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Samapico

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Everything posted by Samapico

  1. Actually, there are 8 space stations on that screenshot of yours... the tile with a 220 is nothing else but a wormhole. the space station graphic might be confusing a bit, but there really isnt any space station starting at that tile
  2. http://forums.sscentral.com/index.php?showtopic=12852 ô.o Did anyone else tried these kind of things before?
  3. Ok... just tested a few very weird stuff... 1-Walled wormhole... you get sucked on it, but cant get warped 2-OMFG LOL... dug a hole in that space station with flyunder tiles... GG 3-OMFGAJGAD... you gotta see this... fly under tiles over a wormhole... I cant get warped by it, but it still attracts me and... bombs get attracted like 1314534 times more by it (or maybe because they get much closer to the center, since they dont get sucked it..) and they turn around the wormhole, gaining speed, until they fly away reaaaal fast... wow that\\\'s cool... and the same thing happens to my ship if i go through it too fast 4- I also tried saving 2 different tiles at the same x/y... does nothing, the last one (from left to right, up to down) is put at that X/Y. Nothing special there So an \\\'advanced\\\' pencil that only sets 1 tile ID at a time might be considered... the problem I see is when loading maps back... how to know when to auto-complete special tiles, and when not to... OH... I KNOW.. we just need another custom eLVL chunk... like DCOS (DCme Overlapping Specials) , when read, will cause the map to not complete automatically special tiles... and you\\\'d need to specify it somehow in the eLVL attributes that this map has overlapping specials. Edit: forget about that... Just thought of a much simpler way to do it, that wouldnt even change from normal behaviour... Just got to complete special tiles as soon as they are loaded, so any tiles loaded after will overwrite these negative tile id's Or in a Advanced tab of options: Enable Advanced Pencil (Special tiles might not appear correctly with this on) and maybe at save time, scan map for tiles over special tiles (if advanced pencil is on), if some are found, the DCOS chunk will be saved. So next time map is loaded, tiles should be loaded as they were Just thought of something... If I had used all-black fly-under tiles to lay over the wormhole, we would probably see the wormhole animate correctly... but we could go in it... cool eh? Same thing for space station...
  4. Select the region tool, and then you see 2 sub-tools in the tool toolbar, selection and wand. With selection, just select parts of your map and they will be added to the listed region, use CTRL to remove tiles from a region... same for magic wand... they both work just like the map tools And to edit properties of a region, click the 'edit' button in the region list... its the pencil thingy
  5. You got the error again? ... After working with regions? weird This time I removed all eLVL data... maybe it will solve the problem. There's an update coming that will avoid getting this message, but if it happens, you still lose all your region data. If it happens again, try to remember exactly what you done, and in which program
  6. Yeah I know I should have just said that in the same post... bleh Well if you were to save your *.lvl with the featuring of weird overlapping tiles, next time you load that *.lvl DCME will delete some of your "weird" stuff. It won't totally fix it, but it fixes some. Download messedup.lvl and try it in Continuum. Now open that in DCME. See any differences? http://www.hlrse.net/Qwerty/dcme2_a.gif illustrates exactly the above. Also notice the weird DCME bug where it marks all the 5x5 tiles of each spacestation with its TileID - it's only supposed to be the top left corner, or atleast the first entire column of the whole column of space stations. Confirm the bug? Actually, you can't 'save 2 tiles at the same X,Y' with DCME. It would require 'hacking' the savemap function and put multiple tiles with the same X / Y data in the lvl file. And as I said above, the filling of tile id's isnt a bug. Didn't they always have transparency? Or am I missing some bit of information I just never seemed to notice? I think they had transparency since continuum .37.Woot, ... just confirmed: http://www.ssbase.com/revision.shtml (search 'transparency' on the page) Yup. I've seen this done before, but very very so little did I see in demonstration. Maybe a wormhole or two, or something and that's it. This was years ago. If you only came to Subspace a year or two ago, it was definately long before you came.If... but I came to Subspace almost 6 years ago... when you had to use some kind of crack to play subspace 1.34...
  7. That "strange cleanup" you speak of is completly normal. And it is not a bug that it marks each 5x5 tile of a wormhole with '220'. What happens is DCME loads the map, when it encounters 217, 219 or 220, it "completes special tiles". When completing special tiles, it actually marks them like this, Let's take a wormhole... __ 220 -22010 -22020 -22030 -22040 -22001 -22011 -22021 -22031 -22041 -22002 -22012 -22022 -22032 -22042 -22003 -22013 -22023 -22033 -22043 -22004 -22014 -22024 -22034 -22044 Whenever DCME encounters a negative tile ID, it knows there is a special object nearby. And it can extract its exact X and Y coordinate easily. ObjectX Coordinate = X + ((map.getTile(X, Y) Mod 100) \ 10) ObjectY Coordinate = Y + map.getTile(X, Y) Mod 10 Object Tile ID = map.getTile(X, Y) \ -100 Of course, displaying 6 digits numbers on a small tile wasn't visible, so I made it display the object tile ID (i.e. 220 instead of -22032). DCME needs those negative coordinates so when it encounters them on the edge of the screen, it can still draw the partial special object. That's why when a map is loaded, it will 'complete' the special object by adding these negative tile id's. Of course, these tile id's aren't saved in the .lvl afterwards. I hope this clears up your mind on dcme special objects system. Good point... I'll disable tile-warp if Tile Collision is unchecked...
  8. oh... if it was outdated... hm maybe. Cause DCME checks if msinet.ocx exists before loading the update form to avoid a big bad crash... Which version of msinet you had?
  9. the ranking site is down anyway, so you won't know.
  10. Actually, tiles are stored like this in the .lvl: x y tilenr nothing special... for special objects, it simply saves 1 value at the top-left corner of the object. I just wonder what happens if you save 2 different tiles at the same X, Y coordinate... i'm guessing the last one saved will be the last one loaded and will probably overwrite the other one on the tile grid... And special objects do have transparency now I think And no it's not a new finding, just by knowing how tiles are stored, things like these were possible... Only thing is no map editor allowed it... I just wonder... hmmm... I wonder a lot of things: Say you have a wormhole, and you lay solid tiles all over it (except top-left corner) ... you will 'bump' in the wormhole as if it was solid? And if you lay fly-under tiles... will they 'disable' warping effect of wormhole under them? I'll make some tests I guess Anyways, one possibility that I see by having the option to enable special tiles overlapping is that you could change your special objects graphics to something smaller, and lay them like that.... And I doubt we'll handle multiple layers . Waste of memory, Recode basically every function, ... nah
  11. we had a pinned 'required components' topic... and then we had an installer, but we haven't done any other installer since then... Did you get a crash when it didnt find msinet or it simply didn't show the updates? I split and pinned the post with attachment
  12. magic wand icon 'hot spot' is at top-right of cursor... (well it's not, but we adjust X and Y according to it) But I'll check,maybe i forgot that with region tool...
  13. hmmm... I wonder what's on your mind Drake...
  14. And what's that post about? ô.o
  15. wtf are you talking about? I didnt even see that post you're talking about, whatever it was... And I strongly doubt Drake would have deleted it either. And there you are more than wrong... I visit that forum like every 5 minutes just to see if someone has a comment or suggestion or any kind of input =/
  16. There is another much simpler way. Select the region tool, and then choose one of the 2 sub-tools (Selection or Magic Wand), and have fun... Use Ctrl to remove an area from the selected region (Just like the selection tool)
  17. Well, these overlapped special tiles were drawn with TestMap Q/W, and that doesnt check for existing special objects & delete existing object and all that stuff... So it's "normal" that they appeared that way in DCME. What is surprising is how continuum handles it... a wormhole graphic 'behind' a space station? wha... weird. I just wonder what happens if you lay solid tiles over special objects... But hemmmm... seeing as it is supported by Continuum, there "might" be some use to do that kind of weird stuff... so yeah maybe there will be an option to enable special objects overlap (probably in an 'advanced' tab of settings )
  18. http://wiki.minegoboom.com/index.php/DCME More information will appear there eventually... If you feel like do!@#$%^&*enting features, or adding some examples of advanced things you can do (with images, maybe), feel free to edit the article (You'll need to create an account).
  19. would be a cool feature for tileset editor, indeed. The only difficulty I can think of is that the 'body' of a tile can be 4 pixels large as it can be 16 pixels large... so when generating the corners, it changes alot. So it would have to use a background color (default: black)
  20. Actually, if I give the option to enable special tiles overlapping, I will simply place tile ID's as they are placed in the actual lvl file. Which means, only a 220 (for wormhole, for example) tile is placed at the top-left corner of the object. I can't remove its graphics cause that's not how it will appear ingame. If you want non-graphic wormholes, you have to modify the .bm2 file from a lvz. And I'm !@#$%^&*uming the no-tile-in-center on the radar is... emm... good question... but it's probably what gives the gravity. I never noticed that, I wonder if it's because there are wormholes overlapping. Usually I don't think it appears like that. And tile 242 does warp your ship on contact Interesting question, you can try it yourself by placing special objects with your ship, and activate 'show tile numbers' , you'll know where you can place tiles. No, I was wondering what could the user do with the mouse in map test... I guess a simple click & warp could be cool.
  21. it seems to be fixed... i changed default opening program to something else, then back to psp... and its fixed... weird
  22. I didn't quite get that part: You want to be able to do stupid stuff like: ? Else I don't understand what you mean by 'not overlapping' ... and WTF when I open a .png file from the explorer, paint shop pro 7 gives me a 'this is not a valid workspace file' error, then crashes... WTF
  23. yep... but the thing is, it should always have a rTIL chunk. And you clearly see in the map log that the eLVL data is loaded all wrong. The only thing tile editing could have done is turn the tileset to 24bit, and it didn't:
  24. Heh. By the way these tiles can't be undo'ed yet... I just added that quickly to be able to see my ship's path to debug the physics
  25. by the way, .bak and .dat files are now allowed to be uploaded
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