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Everything posted by Samapico
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I'd upload you Adobe Premiere if it wasn't several GB's
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I wouldn't say 30 is '2 times' less advantageous than 60... It's less fluid, but you get the information still at every 1/30th of second. However, when it's less fluid, I'm guessing you need to 'process' the image a bit more to know what is happening and react in consequences.
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Bot help i need to know how to get more than one bot in an arena
Samapico replied to gdogkiller's topic in Technical Support
hmm, my spawns.txt looks like: BOT>Toolbox : p!@#$%^&**staffp!@#$%^&*: somearena: Generalbot,lagout,arenalist : : BOT>Spawn : p!@#$%^&**staffp!@#$%^&*: somearena: Spawnbot : : and both of them spawn without a problem. Are you sure the problem is having 2 at once? Or maybe your second one just can't enter? Invalid password or something like that, check the terminal too for any clues -
I used Adobe Premiere Pro 2.0 ... but yeah, that is probably worth a few thousand bucks. There are probably a couple of open source projects out there, though I don't know any for video editing. I have a good open source video 'processer', like decompress/compress/trim, but that's about it, you can do a minimum of video/audio sync I think, but it's really not for that. (I'm talking about VirtualDub, btw)
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Ok, IT WORKS folks Compared to the graphic above, we now have 2 additional layers: One for regions, and one for the selection. At the moment, the tiles layer, with the grid and the tiles is drawn correctly. I did a test with a mostly-filled full screen, at zoom 1:4 With the old code, rendering the full thing took around 450ms. With this new code, it stays below 120ms. $$$ Those speeds are with un-compiled DCME though, just through the IDE, I can't compile yet. Also, the code might be reduced of a few hundred lines in the process... the old code had become such a mess, because everything was drawn on the same image. So you didn't want to draw map tiles when there was a selection, for example. But then again, we had to check for the paste type (paste under, transparent...). So yeah, now everything is drawn on its own layer, so it basically just keeps drawing, without checking a lot of things. The result is a more than 3 times faster rendering Also, transparent fly under tiles appear transparent (You'll see the lvz's underneath them). Some bugs I fixed on the way: -When adding a new lvz from the 'Add image...' dialog, lvz names are now appended ".lvz" if needed. -The 'Object ID' textbox in the lvz toolbar was not modifying the mapobject's properties.
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Good observation... Fixing this Don't know if there's a way to avoid this behaviour
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You said it yourself, the whole thing is not worthwhile... The points system was put in for the Casino, but since the Casino was full of bugs and was removed, there was nothing to do with the points anymore. Also, most of the money in the richer member's banks dated from the time the Casino was there, and that we could get 10k every day, like Picard did For all these reasons, the Points system is simply disabled now. Member !@#$%^&*les should only be changed by admins anyway, like in any other forum. Please don't REQUEST !@#$%^&*le changes, however, or you might end up with a !@#$%^&*le of whiny !@#$%^&*
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It probably screws up with the cookies or something
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What I did back in the way was pretty much to set up a skinnable menu, with fading / scrolling animations, pop-up panels and stuff... from there, it could be possible to make a nice skin, options could be changed directly from the skin without any other form popping up. However, some forms with these things would be useful, for skin developpers for example, if they don't want to make all the options accessible, they could just use a showOptions command on one of the controls. So far, it was possible to load skin graphics from a file, and create hotspots that react to the mouse, showing / hiding / fading other graphics found in one of the bitmap files !@#$%^&*ociated to the skin. That was very long ago though If I start working on that again, I bet I'll redo a couple of things from new ideas / ways to think that came in my mind in the meantime. I'll try to make a small demo skin sometime
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Linking different levels together would be more appropriate. Also, if the map format is vectorial, with polygons and stuff, it's very possible that there will be no limit to the map size, except how much you want to kill the server and client machines
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64-Bit Version + Optimization for Highend machines?
Samapico replied to L.C.'s topic in Drake Continuum Map Editor
Yeah, having external apps (not plugins) that can easily communicate with DCME (receive data from a command line, like the path to a file, then send a simple message to DCME saying 'hey, I'm done with that file, update your stuff' , and DCME could update its data). Anything that would require more than that could get complicated. But with that, these other apps could be coded in anything, not necessarly VB. So, your cfgEdit could very well be part of the suite in its current form (with a few adjustments for the communication, I guess). Perhaps a small dll could be used to link the apps, so any developer could make his own app for the suite. -
Installed Motherload very cool game
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64-Bit Version + Optimization for Highend machines?
Samapico replied to L.C.'s topic in Drake Continuum Map Editor
Plus, it could be easier to get other people to help on some parts. Some components could even be done in something else than VB, I guess. I don't know about skin editor though :/ It can't really be linked to any other item of the suite. Maybe except the image editor. If someone wants to make one, and wants it to be part of the suite, I'm fine with that. But I doubt me or Drake will make one. But a WYSIWYG skin editor sure would be nice. And surely not very complicated. That, and a F1 menu editor The banner editor would simply be the image editor, with fixed size and color depth -
64-Bit Version + Optimization for Highend machines?
Samapico replied to L.C.'s topic in Drake Continuum Map Editor
And a word about optimization for high end machines... We're trying to optimize it for low end machines, so high end machines will just run it even better It's not like there are many things to adjust performance-wise. Some parts of the code, however, will be OS-specific, since some API's only apply to XP and later, like AlphaBlt. Regions will probably use that API to colorize areas, instead of the current way that gets very ugly when a few regions are on top of each other. -
I added a bit of stuff on the site... but since my php skills are pretty much at 0, on a scale from 1 to 10, it's only hard-coded stuff, and the formatting sucks. Also, Polix gave me some stats about the domain: Top 10 keywords: continuum 20 19.6 % map 18 17.6 % editor 15 14.7 % dcme 13 12.7 % drake 6 5.8 % !@#$%^&* 4 3.9 % drakes 3 2.9 % cursor 1 0.9 % works 1 0.9 % on 1 0.9 % Key phrases to find your site: continuum map editor 7 19.4 % dcme continuum 5 13.8 % dcme 3 8.3 % drakes continuum map editor 2 5.5 % drake continuum map editor 2 5.5 % dcme download 1 2.7 % drake continuum map editor dcme 1 2.7 % drake continuum map editor help 1 2.7 % map on !@#$%^&* 1 2.7 % objects in !@#$%^&* 1 2.7 % OS used: Windows XP 1666 70.6 % Windows Me 29 1.2 % Windows Vista 431 18.2 % Windows 2000 84 3.5 % Apparently, Google bots don't visit our site much, but Yahoo can't get enough of it. If you search DCME on google you get nothing That's one of the reason I just added some stuff on the site... more stuff = more bot hits = more search results = more people
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Well, Continuum itself is indeed part of the problem. It eats CPU like no other. I think many other people had problems with that particular video card :/ Reinstalled the same drivers, or did you check for the latest version?
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We might just have read the same article lol http://www.vbi.org/Items/article.asp?id=106
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64-Bit Version + Optimization for Highend machines?
Samapico replied to L.C.'s topic in Drake Continuum Map Editor
1. Can't do anything about 64bits with VB6, as far as I know 2. I don't think so, we use pretty much only gdi32 API's 3. The grid is currently drawn using the built-in function of the picturebox control, nothing special. 4. uh, not sure what you mean by that; so far pretty much the only thing that is variable in memory usage is the number of maps opened. 5. That would be cool... indeed... but I don't really want to get into that :/ 6. Settings editor were part of the plan, and with the Test Map tool, it's pretty much realtime. I also had several graphic tools in mind, such as the ship rotator you speak of. The current Tile Editor will eventually be 1-Fixed 2-Expanded to a generic 'Image Editor' 3-Pimped 7. Could be interesting... but would most likely be an external program (that could start DCME to edit maps, of course) So yeah, maybe settings editor could be external as well The DCME exe is already pretty huge, we'll have to stop adding stuff to it !@#$%^&*, even the testmap could be an external app... could be more efficient, and would lighten up the DCME exe 8. If we do make all these external tools, then we'd have to give a name to the set of tools, but the map editor itself would stay DCME, and could be run independently I guess lol, ok let's compare our answers... -
As Drake said... resize does exactly what you guys wanted... just tried it it works fine Edit -> Resize
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Read the !@#$%^&*le, yes and call me captain
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Audry's a bad girl
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Just to clarify this, I was the one who noticed this mistake, I informed Chambs to know if he knew anything about it. If I did, in fact, fear that he would go on a banning spree, I simply wouldn't have told him. He was also well aware that even if he managed to find his password, he could not ban the sysops ('the sysops' actually refers to me). I even told him he could try all he want. As far as I know, he was just joking around saying he was gonna BAN EVERYONE OMGOMGOGM I think this shows a lack of humor if you take everything so seriously...
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188 total votes... 10063 yes... SMELLS LIKE CONSPIRACY