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Samapico

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Everything posted by Samapico

  1. Samapico

    Bandwidth

    Downloading a zone you never played before can use anywhere from 100 KB to 5MB. Then, as rootbear said, the bandwidth usage is very low as you should be able to play on a 56k modem, or even lower than that.
  2. except that DCME saves anyway, it just doesn't save the content of the selection
  3. Ok, I'm off for the night... I'm posting all the changes listed in this thread as 3.4.06; try it out Big thanks to all of you testing this out; Dev would be much slower without you guys
  4. I just made the LVZ library much more efficient... It does not have to redraw a stretched image at every animation tick, these are all predrawn and it just has to bitblt stuff. The animations in the LVZ library are also now somewhat in realtime. (Just tested with a timer LVZ I have... It feels accurate, and it should be ; it should skip frames if it needs to and all that) These real-time animations won't be displayed on the map for now though, this will require some optimizations. I know how they will be optimized, but it will take time to do that, and it can wait for now.
  5. that's because you did not drop the selection completely... I could get rid of that warning, but then I'd probably get people complaining that they lost a big part of their map because it was still selected and not dropped. Clicking outside the selection or right-clicking will drop the selection. If you move the mouse slightly when clicking outside the selection, it will start a new selection, so that won't work. I could make it less sensible to that though. The 'Delete' key might be more convenient to get rid of a selection too
  6. Fixed the last row / last column glitch; the selection was also displayed with an offset, fixed I think I'll get this baby out of beta now Bah, I'll move the menus around like I wanted to do before... All the stuff in the Edit menu that concerns the Selection will be put in the Selection menu (flip, rotation, resize, etc.) A new menu will be added for LVZ's
  7. Oh... just fixed that. Easy fix, actually, just never tested the resize that much since the new boolArray implementation Can't seem to be able to do that... the Font dialog is a standard dialog with standard fonts Could do that pretty easily, sure...Trying to find a nice color scheme... with dark red i'd have to change the default red grid lines too Hmmm... does not sound like a plan to me Hit 'Edit tile', put the colors you want in paint, and generate a new set
  8. Just updated it again... didn't want to make a new version for 1 hour of modifications So I fixed a bug where playing with the scrollbar, then with the hand, then with scrollbar could result in map not updating itself Also fixed something where hand-scrolling diagonally made it update twice ; one update for horizontal move, then vertical move, which sucked and made things not very smooth Also fixed ASSS regions not being displayed correctly because of the pixel-accurate display Also fixed a bug where the first column of tiles was not redrawn correctly on a new map or open map Still have to fix the bug about the last column and last row of tiles though...
  9. Just updated the download... there was an obvious bug with tileset selections larger than 2 tiles
  10. 2 main things in the latest beta version: 3.4.05 -Smooth scrolling; The display used to be limited to 1 tile at a time (i.e. top-left corner of the screen was always a full tile). Now it's pixel-accurate, so scrolling with the hand (middle mouse button) is muuuch smoother. I also fixed a small glitch that caused the screen to sometimes jitter of 1 tile when hitting the middle mouse button for the hand. Small bug still to fix for tiles in the bottom or right edge of the screen... It is very possible that doing this introduced several other bugs, so if you find any, please report -The error 480 (cannot create autoredraw image) should happen less with that build. There was this one 1024x1024 image that I could turn autoredraw off for it, so it should help. Images with Autoredraw on actually take twice as much memory because it handles its backbuffer itself.
  11. nutshot
  12. Get the latest beta, I simply got rid of that progress bar thing And emm... how about file -- close, or the little X just under the big one in the corner?
  13. The most impressive is how fast it reacts when it loses its balance, like when it's on the ice
  14. Satan will get his !@#$%^&* kicked by Jesus
  15. check your keyboard language settings? By default, there are some annoying hotkeys to swap the configuration :/
  16. You can add or remove stuff in the selection with CTRL and Shift keys Shift adds, Ctrl removes The cursor doesn't change, but I'll do that as soon as I find something to make cursors This should work with the freehand selection, the magic wand and the rectangle selection tools Also, to avoid destroying parts of your map with black space, you can use the 'Transparent Selection' mode; try it out The selection menu is a good idea
  17. Yeah... as Drake said, it does matter The minimap is actually a 1024x1024 image stretchblt'ed in that smaller area. The main map is several layers drawn on top of each other, and in your case, atleast one of these operations fail for some reason. So I'd like to know: -Your screen resolution -Video card memory Also try to see if this happens at any zoom level; if you fully zoom out, it might display And try with a smaller window too. Oh, and what's the memory usage of DCME when this happens? You can see that in the task manager, or from the debug menu as well That bug is really hard to reproduce, so the more info I can get, the better
  18. Speaking of drunk... I was so drunk last night... whoha... I think I could not have posted at all even if I tried
  19. HOLY !@#$%^&* when he tries to kick it over and it just keeps its balance... awesome. And on the ice lol
  20. hmmm... that's probably why it's all blank then... Now answer those other questions
  21. Samapico

    Help

    You could try to restore your zone.dat from the zone.bak file in your Continuum directory. Though it's probably too late now, as it's probably been overwritten already.
  22. Which version are you using? Do you open 2 maps one at a time from the File -> Open menu, or open 2 at the same time with a right-click -> open from Windows Explorer ? Which resolution is your screen? Try making DCME's window smaller before opening them.. .I used to have similar problems and it could have something to do with the amount of memory needed. Also, does your maps have any ASSS regions? If you're using one of the latest betas, activate the Debug mode (help -> debug mode), then in the debug menu, select 'Layer Screenshots' It should create a couple of .bmp files, zip them up and attach here.
  23. I'm not sure, but I think the solution was to set the arguments of the redraw methods as ByVal, because by default they are ByRef, apparently. And some of these methods were changing these arguments to fit to the nearest tile; so the redraw functions that came after that had an offset
  24. Ok, this is mostly done. I managed to avoid using either 'Open' or 'Edit' actions; I just get the default application for .bmp, get the full exe path, and call it like: "C:\Program Files\Paint Shop Pro 7\psp7.exe" "D:\Continuum\DCME\DCME temporary files\tmp687236872.bmp"
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