Finally I found some time to release CFWorldView 1.0.0!
you can find it at http://dooler.woosworld.net/cfworldview/index.html
There are three packages available for download, but that's all explained at the website.
edit: to see CFWorldView in action, go to http://dooler.woosworld.net/cf_map/
CFWorldView 1.0.0 released!
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CFWorldView 1.0.0 released!
Last edited by Mith on Wed Jun 08, 2005 8:03 pm, edited 1 time in total.
Bibendi ergo sum
or rather: sum ergo bibendi
or rather: sum ergo bibendi
Fascinating. This idea is most intriguing.
Now, if you could only make it like a scale image, just with scroll bars, and a mini map at the side.
This StarEdit, War2Ed95 like browser.
That would be awesome
Now, if you could only make it like a scale image, just with scroll bars, and a mini map at the side.
This StarEdit, War2Ed95 like browser.
That would be awesome

lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
feel free...
but i think your suggestion - although it sounds good - will prove to be useless. This is because the worldmap is way too big to fit a mini map.
If you resize the first image to sizes smaller than, say 600x600, you likely could not see roads and buildings.
but i think your suggestion - although it sounds good - will prove to be useless. This is because the worldmap is way too big to fit a mini map.
If you resize the first image to sizes smaller than, say 600x600, you likely could not see roads and buildings.
Bibendi ergo sum
or rather: sum ergo bibendi
or rather: sum ergo bibendi
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indeed, a more useful suggestion, and one I have sorta started on, is to provide extra information on the map files.
https://sourceforge.net/tracker/index.p ... tid=313833
with a bit of work, something like this, coupled with imagemagick to generate some borders, could allow the map viewer to highlight exits, or switches with the same connected value, etc.
possibly colour-coding all the switches would make puzzles a bit too easy though.
https://sourceforge.net/tracker/index.p ... tid=313833
with a bit of work, something like this, coupled with imagemagick to generate some borders, could allow the map viewer to highlight exits, or switches with the same connected value, etc.
possibly colour-coding all the switches would make puzzles a bit too easy though.
I agree that depending on the java editor is a Bad Thing (tm) IMHO, but CFWorldView is Mith's project, he can do whatever he wants. Anyways, there are worse things than using the java editor too.mlab wrote:Could you make it not rely on the java editor and instead use perl and the arch tree?
Perhaps I could modify a "face fetching" script that I'm making to do this same thing. I have already recently made it use ImageMagick's montage command to display the faces of objects that fit a given criteria, so perhaps something could be done with it to make images of maps in a similar way. I see that as a fair bit of effort, but I might do it just for practice some time.
I agree. And I encourage everyone who is willing to write a (preferably) bash or php script that uses imagemagic and arches to create a map imageRednaxela wrote:I agree that depending on the java editor is a Bad Thing (tm) IMHO, but CFWorldView is Mith's project, he can do whatever he wants. Anyways, there are worse things than using the java editor too.
I did not because, first it would take too much time to code, and second because I could not find out how to handle multipart images
worldmap files look like
Code: Select all
arch map
region scorn
name world_105_115
msg
Creator: Gnat the Gnu
Email: gnu@foo.bar
Date: Sun Dec 16 20:53:13 2001
endmsg
width 50
height 50
enter_x 1
enter_y 1
reset_timeout 7200
difficulty 1
outdoor 1
tile_path_1 /world/world_105_114
tile_path_2 /world/world_106_115
tile_path_3 /world/world_105_116
tile_path_4 /world/world_104_115
end
arch sea
elevation -2256
end
arch sea
elevation -2256
y 1
end
arch sea
elevation -2256
y 2
end
arch sea
elevation -2256
y 3
end
[...]
arch mountain
elevation 5588
x 49
y 49
end
arch barn
y 28
end
arch guild
name Scorn Sale Shop
slaying /scorn/shops/scorn.sale1
hp 10
sp 16
y 31
end
arch courthouse
name City Hall
name_pl City Hall
slaying /scorn/misc/cityhall
hp 13
sp 26
y 36
end
arch house_up
x 2
y 27
end
[...]
After 50x50 images, the script arrives at the buildings. These buildings are usually not 1x1, but bigger. I do not know how to process these, I did not dig in the arch files.
There is a small change I'll look into this coming summer, but likely I'll prefer reading 'The Conscious Mind: in a search for a fundamental theory'

Bibendi ergo sum
or rather: sum ergo bibendi
or rather: sum ergo bibendi
Fascinating.
A small recursive python or perl script would read from the /world files, and concat a world map into an image. So you have bout 2 or 3 dozen map images, and you concat those into one big image.
A small recursive python or perl script would read from the /world files, and concat a world map into an image. So you have bout 2 or 3 dozen map images, and you concat those into one big image.
lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
Indeed, except It wouldn't be that small because one has to parse the arch tree for images etc. and deal with large tiles which would be a big pain. I estimate the size would be ~150-450 linesbort wrote:Fascinating.
A small recursive python or perl script would read from the /world files, and concat a world map into an image. So you have bout 2 or 3 dozen map images, and you concat those into one big image.