Drake Continuum Map Editor
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Download DCME 3.6.1 here (5348 visits to this link)
357 topics in this forum
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- 16 replies
- 2.2k views
Walltiles are almost done! You can now convert a selection to one of the walltiles set you selected (You can create up to 8 sets). There are options that allow you to allow the conversion to include special tiles, such as doors, flags, safety tiles, goal tiles, fly over tiles, fly under tiles, extra tiles, or small asteroids tiles. You can not yet use any tools with the walltiles, but that should be done soon You can use partial sets, which means that if you don't set a tile for every tile of the set, it will not convert any tile to that tile and will just leave it as it is. Feel free to try it out and report problems with it What I would like to do with them …
Last reply by Drake7707, -
well a lot of problems can be solved if the selection starts to act like the clipboard' date=' but you can speed things up with the selection. a probable solution could be this: - define a picselection picturebox - when selection becomes 'append' copy the selection to an array (much like the clipboard array). This alone fixes every problem and annoyance with you can't do this and that when you moved the selection, as you just apply that function to the selection array - now for the visible stuff in that matter. you can either generate the picture in the picselecting by iterating over the selection array (note that picselection dimension == picpreview dimension to avoid …
Last reply by Samapico, -
- 6 replies
- 1.6k views
everytime i open the program, i get an error message: component 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid. any resolutions to this problem?
Last reply by SOS, -
- 1 reply
- 948 views
These are all the builds from versions 1.2.**. For the latest DCME version, click here Archive files: --- --- --- DCMEv1260.zip --- DCME_v1.2.5.zip --- DCME_v1.2.4.zip --- DCMEv123.zip DCMEv123_src.zip --- DCME_v1.2.2.zip DCME_v1.2.2_src.zip --- DCMEv121.zip DCMEv121_src.zip --- DCMEv120final.zip DCMEv120final_src.zip
Last reply by Samapico, -
- 2 replies
- 1.1k views
The cursor changes to a black cross when the selection tool is used. It drives me nuts because half of the time I can't see the cursor when the grid is visible. If I turn off the grid, it's impossible to see the cursor when it's not over tiled space. The background of the map is pure black and so is the cursor color. Having the selection cursor a different color (yellow maybe?) would be so nice... edit: I just noticed the cursors for the shape-drawing tools have the same cursor. It'd be nice for those to have a non-black colored cursor too. (line, connected line, rectangle, filled rect, circle, and filled circle tools)
Last reply by grazzhoppa, -
- 11 replies
- 1.8k views
i was thinking and after i redone the selection part of DCME, i could insert a resize thingy that allows you to resize your bases or anything at all (will be like a pixel resize, with some extra checks like every line that needs to be added will be as previous but check if the next line is more empty than the previous one, that way the walls of the base will stay the same size (i hope) Good idea? or not worth it ?
Last reply by SOS, -
- 25 replies
- 2.2k views
Well, by "Flip H" and "Flip V", I of course meant "Flip horizontal" and "Flip vertical", I was just too lazy to spell it out Abbreviations are evil Eeeheheh, looks like you misread my "use proper capitalization" post. "Import Tileset" (as everything seems to be in 1.1.10) is incorrect. "Import tileset" is correct Yes, the reverse of what you did, teeheheh "!@#$%^&*ign .lvl extension"... to what? "!@#$%^&*ign .lvl extension to DCME" is better. (I still see non-toolwindow ToolWindows, but this is being discussed in another post) Maximum for step is 1024, which does not fit in the textbox. (Also, using computer-based values like 1024, 256 and such is …
Last reply by Drake7707, -
- 13 replies
- 1.7k views
Drake, I know you had started working on these some time ago... you made a class for them and stuff like that... but I'm wondering, how did you planned on doing them exactly? Would wall-tiles be a tool? or a tile you select... I noticed you wanted to be able to have multiple wall-tiles set at once, by adding more / deleting them, that's nice... but it might be simpler to allow a fixed number of sets... like 8, which would be plenty enough for any kind of tileset... anyways... i was just pulling out what was on my mind about them... i dont even know why im talking about it, since i cant work on that until... 2 weeks or so perhaps... i have tons of fun features in …
Last reply by SOS, -
- 11 replies
- 1.8k views
Popups (rotate, switch tiles, count tiles, maybe more?) should use normal SingleDialog (or whatever it was called in VB6) caption and border, not ToolWindow. That is for... tool windows!
Last reply by Samapico, -
- 4 replies
- 993 views
Dunno why but the selection moves along with the screen when clicking the radar, when scrolling with the scrollbars or using left or right or up or down, then it doesn't move along. Weird :s
Last reply by Drake7707, -
- 5 replies
- 1k views
Right now, selection is inclusive-exclusive. I would like it to be inclusive-inclusive like SSME. Explanation: We have a 10x10 grid. Drag from (1, 1) to (10, 10): Currently - (1, 1) to (9, 9) get selected Wanted- (1, 1) to (10, 10) get selected
Last reply by Drake7707, -
- 6 replies
- 1.3k views
If I make a selection, I want to see the coordinates of all four corners, as well. Right now, I only see the size and mouse coordinates.
Last reply by SOS, -
- 0 replies
- 634 views
When switching/replacing tiles, it should be: if then allow whatever else do not allow empty tiles to be replaced by something do not allow empty tiles to be switched with another tile be careful to still make it allow tiles to be replaced with empty tiles end pseudo if Because whenever it fills the map with tiles... your computer dies :/ oh... and you can call Flip H 'Flip horizontally' and Flip H 'Flip vertically' and replace the keyboard shortcuts oh, and I noticed you included the 'draw under' thing with 'paste under' which is good, but the options should be renamed to Normal draw / paste Draw / paste under Transparent paste or som…
Last reply by Samapico, -
- 6 replies
- 1.3k views
There already is a feature to paste/drop selection under existing tiles, or transparently.... but I just thought that a feature to 'draw' under existing tiles could be useful (and really easy to implement) as well... (of course, 'transparent drawing' wouldnt make any sense...) say you have a big map, with nice bases and stuff... and you want to draw HUGE circles of transparent tiles on the map to get some kind of nice effect on the radar, without raping your nice walls... well you could do it. or, let's say you need to quickly fill a large area with anti-brick tiles to limit the greens spawn area... well you could do it without removing existing tiles.. mmmmmmmmm…
Last reply by Drake7707, -
- 3 replies
- 956 views
Steps: load attached lvl file (it is not a valid lvl). Result: an error dialog saying "9:indice bla bla" which I assume is French for "9: index out of range". Expected: "Invalid lvl file" error message. asdf.zip
Last reply by Drake7707, -
- 14 replies
- 1.5k views
The "open as read-only" checkbox is ignored in the open file dialog. It still saves and overwrites fine. Drop the checkbox, I see no need for it. Either that, or make it actually work I hope VB6 is not too old to support removing or using that checkbox...
Last reply by Samapico, -
Two things
by SOS- 8 replies
- 1.4k views
a) When erasing, the grid is not re-drawn. Ugly. B ) I still say Flip and Mirror are bad names! Flip H and Flip V are much better. c) When exiting, the standard dialog to use is "Do you want to save?" instead of the currently used "Do you want to exit?". d) (four things! ) Why does moving a selection leave an empty "hole"? It shouldn't. e) (five things! ) You should be able to flip a moved selection!!!!!!! This is a ridiculous limit. f) You use non-standard copy/paste/save/open icons... why? They're OK, but I'm just wondering... why not follow the standards? Otherwise, good job - the later versions are pretty nice
Last reply by Samapico, -
- 4 replies
- 1.3k views
lets see which appeals more In order to avoid questions who voted for buh?, i did
Last reply by Drake7707, -
- 11 replies
- 1.6k views
I'm dreaming of being able to select multiple parts of the map at once with shift and/or exclude some parts of the selection with ctrl... to have selections with weird shapes.... That'd be awesome... but first, selection needs to be made layer-like, so it can be flipped/rotated/whatever... then it would be possible to do it I think the hardest part won't be to tell the program which tile is part of the selection and which isnt... but to draw a dotted line around them ô.o mhm... end of my dream... back to work
Last reply by Drake7707, -
- 6 replies
- 1.5k views
You know, in most programs there are some helpful messages that appear in the status bar... DCME doesnt have that... because of that, i'm sure many features arent being used because people do not know about them. For example, when dragging a line out of the window, the map moves... but if you hold ALT, it moves faster Or if you right-click on the radar, you can center on a specific location... these are the kind of things that could appear somewhere... perhaps beside the toolbar buttons at the top... depending on the situation, if you're hovering over the radar, it would say 'Right-click to center on a specific location' I think that would be nice... ... edit: mo…
Last reply by Drake7707, -
- 10 replies
- 4.5k views
migt be a stupid question but ill ask it anyway. I downloaded the lates build (1109) and I extracted em and overwriten the old version. Now when I try to open it it gives this error: "the language DLL 'VB6FR.DLL' count not be found." Why does it give that? and where is that dll supose to be? coz i never had that dll before. (actualy not in the folder where DCME is in). - Witch
Last reply by SOS, -
- 4 replies
- 1.4k views
That is the question... The only use for default.bmp now is to allow people to change it to get a different default tileset, because the program itself contains the default tileset and doesn't really need to have that bmp. Other than that it's just an annoying file that brings problem when it's not found... The best thing to do in my opinion would be to get rid of default.bmp, but add an option to define an external tileset as default, so then the user could specify which tileset to use when he creates a new map, the path of the tileset could be saved in a text file for the next use... Bleh why am I even creating a poll for that, that is what I am gonna do anyway... oh …
Last reply by Drake7707, -
- 6 replies
- 1.8k views
^^
Last reply by Samapico, -
- 4 replies
- 1.4k views
Still seeing the extra tile set that was mentioned and screen shotted in an earlier thread... Current desktop is 1280x1024...
Last reply by Samapico, -
- 2 replies
- 1k views
ok some suggestions - The whiter grid lines... I think you set them to fit continuum's coordinate system right? , but I prefered having it at fixed number of tiles like 32 so it would fit well with the center lines... soooo I suggest having them being adjustable... like... you give a X number of tiles between 2 and 1024... each Y of them, you put a red line... (for example, as I had it set before, X would be 32, and Y would be 4... That way, grid would be fully customizable... !@#$%^&*, if you do a form for it, you could even make the colors adjustable for all 4 grid lines type... normal dark (grid) whiter lines (let's call them sector lines) red lines (large …
Last reply by Samapico,