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Everything posted by Samapico
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I never had any problems with AVG (though I know other people did)
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now that's a good idea to use the numpad... *slaps head*
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might be interesting to know which of these programs actually made it work. You could try reenabling them, and then disable them one by one... or perhaps just posting the list of these programs might be handy for people who are working on the issue and what you mean by nameless .dll error? The XP issue I know of is that continuum just doesn't start up and jumps around in the process list... no error message given
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cool
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I think there's a way to change the lvl altogether and actually remove tiles, making you go through walls... I'm not sure how to do it though
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LOL! CLT's wall tile thing is called autotile, i guess thats what hes talking about... You see the wall tiles in your tileset? Double-click on one of them to edit your wall tiles set. Then choose them from the tileset, and just draw. Simple as that. You can also retile an area with wall tiles with the switch/replace feature.
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in Image definitions, you select one of your definition, and double-click on a file to !@#$%^&*ociate it (in this case, files can be from any lvz's, which explains the additional tree view) same for map/screen objects, you'll double-click on an available image definition to !@#$%^&*ociate it (available image definitions are image definitions from the same lvz as the newly created object) That's probably how the first lvz release will look like... I was thinking adding some kind of step-by-step helper... probably with a custom control... Like when no files are in the lvz, it would tell you to first add files If no image files are in there and you're trying to create image definitions or map objects, it would tell you what u need to do ... If you have suggestions to make it easier, keeping all functionnality, im still open though
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so far... got to fill in the property lists now, and make the preview functional
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Wtf is that? You can be sure I'll never come to DS again. Not that I was going there alot... but i'll definitly remove it from my zone list, right now. morons.
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aka asked Polix something like: "could we have a forum?"
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I know you didnt mean file format... but still, a single lvz should be able to have both files and object definitions as for the looping stuff, this would go in the tile background image... of course you don't have to tile it in the whole map... startx, starty, distancex, distancey, numberx, numbery, and poof
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either that... or... i'll do that tomorrow and play games for now... haven't played something for a long time now, so
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Is it just me or I can't edit comments in arcade? I click the Edit Comment, and it loads a page... but there's no input box anywhere on the page... And Moon Lander scores are screwed up too No big issues there... I'm aware you might have more important things to do, so don't put that on your priorities list
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Yeah i remember trying to get in a non-ssc zone, and got this msg... I gave up lol. Then I realised it said the same thing for alot of zones, including my own home server... Nicknames starting with weird characters don't work, the Profile window should bring up an error right away. I remember seeing a lot of newbies come here to post about the problem... maybe it isn't an issue anymore in .39pr though, I dunno.
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Actually it would be much more complicated to change stuff on-the-go, programming-wise. It's easier to copy the whole LVZ stuff, modify it, then dump it back to map ; else we need to create methods for 'every' property. So it wouldn't change anything memory-wise. But u're right maybe a cancel isnt needed... anyways... thats a detail hmm... no need to show 'links'... If user deletes a file that is used by one of the image definitions in any lvz, a warning would appear. Same if user deletes an image definition used by a map or screen object in the current lvz technically there aren't any 'links'... it's just that files from every lvz's are somewhat 'shared' And there won't be 2 types of lvz, it would be a frustrating limitation that doesn't exist (current LVZ format already has enough limitations as it is ) Thanks for all the ideas though... It definitly got my brain going... Gonna eat some, then I'll work on that Anyways, it doesn't have to be perfect for the first release, as long as it's functional, it will be a great tool. It will be improved alot in the future... I have way too much features ideas in my mind for lvzs... I used to work with them alot, so there are alot of things that I wanted to do, but couldn't, or it was very complicated... Essentials are moving lvz's with tile / adjustable snap (CLT's tile snap was frustrating cause I needed a half-tile snap... I have that map that would be done by now if I had that... grr) , tile images on background , oh, and I wanted to use some kind of expression parser so you could write things like: 512*16 in the X or Y field and it would calculate it As for manual ini editing, thats not a concern yet... It will probably be a possibility, mostly to build the lvz with other programs, but average user should never even see a .ini file... And in the actual lvz file, the "ini" data is not in text format, so we don't have to generate it for now
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I know a [X] isn't hard to learn ... But to look like the rest of the application, it will definitly have a Ok and Cancel buttons (and a [X] that would ask you if you want to save... or maybe just save) And for the different lvz stuff... Example: In LVZ1, you put all your files In LVZ2, you can define: Image0=filefromlvz1.bmp Image1=anotherfilefromlvz1.bmp and then mapobjects/screenobjects using these Image# are defined in LVZ2 as well This has a HUGE advantage cause if you make an update (move images and stuff), LVZ1 will not have to be redownloaded (unless you changed files completly), only the definitions in LVZ2 are re-downloaded by people, and LVZ2 will be like 10k if you have almost 1000 mapobjects defined
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I'd go with that too if it wasn't for the fact that, for example, Image Definitions can be !@#$%^&*ociated with files from a different LVZ
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ObjectID is the # when you'll want to *objon # your image... I'm not sure if it can have ANY use if the mode isn't set to ServerControlled and ImageID can't be over 255 Select which LVZ file you are working on with a drop-down list, or via treeview... I wonder which would be better... hmm... Treeview wouldn't be much of a treeview anymore with just the list of files in current lvz though... Saving on-the-go... I dunno... Anyways, by putting a ok and cancel buttons, we can easily make the Enter key (or escape to cancel) close the dialog (hm, well we could still do it by setting them invisible perhaps) Preview stuff would be good... for sound files too yeah I thought about that. However, mp3's aren't supported... However... I wonder how hard it would be to make a built-in mp3-to-wav >=) ... (DCME Plug-ins? )
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hmmm maybe upper tree view for available ressources lower tree view for current items like in image definitions, the different lvzs and their files (only images) will appear in upper tree view in map/screen objects, the different lvzs and their image definitions will appear up there... yeah that might work But I don't know if it will be very intuitive... the first time I saw these 2 treeviews I was like 'wtf' and couldn't find how to do stuff... of course there were no labels yet or anything, so I guess it could work Edit: just realised what made it un-intuitive... the Add object / Remove objects buttons are above the property list while they should be placed near the treeview Let's see what you can come up with LC... but basically this could work, just have to figure out where to place stuff and choose good labels to make it easy to understand and use Edit2: I also guess OK and Cancel buttons should be out of the tabs cause they affect the whole thing ... mhmmmmm
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Let's have a subspace poker zone
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yeah I know, but how do you get image definitions in there? another treeview? I don't think that's the way to go :/
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i know about that... but i think he nailed all of the problems except for the one about Priit developing yeah... well.. didnt read further than that: