Support for bigger maps #36
Replies: 11 comments 45 replies
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Hello, maps of arbitrary sizes are planned to be supported, but there are various limitations and design constraints to iron out first in the source code. Current focus is on fixing original game defects and reimplementation issues in the source code. Mid term goals are found on the roadmap page. I may look into loading issues of non 112x112 maps out of curiosity after I finish with the current defect that I am analyzing, but I make no promises. Back in March a rough long term plan that would enable arbitrary maps looked like this:
You can find the non published long term road map goals here. They will either happen or not. Future will tell. M.A.X. has way too many defects to fix that block most other things 😞 |
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@suns-echoes , do you have a non 112 by 112 map that I could use for testing? |
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The map tile decoder causes the first crash. That is an algorithm that was super duper overly optimized and was written entirely in assembly. It will be quite a challenge to rewrite it in a more flexible, less optimized way considering that I have absolutely no clue how it works. I rewrote the assembly in C without understanding the wild stuff it actually does... |
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By the way, did you know that the word at file offset 3 is the map layer count with value range 1 - 12? All official maps have 1 single layer only though. Even more wicked, in theory each layer could have a dedicated minimap preview where the default is the highest layer index available. But instead of using the layer count from offset 3 to iterate over the minimaps, the released game eventually replaces the layer count and hard codes a value of 1. Another interesting map file format fact is that half of the 256 color RGB666 palette stored in the world file is just junk. Only colors between index 64 - 159 are loaded, the rest are scrapped. Even more, only colors 64 - 95 and 128-159 can be used for land surface and vegetation as colors 96-102,103-109,110-116,117-122,123-127 are used for water caustic effects. Even more, the system palette needs to adopt these colors also for all units and GUI graphics assets which means that on the snow worlds the GUI is a bit brighter compared to the desert world. |
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Speaking of dumb A.I. |
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I have finished mapping all tiles for valid adjacent tiles. Grouping them by category, merging all tiles sets based on planet type. Partially done tile templates based on how they are used in game. This will be super useful for auto-shore, fill and random functions in map editor. But here arise new question. Is there a limit of how many tile types can be used in one map? @klei1984 |
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ANNOUNCEMENT:I present the first public preview of M.A.X. Mechanized Assault & Exploration Map Editor. This is still a work in progress. Updates will be posted on this site: https://suns-echoes.github.io/max-game-map-editor/ |
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Hello. First of all I would like to thank you for this awesome work :) I learn od M.A.X. just this year and I love it!
I would like to suggest, or ask, if it would be possible to implement support for bigger maps than original 112 x 112. I think that for baseline it would be acceptable for manual replacing map files with custom ones.
Yes, I already tried it, but game just crashed :(
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