TacEdit

F4Browse, CATE, Tacedit, Terrainview & TheaterMaker etc utility related

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Schumi
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Re: TacEdit

Post by Schumi » 2002-05-21 11:42:00

quote:Originally posted by Snake Man:
Interesting. Codec told me that you can make links anywhere you want, but using roads its just not that cost effective to the ground units.
He's right, you can make them - but to what effect ? It only increases calculation time, as Falcon always chooses the lowest-cost route. And that's always along the roads, so making additional links through mountains or what ever doesn't make sense IMO.
quote:There are far more important features which we need than to make zooming work under win9x. For example the link drawing queueueueu process thing.
queueueu process thing ??
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codec
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Re: TacEdit

Post by codec » 2002-05-21 12:27:00

Well as I said, links can be made between any two places - but in practice there are a number of limitations.
The cost of the link has to be less than 255, which means long distance links will never happen.
The link has to be possible. So a link between Japan and Korea for ground troops, and similar won't work.
Links will be reexamined dynamically. If a tank wants to go from A to B, there may be a quick link through C, or a long route through D. Normally it would go via C, but if C has been captured by the enemy, it will choose the less optimal link.


All this means you should have some redundant links, so if the roads have been captured, the troops can still get where they want to by going through forests, across mountains etc.

Julian.
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Re: TacEdit

Post by Snake Man » 2002-05-22 08:23:00

quote:Originally posted by Schumi:
queueueu process thing ??
Yeah the only reasonable way to create links to my mind is that we can draw the links first and then calculate them later.

The link drawing would "record" them for calculation queue (uh difficult to explain), and when we have drawn all necessary (or enuff for that calucation run) then we would start the looong calculation process and leave it running. Also there sohuld be cancel button check if we really need to stop the process and do like reboot/shutdown the computer etc.

Right now it takes too long to draw one link and then wait for the calculation, the painful wait...

Hope this mumble gives at least some idea what I'm after.

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Schumi
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Re: TacEdit

Post by Schumi » 2002-05-22 11:49:00

quote:Originally posted by Snake Man:
Yeah the only reasonable way to create links to my mind is that we can draw the links first and then calculate them later.

The link drawing would "record" them for calculation queue (uh difficult to explain), and when we have drawn all necessary (or enuff for that calucation run) then we would start the looong calculation process and leave it running. Also there sohuld be cancel button check if we really need to stop the process and do like reboot/shutdown the computer etc.

Right now it takes too long to draw one link and then wait for the calculation, the painful wait...

Hope this mumble gives at least some idea what I'm after.
It does - but it seems to depend on the rig you have - for me calculating a link didn't take really more than 2 seconds...

Btw - don't make links from a land-object to one on or near the sea, always the other way around. Don't really know why, but only this way it is faster. So always from bridges to other objects on land mass, not the other way around, this then really takes a loooong time.

Schumi
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codec
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Re: TacEdit

Post by codec » 2002-05-22 12:44:00

quote:Originally posted by Schumi:
Btw - don't make links from a land-object to one on or near the sea, always the other way around. Don't really know why, but only this way it is faster. So always from bridges to other objects on land mass, not the other way around, this then really takes a loooong time.
Hey - good advice - its so obvious now someone says it! The link algorithm basically examines each possible square to find the best route, but on the coast it will give up quickly on a number of possible routes as they end up in the sea.
Its like dropping a pebble into a pond, the ripples spread out to try and find the target in all directions, but near the edge, the ripples will quickly be stopped.

Great hint Schumi!

Julian.
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Re: TacEdit

Post by Snake Man » 2002-05-22 13:33:00

quote:Originally posted by Schumi:
It does - but it seems to depend on the rig you have - for me calculating a link didn't take really more than 2 seconds...
amd thunderbird 1200mhz clocked to 1333hmz, 512mb ram and software was once clean windows 98 se.

Sometimes it makes the link fast, maybe even in two seconds but this case must be two objectives VERY close to each other and I've noticed that even that doesn't necessarily mean fast calculating time which is weird. 99% times it takes several seconds of waiting time to calculate in the deep land no coastline in sight.

Oh well anyways if that is not good feature to have in tacedit... then we have another painfully slow development cycle to be go through. I created only handful of links to europe theater and it took me several days.

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Schumi
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Re: TacEdit

Post by Schumi » 2002-05-23 12:51:00

quote:Originally posted by codec:
Hey - good advice - its so obvious now someone says it! The link algorithm basically examines each possible square to find the best route, but on the coast it will give up quickly on a number of possible routes as they end up in the sea.
Its like dropping a pebble into a pond, the ripples spread out to try and find the target in all directions, but near the edge, the ripples will quickly be stopped.[/B]
How about a check if only one of the objects is placed on water or near water, and the link was done from the land to the water object, reverse the link calculation ?

Later,
Schumi
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Schumi
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Re: TacEdit

Post by Schumi » 2002-06-06 17:28:00

New Tacedit version is on the way to snakeman:

V2.31
=====
Activated Delete (Del key) in objective list

V2.30
=====
Checks for objectives in both files.
Delete all in objective list deletes all now.
Some UI bits resized


Schumi
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Snake Man
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Re: TacEdit

Post by Snake Man » 2002-06-06 17:45:00

quote:Originally posted by Schumi:
New Tacedit version is on the way to snakeman:
Arrived and added to the downloads page.
quote:Checks for objectives in both files.
Delete all in objective list deletes all now.
What does that mean, both files? And deletes all?

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Schumi
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Re: TacEdit

Post by Schumi » 2002-06-10 10:33:00

quote:Originally posted by Snake Man:
What does that mean, both files? And deletes all?
That was a change by Julian - I assume it means that when you load a "delta" save file, that it also deletes the objects from the main campaign or te_new.tac file.
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Widowmaker
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Re: TacEdit

Post by Widowmaker » 2002-06-10 16:32:00

quote:Originally posted by Schumi:
New Tacedit version is on the way to snakeman:

V2.31
=====
Activated Delete (Del key) in objective list

V2.30
=====
Checks for objectives in both files.
Delete all in objective list deletes all now.
Some UI bits resized


Schumi
hmm is the delete stuff now fixed??
in my test it deletes visualy
but after saving only 1 objective is
deleted

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Re: TacEdit

Post by Snake Man » 2002-06-10 19:05:00

Tacedit v2.32 has been added to the downloads page.

This has really smooth option to "flag" those links/paths before hand and then commit the computer to process them.

If anyone have added many links, they do understand how cool this new feature is.

Thanks Codec, much appreciated again.

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Re: TacEdit

Post by Snake Man » 2002-06-24 17:19:00

code:

Code: Select all

#
# PAK Populating, formerly known as PAK ADDER
#
set olist [lsort -real [objective list]]
foreach paks $olist {
	if {[objective get $paks priority] > 80} {

		# creating SAM site
		set newid [objective create 887]
		objective set $newid x [expr [objective get $paks x] -10] y [expr [objective get $paks y] -10]
		objective set $newid owner [objective get $paks owner] control [objective get $paks control]
		objective set $newid priority 30 parent [objective get $paks id]
		objective set $newid campid [objective get $newid id]

		# creating Army Base
		set newid [objective create 2089]
		objective set $newid x [objective get $paks x] y [expr [objective get $paks y] -5]
		objective set $newid owner [objective get $paks owner] control [objective get $paks control]
		objective set $newid priority 40 parent [objective get $paks id]
		objective set $newid campid [objective get $newid id]

		# creating Depot
		set newid [objective create 2104]
		objective set $newid x [expr [objective get $paks x] +10] y [expr [objective get $paks y] +5]
		objective set $newid owner [objective get $paks owner] control [objective get $paks control]
		objective set $newid priority 30 parent [objective get $paks id]
		objective set $newid campid [objective get $newid id]

		# creating Headquarters
		set newid [objective create 2112]
		objective set $newid x [expr [objective get $paks x] -5] y [expr [objective get $paks y] +10] 
		objective set $newid owner [objective get $paks owner] control [objective get $paks control]
		objective set $newid priority 40 parent [objective get $paks id]
		objective set $newid campid [objective get $newid id]

		# creating Radar Station
		set newid [objective create 2117]
		objective set $newid x [expr [objective get $paks x] +5] y [expr [objective get $paks y] +15]
		objective set $newid owner [objective get $paks owner] control [objective get $paks control]
		objective set $newid priority 30 parent [objective get $paks id]
		objective set $newid campid [objective get $newid id]
		}
}

printout "Thank you for using PMC PAK Populating script"
printout "featured in Julian Codec Onion's fabulous Tacedit!"

# SAM Site's
# Ocd Id - Sub Type
# -------------------
# 887  - SAM Site
# 1690 - 24E SAM Site
# 1694 - D4F SAM Site
# 1695 - D4E SAM Site
# 1696 - A4F SAM Site
# 1697 - A4E SAM Site


# Army Base's
# Ocd Id - Sub Type
# -------------------
# 2089 - 142 ARMB
# 1684 - 251 ArmyBase
# 1681 - 252 Army Base
# 2090 - A0F ARMB
# 2091 - A35ARMB
# 1685 - A51 Army Base
# 1680 - A52 Army Base
# 1908 - Army Base
# 1904 - Army Base
# 1902 - Armybase
# 227  - Armybase 1
# 2087 - C0F ARMB
# 2088 - D39 ARMB
# 1688 - D51 Army Base
# 1686 - D52 Army Base
# 2378 - Refugee Camp 1
# 2379 - Refugee Camp 2
# 2462 - Terrorist Camp 1
# 2463 - Terrorist Camp 2
# 2464 - Terrorist Camp 3


# Depot's
# Ocd Id - Sub Type
# -------------------
# 2104 - 125DEPOT
# 2105 - 126DEPOT
# 2106 - 12DDEPOT
# 2092 - 322DEPOT
# 2093 - 402DEPOT
# 2094 - 40CDEPOT
# 2095 - 84BDEPOT
# 2108 - A35 DEPOT
# 2109 - A3BDEPOT
# 2097 - D31DEPOT
# 2099 - D36DEPOT
# 2102 - D3CDEPOT
# 2103 - D79DEPOT
# 1903 - Depot
# 1905 - Depot
# 871  - Depot
# 233  - Depot 1
# 2096 - ECADEPOT


# Headquarters's
# Ocd Id - Sub Type
# -------------------
# 2112 - 14CHQ
# 2110 - D35 HQ
# 2111 - D5AHQ
# 232  - Headquarters


# Radar Station's
# Ocd Id - Sub Type
# -------------------
# 2117 - 20FRADAR
# 2119 - 21BRADAR
# 2122 - 21CRADAR
# 2123 - 2DFRADAR
# 2126 - A34 RADAR
# 2127 - A3E RADAR
# 2128 - BA2RADAR
# 2129 - BA7RADAR
# 2130 - BCFRADAR
# 2114 - D35RADAR
# 2115 - D3ARADAR
# 2116 - D48RADAR
# 2131 - DA9RADAR
# 2124 - F00RADAR
# 2125 - F0FRADAR
# 2113 - FEFRADAR
# 242  - Radar Site 1


# Radio Tower's
# Ocd Id - Sub Type
# -------------------
# 662  - Radio Tower 1
Some extremely cool stuff by Codec coming soon :D

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codec
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Re: TacEdit

Post by codec » 2002-06-27 14:52:00

In a vain attempt to save my sanity... instead of adding yet more commands to tacedit, I've added a programming language to tacedit instead.
This gives you the ability to write and run scripts that manipulate the objects in tacedit.

Currently this is restricted to units and objectives, but may grow if there is demand.

The language is TCL - a scripting language that is designed to be embedded in other programs.

This mechanism has some rather useful side effects. There is a facility to query the objectives and units directly, so when creating objectives, for instance, you can make sure you are not putting one on top of another. You can also ensure IDs are unique too, and also build up lists of units directly from the current UCD file.

Snakeman has already written a number of sample scripts - including a version of pakadder. Another one to add sam sites.


Anyway - hopefully this will mean yet more tasks can be automated.

This version also has the threaded link and a few other minor fixes.

Julian.
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Re: TacEdit

Post by Snake Man » 2002-07-06 01:27:00

:D

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Re: TacEdit

Post by codec » 2002-07-26 10:06:00

new tacedit 2.37 - the bug with the import of dem2terrain genrated objectives having 0 X/Y values is fixed, and a couple of minor improvements too.

Julian.
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T_Rex
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Re: TacEdit

Post by T_Rex » 2002-07-26 15:35:00

Hmmm, Julian, has anyone mentioned that you ROCK!!! :D
Sic Semper tyrannosauro.

Snake Man
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Re: TacEdit

Post by Snake Man » 2002-08-06 17:12:00

Tacedit v2.39 has been added into the download page.

Please note that if you downloaded earlier today (for hour or so) the v2.38 it will CRASH when saving. Delete it and download this new version that we have on the DL page.

Sorry.

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codec
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Re: TacEdit

Post by codec » 2002-09-18 12:31:00

V2.44 posted on the download page.
A minor fix for BOP fixups added by Schumi.

Julian.
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Malc
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Re: TacEdit

Post by Malc » 2002-09-19 21:55:00

Can I ask another probably covered earlier question?

Every one of my objectives are by default "REPAIRED". Is there a way, apart from clicking and hitting the Normal button on each individually, to make them all "NORMAL"...?

Cheers in advance

BTW - I am just beginning to realise how powerful a tool TACEdit really is - thanks Julian! :)

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Re: TacEdit

Post by Malc » 2002-09-20 12:07:00

I found a work-around...

Export, Replace All in Excel, then Import... job done!

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Re: TacEdit

Post by Bird-FF » 2006-02-28 21:53:00

quote:Originally posted by Malcolm:
I found a work-around...

Export, Replace All in Excel, then Import... job done!
And this is the single most important feature of tacedit, the objective export to excel.. This will save time, and allow you to edit the objectives faster then in tacedit.

Sorry for the bump but this thread is important..

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