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Samapico

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Everything posted by Samapico

  1. Updated first post with 2.5.4
  2. That was me
  3. there are some good lvz tutorials somewhere... if not on here, check out forums.minegoboom.com for placing LVZ images on your map, try CLT
  4. that made me modify a bit the tile recovery thing... it's now more... "intelligent" as to where it starts searching and such
  5. are these just really old maps?
  6. yeah the '0 tiles found' is just a mistake.. it actually loaded all the tiles edit: lol... the debug was printing 'tilenr' , which was the tilenr of the last seen tile (0 in this case) instead of 'nrtiles' which is the nr of tiles found... ...omg i just realised why it would crash most programs... notice the tileset....... it has one less row (the extra-tiles graphics being re-loaded a bit higher than it should) in fact, it is 304x144 instead of 304x160 ... It surprises me that DCME could even open that thing... oh right it checks for bmp size when importing, but not when it's already in the lvl file... wha... won't touch that I guess ... where is that map from anyway? also, if you save it, then re-open it, you'll get a warning, but then again, tile recovery will work... the weird tileset screws everything up check this log when reopening it... _castle.lvl @ TileDataRecovery, with offset 0, 40 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 1, 664 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 2, 24018 tiles found, 4 errors occured. _castle.lvl @ TileDataRecovery, with offset 3, 2651 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 4, 40 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 5, 664 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 6, 24018 tiles found, 3 errors occured. _castle.lvl @ TileDataRecovery, with offset 7, 2651 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 8, 40 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 9, 664 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 10, 24018 tiles found, 3 errors occured. _castle.lvl @ TileDataRecovery, with offset 11, 2651 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 12, 40 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 13, 664 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 14, 24018 tiles found, 3 errors occured. _castle.lvl @ TileDataRecovery, with offset 15, 2650 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 16, 40 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 17, 664 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 18, 24018 tiles found, 2 errors occured. _castle.lvl @ TileDataRecovery, with offset 19, 2650 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 20, 40 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 21, 664 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 22, 24018 tiles found, 2 errors occured. _castle.lvl @ TileDataRecovery, with offset 23, 2649 tiles found, 10001 errors occured. it stops trying after offset 23... but would have probably found it right if it kept going... Just tested, it needs to try an offset of 30 bytes to get it right without errors... _castle.lvl @ TileDataRecovery, with offset 30, 24018 tiles found, 0 errors occured. so if these kind of maps are relatively common, I might just have the tileset resized if it's wrong...
  7. hmm perhaps some kind of 'quick add' could add the file to lvz, create a new image definition with that file, and add a mapobject using that image definition yeah that could be good (kind of what CLT does, actually) one of the problem with having only that option, however, is that having multiple image definitions for a single file (like different animation speed) would emmm.... oh well there's an easy way around that... mhm currently making some 'click everywhere' tests... its quite easy to make it crash yes =/ ... fixing alot of bugs now hehe First release with LVZ will focus on functionality for now... then we'll add things to make it easier to use
  8. ez... first time, without any error (automatic tile recovery did the job) Float tileset loaded _castle.lvl @ OpenMap, Opening Map... C:\Do!@#$%^&*ents and Settings\Sam.SAMAPICO\Bureau\_castle.lvl _castle.lvl @ OpenMap, Tileset found _castle.lvl @ OpenMap, Bitmap info header: --- Color Depth: 8 --- Size: 304x144 --- BiSizeImage: 0 --- Compression: 0 _castle.lvl @ OpenMap, Bitmap info header: --- bfType: 19778 --- bfSize: 44856 --- bfReserved1: 0 (0) _castle.lvl @ Openmap, BMPData is read from lvl file _castle.lvl @ OpenMap, no eLVL data found _castle.lvl @ Openmap, usingDefaultTileset False _castle.lvl @ OpenMap, WARNING: Seek(f)=44855 bfSize+1=44857 _castle.lvl @ TileDataRecovery, attempting tile data recovery at 44855 _castle.lvl @ TileDataRecovery, with offset 0, 194 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 1, 5 tiles found, 10001 errors occured. _castle.lvl @ TileDataRecovery, with offset 2, 0 tiles found, 0 errors occured. _castle.lvl @ TileDataRecovery, best offset found: 2 with 0 errors. _castle.lvl @ SearchWallTiles, Searching for: C:\Do!@#$%^&*ents and Settings\Sam.SAMAPICO\Bureau\_castle.lvl (walltilepath: C:\Do!@#$%^&*ents and Settings\Sam.SAMAPICO\Bureau\_castle.wtl) _castle.lvl @ InitTileset, tilesetpath= C:\Do!@#$%^&*ents and Settings\Sam.SAMAPICO\Bureau\_castle.lvl usingDefaultTileset False _castle.lvl @ OpenMap, tile data starting at 44857 _castle.lvl @ OpenMap, 24018 tiles loaded. Now at 140933 Try the lvzbeta version available, that problem was fixed a while ago... ... just noticed: 0 tiles found... hmm... something's wrong there but it did load correctly
  9. Just did 'mark all posts as read' Clicked on my ssforum favorite, and forums were still marked as unread, I had to do CTRL+F5 (full refresh) , and they appeared correctly I wonder if there's any way to avoid IE using cache for some pages... edit: might have found something: The setting is set to 'automatic' by default... that probably means it will check for a newer version of the page every 10 or 15 minutes or something I just set it to 'Every time you visit the page' , I'll see if it fixes anything edit2: seems to work
  10. that sucked... ssforum wasn't working at all for me after I deleted the cookie. I was getting this error Fatal error: Unsupported operand types in /home/ssc4mc/public_html/forums/sources/atk/session_include.php on line 23 something to do with the battle mod? (atk) Had to restart IE completly
  11. nope... will try
  12. It was part of your options
  13. you do regenerate some... maybe a few hp/sp every hour or so
  14. the lvz beta should point to the new update server on dcme.sscentral.com and say 2.5.0 ... the file there is the first lvzbeta i released though, so don't get it Done
  15. you'll resurrect automatically i think
  16. Blender is free, i think it works pretty good for more professionnal programs... 3D studio max, Maya... don't expect buying one of those though they're probably in the thousands $ didn't touch 3d stuff for a couple of years though, im probably not uptodate
  17. wee, check update form now had a progress bar and indications on size of the updates
  18. i had the idea long ago already... but i didnt come up with any solution on how to do it... it's quite easy to disable the collision of door tiles temporarly, but hiding its graphic is a bit tricky... like it is now, when you move the view around, the part that was visible, and is still visible, is simply re-copied completly to avoid unnecessary redraws and refresh time... so a desactivated door would need to trigger a full redraw, without doors... and that might not be ideal
  19. it has something to do with ss... weapons are called 'bullet' , 'bomb' and 'thor' lol... people will get bored quick though... doesnt seem to be any upgrades or anything (except level ups)
  20. again... since I received that PM today, everytime I open the ssforum page, it says 1 new message at the top, and the !@#$%^&* !@#$%^&*istant pops up... but the popup says 'no new messages' , and in fact, i have no unread messages... edit: now it's ok... It might be an IE7 thing... maybe it loads stuff from cache too much, or cookies are just slow to be active
  21. noone wished for working doors in map testing yet?
  22. didn't feel any slowness when i imported my map that has alot of lvz's, but they were small images and my computer is probably too fast now anyway i'll try your files later today though one problem now I think is that the images get drawn on Preview, not on Level. So they are completly redrawn everytime. the advantage of drawing them on preview is that it is possible to animate them a problem with that, however, is that the tilepreview screws up the image when going over it. So I had to make redraw all lvz's where the preview cursor was everytime it moves... thats probably what causes the problem layers are also a problem for now... and when zoomed out, if you have large lvz images, it might be very useful to still see the lvzs as for resizing preview, I know that, I said it wasn't fully done in the post
  23. I killed maverick earlier today, har har har
  24. Preview working (with animations too) not fully done... it still needs scrollbars (or stretch) for larger images, and centering for smaller images... but for now it's good also, stuff actually works now so it should be more 'testable' now... added some tooltips for detailed description of each property (only 2 properties done in mapobjects for now) updated first post with 2.5.3
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