natty_dread wrote:The problem with the ampersands is, that I had ampersands correctly escaped with & but when I loaded the map into wizard, then saved it again with the wizard, the wizard changed them back to plain ampersands, and I had to change them again manually. I'm not sure if this has been fixed already, but that's how it was when I worked on the nordic xml.
This needs fixing and would have stayed broken had you not given such a clear description of the problem, thanks!
I'm glad natty got my point across. So will you be handling ampersands and less-than signs, so that if I type one into the name of a territory or continent, it will be properly escaped in the XML?
New update with a number of small fixes mainly to correct the output on pressing Show XML:
Incoming escaped characters correctly escaped for outgoing XML (natty_dread) Textbox entry of invalid XML characters escaped for outgoing XML (ender516) Removed failure of outgoing XML for HTML special characters Corrected output of positions Delete territories from positions when territory completely removed from XML Corrected yellow highlight for positions and objectives Corrected map inspect for multiple nested continents
I have not yet done the coordinates, that should be next unless there are any other requests. Thanks for bug reports, keep them coming please, as well as enhancement requests.
chipv what a great tool you've created here. I was able to complete the xml for Stalingrad in 6 hours yesterday. Thoroughly recommend using this tool!
On an improvement note.... The header line that has borders, bombardments etc is currently scrolling with the data input. Is it possible to make that line not scroll...i found that sometimes i forgot which section it was that i was doing, and making it not scroll would assist to see what it is that is being worked on.
Thanks once again.
* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
cairnswk wrote:chipv what a great tool you've created here. I was able to complete the xml for Stalingrad in 6 hours yesterday. Thoroughly recommend using this tool!
On an improvement note.... The header line that has borders, bombardments etc is currently scrolling with the data input. Is it possible to make that line not scroll...i found that sometimes i forgot which section it was that i was doing, and making it not scroll would assist to see what it is that is being worked on.
Thanks once again.
The availability of this excellent tool was why I was willing and able to offer to do the Stalingrad XML for you. With regards to scrolling, I have noticed that sometimes when I am using the arrow keys to fix coordinates, the window scrolls as well, which can be a bother.
Hey chip, I've found a flaw with the "play game" feature... Starting positions get equally divided amongst the players, so if you have eight positions, then each player in a 1v1 will get four of them. When I tested the XML for the World Cup map, it indicated that each player would start with 11 terrs, when in fact they will each begin with 12, because of the starting positions
PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that
MrBenn wrote:Hey chip, I've found a flaw with the "play game" feature... Starting positions get equally divided amongst the players, so if you have eight positions, then each player in a 1v1 will get four of them. When I tested the XML for the World Cup map, it indicated that each player would start with 11 terrs, when in fact they will each begin with 12, because of the starting positions
Yeah, I've allocated the start positions in the same way as the pot. For 2 players it is divided like 3 players but not for starting positions, right.
Starting positions are divided completely equally between all players, regardless of the number. Any spares go into the pot for general distribution unless they are coded as neutral starts. Starting positions override neutral starts.
PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that
Hey, chipv, with the recent updates to the way the site displays numbers, will you be doing any changes to this tool in a similar vein? I know in the past there have been questions about numbers being slightly mispositioned as compared to how the site would show them, and some variation with colour.
MrBenn wrote:Starting positions are divided completely equally between all players, regardless of the number. Any spares go into the pot for general distribution unless they are coded as neutral starts. Starting positions override neutral starts.
Fixed.
For 2 players, even distributions for starts. For the general pot 2 is treated like 3.
Somehow, the XML wizard has set all my small map coords to 0,0 and now it's impossible to fix them since they're all stacked into the upper left corner.
natty_dread wrote:Somehow, the XML wizard has set all my small map coords to 0,0 and now it's impossible to fix them since they're all stacked into the upper left corner.
natty_dread wrote:Somehow, the XML wizard has set all my small map coords to 0,0 and now it's impossible to fix them since they're all stacked into the upper left corner.
Even better would be if you could also move the coordinates by mouse. Keyboard moving can be tedious if the coordinate is on the opposite edge of the image from where it should be...
This has happened because you only loaded one map. The instructions do say load both. There is no way for the XML Wizard to auto-calculate the other coordinates so they are marked as zero in order to produce valid XML.
I suggest for now, copy the coordinates over the zeroes so that small map = large map coords and then nudge them which at least means you dont have to redo the rest of the XML.
Perhaps I can give a button to autocalculate the second map coords, this is not the first time someone has done this.
Jota's Map Assistant can help fill in the missing coordinates. (There's a link to it in the mapmaker tools thread.)
You can load in the XML file (with the set of coords missing), and click in roughly the right place to generate the coords. Once you've done that, you should be able to use the XML wizard to finetune the positioning...
PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that
chipv wrote:This has happened because you only loaded one map. The instructions do say load both. There is no way for the XML Wizard to auto-calculate the other coordinates so they are marked as zero in order to produce valid XML.
I suggest for now, copy the coordinates over the zeroes so that small map = large map coords and then nudge them which at least means you dont have to redo the rest of the XML.
Perhaps I can give a button to autocalculate the second map coords, this is not the first time someone has done this.
A "recalculate coords" button would be useful, and would help idiot-proof that functionality
PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that
vPerhaps I can give a button to autocalculate the second map coords, this is not the first time someone has done this.
Do that please
Done. There are 2 new buttons called Auto xy. If you have forgotten to add a second image and already entered a lot of territories then use the button once you do load the second image.
It will only correct coords (0,0) so you don't lose any coords that you already did on the second map.