[Drop-in] Jamz & W42 - Dungeon Builder 2 (v1.5)

These are tools and utilities that make it easier to run games. This includes Lib: macro tokens dropped into MapTool to manage the game, a conversion file for CharacterTool to allow use in MapTool, or just about anything else you can think of -- except graphics with macros and anything specific to a particular campaign framework. Those are already covered by the Tilesets subforum and the Links and External Resources forum.

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JamzTheMan
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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2

Post by JamzTheMan »

There are two versions of the batch file, one by another author that should detect that better. Underscore vs no underscore.

Also, iirc, java should only be in the x86 dir if you install the 32bit version on 64bit windows, otherwise it should be in the other dir.

Lastly, you can just change the .cfg file instead of the .bat file.
Last edited by JamzTheMan on Wed Jul 31, 2013 4:21 am, edited 1 time in total.
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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2

Post by Dougal »

Ok, another question, whats the largest map every mad on this lol. Just crashed it with a huge one

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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2

Post by JamzTheMan »

Probably only 20x20 tiles for me, more tiles will mean more stack size and max memory. You *can* do it in chunks if you need to, ie multiple runs of 15x15.
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wolph42
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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2

Post by wolph42 »

JamzTheMan wrote:Probably only 20x20 tiles for me, more tiles will mean more stack size and max memory. You *can* do it in chunks if you need to, ie multiple runs of 15x15.
yup, there is a 'start building dungeon at selected token' option. You should use that for larger maps, you can use the editor to make sure that they are connected.
and largest... 20x20 sounds indeed like the largest done by me too. I did try humongous one time and indeed MT crashed.

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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2

Post by Dougal »

hmm I think found a bug, when creating a random dungeon it does not always rotate the tile the right way so you get an continuous room, and the VBL draws for where the tile used to be if you manually rotate it.


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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2

Post by wolph42 »

Ive encountered this issue in the past and IRC it has to do with that sPecific tile not being setup correctly.
So: do you have the name of that tile?

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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2

Post by Dougal »

Dungeon_Tile_DBT_38


if thats what you mean.


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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2 (v1.3)

Post by wolph42 »

Version 1.3: Did a full check of the VBL of ALL tiles. As it turned out tiles 38, 38a and 39 were incorrectly set up. So I redraw the VBL for these. They are now fixed.

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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2 (v1.3)

Post by Dougal »

yay thanks, you don't know how much time this saves me from doing all dungeons from scratch lol.

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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2 (v1.3)

Post by Dougal »

hmm do you know what could cause it to not draw all the VBL when you use the VBL fill in function?


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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2 (v1.3)

Post by Dougal »

this is the map of one I just did.


I used Default Tiles and walls and corners VBL if that matters.
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map.jpg
map.jpg (130.29 KiB) Viewed 11374 times


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Re: [Drop-in] Jamz & W42 - Dungeon Builder 2 (v1.3.1)

Post by wolph42 »

ok I ran some tests and everything works (except tile 38, 38a and 39 rotation is off, which I just fixed). I had a better look at your picture and noticed that e.g. the tile with the circle room has 2 occasions without and 1 with VBL, they are however all 3 the same tile. So apparently DB2 decides to sometimes do and sometimes not to do the VBL for the same tile. Which I cannot reproduce.

Hence i'll need that specifici campaign file with that issue. Can you link it here?

A couple of things for you to check:
-your memory settings
-when you select a 'no VBL token' and then run the macro again with only that tile selected, does or doesn't it do the VBL?

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