I've made a world map to see what random encounters are on what tile of the map. It's a crude 1 day work (most time spent studying python and parsing data), maybe I'll improve it later. Showcase: http://phobos2077.ucoz.org/f2_worldmap/ (currently contains data from EcCo mod v0.6.1) Download: http://yadi.sk/d/DJ2iHGTyJZ6dp It is written in JavaScript and uses json file with worldmap data. To generate your own worldmap.json, use python3 script inside archive. Note: image was not made by me, but downloaded from somewhere (googled it) Edit: updated page again.
Update map again. Now you can browse all encounter tables and encounter types and see distribution of selected type on the map. The opacity of red rectangles in calculated: for encounter table: encounter rate for this table (for each day time) for encounter type: multiplier of encounter rate of the tile AND maximum chance to encounter selected type on this tile
Looks pretty great. It would be nice if there's a way to close the data window (it'll block some tiles from selecting) or clear red rectangles. Currently I have to reload the page for those two in my Firefox 27.
Thanks. Pressing ESC does clear red rectangles, but clicking Database link doesn't, and the data window is still there. Oh well, it's probably due to my Fx27, reloading the page doesn't hurt I guess.
github repo I am modifing you map, trying to improve the UX and precalculating chances. Here is the repo: https://github.com/caasi/fallout2_worldmap And here is the demo(hosted by github pages with custom domain): http://caasi.github.io/fallout2_worldmap/ If you like to take it, I can transfer the repo to your account.
I saw a notification from github Not sure what you want to improve, but I have no problem with that. This is a modding tool and it does what it was designed for It would be cool if you could make a worldmap.txt generator from it, but that will require serious UI change. Besides, it will still require python script to produce output, unless you decide to make pure JS worldmap.txt generator (I'd advice against it, because python have a powerful library to work with ini files: theoretically, you can apply change to some aspects of worldmap and write them to .txt, without erasing all comments, other sections, etc.). This is not required for my mod, as I don't have problem editing worldmap.txt by hand for my small adjustments. The only problem was visualization, and it is solved now
So that's really your account! I will perform the translation later! What I did for now: 1. You can click the selected grid to hide the menu, like what you do to show the menu. 2. Few CSS changes, so it will not display type twice. 3. I changed the way you calculate the maxChance, because in some situation, I got 0 or undefined maxChange. But I don't think I get your idea right, so feel free to change it. 4. Use class selectors so the program don't have to add and remove DOM elements all the time. I am not familiar with Fallout modding, so I don't know what a worldmap.txt is and how it can be useful, will google for it later. I know Python is a powerful language with great communities. If I want to do a pure JS generator, maybe I'll use node.js(a server side JavaScript environment), but just like what you mentioned, I am not sure if npm(node package manager) has any good tool for processing ini. BTW, I think frameworks like Angular.js, Ember.js or Knockout.js that deal with data bindings are great for this interactive map. But using them means to rewrite the whole application.
Really nice tool It could be very fine, if you will make it as an encounter editor Long time ago I tried to do such tool but I have no time for modding now :/
Currently, I don't plan to do it. Editing existing encounters is not so hard with text editor You just search relevant encounters and encounter tables and change them. Developers normalized data pretty well there. However, It's another story if you need to build new worldmap for a TC mod...