proceed at your own risk. knowing S2S, loss of sanity is possible
quite true. Maybe snap grid would be easier to implement
Quote:
no, I wont write the scripts for you.
Who ever would with that much complexity?

Thanks so much for the help

edited 2×, last 18.03.19 10:30:39 pm
Quote:
Who ever would with that much complexity?
You want everybody to do that or implementing moving object in a "snap grid". Just compare the codes of map editor and find one which is responsible for snapping objects when holding a key and compile it, thats so simple to do (i bet its not cuz dunno how complicated it might be)
There are some codes which snaps models
Code:
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;snap to grid...
; xp#=Int(xp#/gridsize#)*gridsize#
; zp#=Int(zp#/gridsize#)*gridsize#
xp#=Int(xp#/Float(Dobject_tiles(in_object_sel,0)))*Float(Dobject_tiles(in_object_sel,0))
zp#=Int(zp#/Float(Dobject_tiles(in_object_sel,2)))*Float(Dobject_tiles(in_object_sel,2))
; xp#=Int(xp#/gridsize#)*gridsize#
; zp#=Int(zp#/gridsize#)*gridsize#
xp#=Int(xp#/Float(Dobject_tiles(in_object_sel,0)))*Float(Dobject_tiles(in_object_sel,0))
zp#=Int(zp#/Float(Dobject_tiles(in_object_sel,2)))*Float(Dobject_tiles(in_object_sel,2))
and something like
Code:
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;tileheight (objects only)
If ctrl Then
tileheight=tileheight+Dobject_tiles(in_eddragtyp,1)*Sgn(in_mzs#)
; If tileheight<0 Then tileheight=0
Else
If in_mzs#>0. Then
RotateEntity in_dragh,EntityPitch(in_dragh),(EntityYaw(in_dragh)+22.5) Mod 360.,EntityRoll(in_dragh)
ElseIf in_mzs#<0. Then
RotateEntity in_dragh,EntityPitch(in_dragh),(EntityYaw(in_dragh)-22.5) Mod 360.,EntityRoll(in_dragh)
EndIf
If ctrl Then
tileheight=tileheight+Dobject_tiles(in_eddragtyp,1)*Sgn(in_mzs#)
; If tileheight<0 Then tileheight=0
Else
If in_mzs#>0. Then
RotateEntity in_dragh,EntityPitch(in_dragh),(EntityYaw(in_dragh)+22.5) Mod 360.,EntityRoll(in_dragh)
ElseIf in_mzs#<0. Then
RotateEntity in_dragh,EntityPitch(in_dragh),(EntityYaw(in_dragh)-22.5) Mod 360.,EntityRoll(in_dragh)
EndIf
in "editor.bb"
So you can compare it and copy paste them if it's all that is need..
EDIT: yes there is more of that kind of stuff so as I said already you need to make it by yourself

Will all the code run within stranded 2?

It looks complicated.

Do you know how to make a snap grid feature work? It is the main reason I want to be able to use titanium version for map making. It seems like it would be more simple, and I really want to have some awesome maps in my next update which will drop in 78 days.
You seem to know how to do something similar in your cast away mod, although it never worked for me, it did work in your videos. (bug?)
You seem to know how to do something similar in your cast away mod, although it never worked for me, it did work in your videos. (bug?)


If I am doing it wrong, can you tell me how to do it in your mod?
p.s. could I use that code to create an entire house out of separate pieces?
the german version seems to work. not sure why the english one doesnt. here's the video on how to use the system: https://www.youtube.com/watch?v=SMag1FYpJ00
you can have a look at my old code to get an idea on how to get started, if you want. but I highly suggest not copying it as is. I haven't touched that code in years and it's not pretty...
some of the scripts are in the "objects_barrack.inf"/ "objects_hut.inf"/ "objects_cottage.inf"/ "objects_bungalow.inf" files. some stuff for the walls is at the very end of the "objects_placeholders.inf" file (which has some 3000 lines of code because it also has all the chess code for some reason...
). and there's some global events to spawn the cubes I mentioned in the "game_placeholders.inf" file.
the single most important piece of advice I can give you is to set up a version control system, btw.
seriously, I wish I'd used one back in the day, it wou'ld've saved me so many hours (or even days!) when I tested some scripts and had to revert it all by hand if something didn't work. or I'd end up having 10 copies of everything lying on my desktop, yikes.
I can recommend "git". get yourself a program to use as UI for it, e.g. "SourceTree". or maybe "GitKraken". watch some tutorial videos on youtube and never worry about making mistakes anymore because they can be undone with a few clicks.
if
DC ever releases the first hint of an alpha version of S3 and it supports modding I'll probably write a step-by-step solution on how to set this up...
you can have a look at my old code to get an idea on how to get started, if you want. but I highly suggest not copying it as is. I haven't touched that code in years and it's not pretty...
some of the scripts are in the "objects_barrack.inf"/ "objects_hut.inf"/ "objects_cottage.inf"/ "objects_bungalow.inf" files. some stuff for the walls is at the very end of the "objects_placeholders.inf" file (which has some 3000 lines of code because it also has all the chess code for some reason...

the single most important piece of advice I can give you is to set up a version control system, btw.
seriously, I wish I'd used one back in the day, it wou'ld've saved me so many hours (or even days!) when I tested some scripts and had to revert it all by hand if something didn't work. or I'd end up having 10 copies of everything lying on my desktop, yikes.
I can recommend "git". get yourself a program to use as UI for it, e.g. "SourceTree". or maybe "GitKraken". watch some tutorial videos on youtube and never worry about making mistakes anymore because they can be undone with a few clicks.
if



p.s. Is multiplayer version still active. I can't seem to find servers on it. Also,
edited 3×, last 19.02.19 09:40:58 pm



p.s. Is multiplayer version still active. I can't seem to find servers on it. Also,
See? That's the main problem, you dont understand anything and you want to make super things etc.. .bb files are in the source code, you need to modify source code and its not that simple for ya..
second thing, why you even do a mods like that? nobody plays it.. nobody even plays multiplayer.. why?
Quote:
second thing, why you even do a mods like that? nobody plays it.. nobody even plays multiplayer.. why?
Simply because I can, and it's what I want to do. I want to do big things, and i'm trying my best with what I know how to do.
You previously said has written:
For me thats just another collection of stuff from other mods which make no sense ;/
You don't seem to know what I am going for.
My mod itself was not simply a collection of random models.
It includes:







Also very many plans:


Try out my mod and tell me what I should do next. (New update coming in 48 days (posted march 18 2019)
edited 2×, last 18.03.19 10:30:01 pm