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Samapico

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Everything posted by Samapico

  1. Sadly, you might be surprised when you'll see it has close to 0 players... 17th isn't what it used to be anymore
  2. But Counter Strike Condition Zero sucks... I found it on the network at my workplace, so I grabbed it to see what it was... ... it just.. sucks... i wasted 2 cd's burning it.
  3. civ 4 owns... sim city 4 is pretty nice too (id like to get that Rush Hour expansion though)
  4. WOOT... error recovery works #1 with some 24bit tilesets maps made with older DCME, you might get a message asking if you want to attempt tile recovery, answering YES should fix it, maybe one or two tiles may be missing... Most 8bit tilesets problems should fix themselves without even getting an error message...
  5. hm ok, i'll add that to your post.. and re-open the topic I guess
  6. yeah.. well.. we just fixed that... that problem fixed: all kinds of incompatibility problems, tilesets problems... lots of stuff... amazing how a missing -1 can cause such a huge issue. our only worry now is backward compatibility, because with the fix, some DCME-made maps might not be loadable anymore.. so we'll need some kind of auto-recovery thing Expect an update tonight... i hope
  7. Autosave, Wall tile generator, Improved Logging, Testmap physics that work, Import .cfg files to test map, advanced pencil to change tile nr's individually, Force Full Map View under the radar, if you prefer it to 1:16 preview, Flip and Mirror are working in tileset editor, Rotate is working in Tile editor... thats about it for the features. And I won't enumerate all bug fixes And I just read the lvz format... and... ew... lvz might take a bit longer than I thought
  8. Jesus?
  9. I did use google and didnt find anything... only space-time continuum related stuff and I also had searched in subspacedownloads... ............ oh they wrote it 'Wall paper' in there... wtf thanks anyway That one is nice.. but !@#$%^&*IT it's in 256 colors gif... it's so ugly http://www.subspacedownloads.com/files/contback2.gif
  10. Uploaded build 2.1 (follow link at bottom of post) ... consider it as an official build, but it might not last long because Drake is working on LVZ, and version 3.0 will probably come out soon. I just wanted to make that one available now because there were 2 critical bugs fixed since 2.0 (and a couple of cool features...) ... So yeah.. im kinda tired now too... so I attached the file in that other topic... and now I'm too lazy to move it at the correct place... But emm... You can safely overwrite DCME 2.0 for this one, its no pre-release. Ship physics were fixed too. And try that Walltile generator in tileset editor, its cool EDIT: updated 2.1.01 version , which fixes compatibility issues EDIT2: 2.1.01 now available via auto-update, removed attachments from here
  11. Why the !@#$%^&* does IPB sometimes replace all ' characters by \' (and mostly all special characters) ... It's annoying as !@#$%^&*. It just happened when I wrote something in fast reply, then switched to full editor, and it happened before too, dunno if it was under the same cir!@#$%^&*stances. http://forums.sscentral.com/index.php?show...12874&st=0#
  12. You can open the .bak file with File ... Open.. It seems to load correctly for me. Only the tileset is missing.. I imported the tileset from the broken halo2.lvl , it worked I also tried editing the tileset, and saving it in map, the map could still be loaded correctly... And you seem to have file access troubles... are you administrator on your computer? Are you trying to save files somewhere you don\'t have access on the computer? If you get path/file access errors, try using another folder (a new folder on your desktop should work). And now... why was your lvl file corrupted like that, I have no idea... ok... found problem... now that sucks: \'grab BMP data here [...] \'check for eLVL data, if present, load it [...] \'now seek to the part where the map bytes are stored Seek #f, (BMPFileHeader.bfSize + 1) Now... there was no eLVL data, so the bfSize wasn\'t altered. Its value was 145 974. BUT, after getting the BMPData, Seek(f) was 145 976. So, by moving \'to the end of the bitmap\' with bfSize+1, we moved to byte 145 975, while tile data was actually starting at 145 976... It\'s crazy how one single byte offset ASSS up everything... Now I\'m guessing that if there is no eLVL data, we shouldn\'t rely on that bfSize value... and just keep going in the file Fixed... seems to work now, here\'s a temporary 2.1 version that will allow you to load it, it\'s a kind-of official build, so it\'s totally safe to replace your old DCME by this one. It will be available via automatic updates as soon as Drake uploads it, or as soon as he finishes LVZ... (yeah, he worked on that all day, hehe, it\'s coming soon) If he can finish that soon, version 3.0 will be released right away. EDIT: Removed download for now, we just noticed some incompatibility problems... by fixing that for 24bit tilesets, 8bit tilesets-maps doesnt load right...
  13. Anywhere to find ss / continuum wallpapers? I remember seeing some cool ones... Can't find anything now
  14. I'll take a look, that problem has been around for a while, and we never been able to fix it... we never knew what the problem was either...
  15. Or is it? Regarding the navigation bar at the top of the page: Yeah, read post 84 completly... LC is filtering information here
  16. Not possible But you could lay weapon-absorbing tiles over the wormhole so the wormhole would suck in weapons but will not warp you You sure you had the exact same settings for both tests? Yep.. 9 wormholes, 9 times more gravity, that's multiplied
  17. samapico.com would be such a cool site.
  18. I did cheat in the past... with a zone sysop I won't name, some guy came in and advertised (ie spammed) his zone... so we went in there, and started to rape the !@#$%^&* out of everyone with cheats, and the owner of the zone (only staff) was afk lol. It was some small newbie zone. The guy I was with was able to guess the sysop password, and could spam the ?help with tons of crap... ah... good times.
  19. Is that really possible? ô.o Most people got the update via DCME itself, which doesn't count... But it still shows 695 downloads of the file in the latest build thread... Maybe some moron downloaded it 200 times ô.o ...
  20. Makes me think of my old keyboard... the 'shift' key would get stuck depending on the order I pressed/released keys... And it wasn't sticking hardware-wise... it was annoying, and now I'm stuck with the reflex of pressing shift quickly after I just release it so it 'un-sticks' , that's what I had to do before... Bleh. if I remember right, if I pressed and held down a key, then shift, then release the key, and then release shift, shift would stay on...
  21. In other topic, I said I tried it... and it doesnt do anything special. Basically it does the same thing DCME would do when loading such data. Tile data is typically saved starting from top-left to bottom-right, and is loaded the same way. So when continuum reads a tile at 200,200 for the first time, it puts it there. If it finds another tile with 200,200 as coordinates, it will simply replace the previous one. It simply uses a 2-dimensional array, so it can't have 2 things stored at the same coordinate, just like DCME. So if you have 50 tiles saved with same X,Y data, the one that is located last in the file will be the only one to appear By the way, added the Advanced Pencil feature, update should be available shortly... just need to make an icon for eLVL attributes menu icon now.
  22. I think that quote isn't cut at the right place
  23. wha... that will probably make a space station with gravity ô.o cool...
  24. Here's a 'hacked' DCME that will allow you to do these things... Use pencil to avoid special objects being completed, and it saves/load map correctly for these kind of things... I recommend using 'show tile numbers' to understand what you're doing And I also attached the map that I showed you above (Weird.lvl), if you have a server to put it up and test it, have fun And OOOH hahaha take a look at wormhole.lvl ... it's an UBER-non-warping wormhole... try it in-game, it throws you all the way to the edge of the map if gravity settings are high enough. If they're not, you get stuck in the middle of the wormholes
  25. Indeed... but it is possible to tile INSIDE of a wormhole ô.o... The flyunder tiles are a bit more impressive though... the wormhole still has gravity but cannot warp anything. I guess you could even lay doors on it... .... I wonder what would happen when they're open... will it still avoid warping... hmmm Edit: Exactly... when doors open, you see the wormhole but can go in it without being warped... if doors close on you, you get doorwarped Some cool shots with transparent flyunder tiles and black fly over tiles... FlyUnder on station [ FlyUnder on wormhole. Notice the bullets disappears on contact of tile 220, but the ship does not get warped. That explains the existence of 'extra tile' # 241 (Ships can go through it, but items disappear on contact) And all other tiles of a wormhole would normally have properties of tile 242 (Thors disappear on contact, Ship gets warped on contact) FlyOver on wormhole Close wormhole surfing
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