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Everything posted by Samapico
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haha.. no problem. I'm the one thanking you for submitting this bug and all that info... It helped fix a pretty big bug and to prevent this... well... it's not something you did wrong, it's probably something DCME saved wrong in eLVL data which screwed up the whole thing. But as soon as next update is released (should be soon because of that important bugfix) , if something like that happens, you will be able to load the map correctly, just without regions, just like the one I sent you. After I added the line that was missing in the code, I just retried to open your map and it opened like that.
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ok well I was able to recover the tile data Unfortunately, all region data is lost I found the bug that caused it (kind of). If a region was loaded without tile data (which tile is in the region and which isn't), it would crash. This is fixed. For some reason, the eLVL data of your map was corrupted, so the tile data did not load correctly, so you got that crash... And you made the regions with CLT, then loaded them in DCME correctly? It's only after you saved the map with DCME that it was screwed up? Here is what I could recover... tileset and region data may be missing though... that's all I can do for now.
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eLVL data is stored inside the lvl file and do you remember what was the name of your region? region name was loaded as "rTIL" ...
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ew... these just can't be any good... Did your region have any attributes? Was there a defined region? Was it created with CLT? It definitly looks like that eLVL data is corrupted... But we have to find why... I'd like to see that file
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.bak extension should be allowed for upload and maybe .dat too
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do you know how to add files to a zip file? if so, add the .bak and .dat files into one. You should be able to do that by right-clicking, add to -> Zip compressed file
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path file/access error.. hmmm... would there happen to be a file with the same name marked as read-only in that folder?
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We can now correctly load settings from a .cfg file BounceFactor equation is now correct
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I never had any error when pressing ESC while flying around in a ship... that's weird. Does it happen everytime? The p y thon code box, it should actually display "..." if there is a code, and if you double click, you get a somewhat bigger box. But this is mostly for pasting stuff in. If you really want to edit p y thon code, use the region tool, and hit the Edit button of the appropriate region in the region list. From there you can click "Edit p y thon code" which brings a more convenient editor. As for editing regions with every tool, that might be a good feature, but I think selection and magic wand are enough for most purposes. I personnaly never worked with real maps with regions, but I doubt that line-shaped regions are common... Hmm, just realised I forgot to put a 'Add selection to -> Region X' and remove... Could be handy... There will probably be a Regions menu beside the Selection menu. And if you used to draw your regions with CLT, you must admit it's already a good improvement
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Version History Version 3 3.6.1 (2025-09-28) Fixed zoomed in rendering using interpolation and showing pixels from neighboring tiles on the tileset 3.6 (2025-09-27) Fixed several crashes when using larger screen resolutions, such as 1440p or 4K 3.5 (2025-09-05) Added an actual installer that takes care of the DLL/OCX registration that had to be done manually Fixed several issues on modern Windows versions by using the %AppData% folder for user settings and temporary files Fixed issue with some the "DCLV" eLVL chunk that could corrupt a map when saving lvz file names with the map file Fixed issue with the "DCID" eLVL chunk that would sometimes save 12 bytes instead of 8 Completely removed the obsolete "Auto-update" feature to prevent firewall warnings when running the editor 3.4 3.4.16 (2010-10-10) Added Save full radar view 3.4.15 Added "rNRA" and "rNRW" region attributes 3.4.14 Added LVZ tiles 3.4.13 Fixed walltiles editing dialog showing tiles with current map zoom Fixed using bucket fill with walltiles Fixed tile preview of walltiles 3.4.12 Fixed infinite crashes when opening a map from a network Some memory optimizations for regions Significant optimizations for saving tiles (3-4x faster) Fixed 'Save items...' to actually work Fixed 'Count tiles' total tiles count Fixed Undo/Redo for some cases of moving selection (moving near border, or using Center Selection) Pasting now puts the new tiles in the center of the screen 3.4.11 More memory usage optimizations, especially for LVZ images Selected LVZ coordinates are updated as you move the selection Selected region is shown on top of the others with its full color to make it easier to see 3.4.10 Major improvements on memory usage, especially for ASSS regions Fixed minor regions display bug 3.4.00 to 3.4.09 Major performance upgrade on all aspects Countless bug fixes 3.3 3.3.4 LVZ objects now display with proper transparency Unrecognized ASSS regions data chunks are now preserved Fixed memory leak when closing maps 3.3.3 Fixed opening maps from Explorer causing crashes Fixed issues when changing tool while tile-typing or map-testing 3.3.2 Fixed some more issues with the splash screen 3.3.1 Fixed splash screen hiding messageboxes under it Fixed tile preview of bucket tool with a lvz image leaving a trail 3.3.0 Major improvements in the LVZs 3.2 3.2.1 Fixed bug with custom shapes Tool options captions restored 3.2.0 MAJOR improvements on most aspects Radar works in 16bits display mode Tileset initialization made much faster Walltile generator of the tileset editor improved No more crash warnings on Vista Some eLVL and LVZ properties bugs fixed Major memory leaks fixed "Saving map..." dialog freezing fixed Bunch of other stuff 3.1 3.1.10 Made PicToMap form a bit larger, changed "Browse" to "Browse..." Added hourglass during PicToMap and Resize operations Fixed issue with displaying big log files No more crash when opening a map by double-clicking it while DCME is minimized. Plus, the focus is given to DCME correctly Drawing of special objects fixed Fixed resizing during testmap would cause the last row/column of tiles to glitch Added button to toggle top/bottom alignment of map tabs Force lvz transparency option (not only moving) Untitled maps do not get autosaved to avoid having hundreds of empty levels in the autosaves folder. Plus, the countdown is reseted when the map is saved. Also removed the copy of the log file that was done with every map... wasn't very useful MsInet 'Request Timed Out' error is now handled Fixed crash when zooming out in tile editor 3.1.9 Tile operations should be a little faster on pixel level Drawing bomb lines was not fixed on the rounded aim angle, which led to inconsistencies between the ship gfx and the actual aiming of the bomb line Help -> Show debug log now shows the actual log file completely instead of just the current session log, which caused some confusion if a file was named pathssomethingsomething in dcme folder, it could have caused problems Added isbusy (mousepointer hourglass) flag in Line.MouseUp change: Walltiles and Texttiles are now saved in eLVL data Fixed that error in Elvl when playing with True/False lists Things involving pixels (pic1024) should speed up considerably Fixed huge memory leak (all maps were loaded on 'if maps(i) is ') 3.1.8 border of map is always drawn (also when grid is not checked) fixed inconsistent default value for auto force radar preview accessing selection is a lil sped up adding selection areas is also a bit sped up managelvz button wasn't disabled when no active map savesettings won't save settings if loadsettings wasn't called first (to prevent corruption of the settings) fixed error when opening maps (by drag dropping or double clicking lvl file) when a modal form is open e.g tips or options selection on pixel level is now around edges optimized applyselection ~60% faster when map resized (e.g switching tools popped up toolbar making space for map smaller or resizing window) it doesn't redraw everything, just the part that wasn't visible before. This decreases lag when switching tools considerably deleteselection is faster because arrays are zeromemoryd instead of deleting and reallocating get and set tile of map is a bit faster because of byref arguments fixed: Tool names (SharedVar.ToolName) had an offset because the freehand selection wasn't on there sel.hasalreadyselectedParts was not updated correctly in some refresh-less actions usegrid and usegridTest are now loaded from settings when creating a new map mapchanged flag is now changed with the AddToUndo() method 3.1.7 Fixed problem when switching between maps (window-->map) not being flagged as active map Added map tabs at the bottom (a new toolbar, which you can toggle as the others) Fixed problem when moving selection near edge (and probably others where out of array bounds errors occurred and were handled) 3.1.6 Fixed error when editing a value and pressing ok or another button Fixed edit of isAutoWarp (true/false popup list was *poof*, quite literally) Select All in textbox when property region edit 3.1.5 Added option for Force Transparency when moving LVZ Fixed LVZ Images not being able to delete (sama what were you smoking o_O", trying to delete lvz files instead of images) Fixed File not found error when DCME tried to create a tmp log file (don't get it, just avoided the error >.>) 3.1.4 Fixed lvz map objects not being able to move when not on zoom 1/1 Added option to disable enforcing full map preview (speed issues) Fixed few tools not changing map (resulting in no map change save dialog on close) 3.1.2 Fixed error appearing when cancelling OpenMap dialog Fixed bug in SelectTiles, SelectAllTiles, and other actions in the Selection menu 3.1.1 It is possible to drag and drop files in the lvz manager Undoing a dropped selection could cause errors on pixel-level preview Scrolling map with scrollbars update preview during scroll Added hourglass cursor during long operations Fixed ellipse bug caused by tool re-ordering Fixed bug in undo/redo Fixed small autoupdate bug 3.1.0 Freehand Selection tool added Importing custom ship graphics in LVZ will change the TestMap ship graphics LVZ manager shows preview of Continuum's animations when you import a custom graphic Fixed bug in BucketFill that could crash DCME Fixed minor bugs in check update form 3.0 3.0.00 LVZ support added Improved opening of corrupted map files Upgraded auto-update system to support multiple files Moved auto-update server Bookmarks are now saved in eLVL data Fixed loading of Autowarp region flag Save as SSME compatible does not save eLVL data anymore Special objects are drawn correctly with rectangle and line tools Version 2 2.1 2.1.1 Fixed huge compatibility bug between DCME and other map editors. The issue should fix all known tileset problems and 'corrupt map' problems To ensure backward-compatibility between 2.0 maps and this version's, we have added automatic tile data recovery feature. It should try loading the file in different ways and output the best result. If you can't open a map made with older DCME in other editors, load it with this version, and save it back. It should fix it. 2.1.0 Fixed TestMap physics We can now import settings from .cfg file New WallTiles generator in tileset editor Fixed critical bug when no rTIL region chunk was loaded Added 'advanced pencil' feature, that allows you to ignore special tiles and lay tiles over them to do some weird things Greatly improved logging of events, it is now a circular log that keeps the last 1MB (by default) of text Autosave feature, completly adjustable Added Undo/Redo descriptions for menus New custom chunk used: DCID ; hashcode of the map, used by autosave Added .bak to openmap filter Fixed CTRL+Click with wand in an unselected area to create a useless Undo step In testmap, wormholes do not warp you if Tile Collision is off In testmap, drawn tiles (with Q or W) can be undo'ed 2.0 2.0.0 Complete Elvl support (attributes, regions) Completely rewrote Undo/Redo code (all should be undoable now) Added: Test your map on the fly Special object are also highlighted Undo/redo menu was not disabled when no map was loaded Fixed problem with drawing a special object (overflow error) Tile 0 was never drawn Random stuff is now completely random Popup Tileset & Popup Radar when right bar is hidden Tips of the day updated Fixed glitch with unable to move selections with magicwand Fixed offset of DCME window when not maximized Tool options toolbar can be pinned/unpinned Fixed rotation bug (out of range error) Fixed tile problem with flip/mirror Mousewheel zoom focuses on the tile beneath the cursor Radar preview is showing complete map when zoomed out Fixed bug with top left tile Fixed unnecessary redraws If a map is not maximized, a new map won't be maximized either Fixed problems with grid settings Fixed mystery line when making a new map or opening one Added warning when importing a tileset from a map without tileset Fixed drag speed of map
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listed globally? ô.o
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Undo should be fully functionnal with ALL selection / map features now... I increased the default number of undo steps to 20 ; there will be an option for that soon. I'd like you guys to test undo/redo functionnality, and tell me if you notice any problems or weird behaviour. I had to change a lot of things to get this working, so maybe something else broke in the process... But as far as I know, it's pretty solid. Other pre-release attachments in other threads will be removed, cause I'm almost out of attachment space Other stuff: -While map testing, ship has energy and will warp on contact of wormhole or special tile 242 ( i think ) -Try holding B while testing map... it's quite beta for now, but the point is to eventuallly see bomb lines (with bounces) ; eventually, we might as well launch a bomb and allow to center camera on it while it flies -You can also place Left/Right tiles where your ship is with Q and W... however I think these can't be undo'ed yet... Not sure if it'll stay anyway
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yeah, we just played a SBL and a SBLball
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bleh.. why not
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I considered speed setting to be X pixels per 10 seconds, which I think it is... and it makes sense... and it works... BUUUUUT...... I've redone the whole acceleration part... there were a couple of bugs in there... now it's fixed , plus it uses the rounded angle (9 degrees increments) for the thrust direction. It doesn't "feel" like subspace yet... there's still a little something wrong in the physics... When thrusting in a direction, the previous momentum stays too long compared to continuum... bleh
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WOOOOOOOOOOO first converstion decrypted: shipprops(i).TurnSpeed = 400# * PI * FPS / 200000 rotation of 400 = 1 rotation in 1 second, as proven by: 0 deg. @21382093 0 deg. @21383125 0 deg. @21384093 0 deg. @21385093 0 deg. @21386093 0 deg. @21387093 0 deg. @21388093 0 deg. @21389093 0 deg. @21390093 0 deg. @21391109 0 deg. @21392093
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Collision bug: when colliding with a tile diagonally, sometimes you just go through... im guessing because you check , for example, left and top, both are ok. So you move ship top-left a bit, but there might have been a tile there
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wha.... get that update I just upped on SVN... frame skipping for the map testing $$$$$$$$$$$$$$$, and look how accurate it is, 2000 being the time it should have taken (FPS set at 40): 50 cycles in 1969 (2000) 50 cycles in 2000 (2000) 50 cycles in 1985 (2000) 50 cycles in 2000 (2000) 50 cycles in 2016 (2000) 50 cycles in 2000 (2000) 50 cycles in 1969 (2000) 50 cycles in 2015 (2000) 50 cycles in 1828 (2000) 50 cycles in 2015 (2000) and with FPS at 25, as it was before: 50 cycles in 1281 (1250) 50 cycles in 1219 (1250) 50 cycles in 1265 (1250) 50 cycles in 1266 (1250) 50 cycles in 1234 (1250) 50 cycles in 1219 (1250) 50 cycles in 1266 (1250) 50 cycles in 1234 (1250) 50 cycles in 1297 (1250) 50 cycles in 1250 (1250) 50 cycles in 1203 (1250) So from now on, the time factor is accurate enough, and converting SS settings to "our kind of values" will be a piece of cake... a simple * or /
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Now that I have an english version of VB, I can compile stuff too... here's version 2.0 pr2, lot of stuff was fixed already... getting closer to an official release I'd like to get some feedback from people who use ASSS to know if there are any compatibility problems with DCME regions / eLVL data edit: check http://forums.sscentral.com/index.php?s=&a...st&p=146781 for pr3
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nice typo: Sub BounceX() If Not isRunning Then Exit Sub ship.vX = -ship.vX * BounceDecrease ship.vX = ship.vY * BounceDecrease End Sub that fixed alot of the glitches I had noticed... and there will need to be different properties for ship radius and ship size (image) For example, the default ships are 29 pixels large (radius of 14), but each image frame in the .bm2 is 36x36. Actually, the image X and Y only depends on the .bmp file provided (10 frames large, 4 frames high) I did not check really deep into your code... but are you using the top-left corner of ship as reference? or the center? Since the actual setting is 'radius', it would be easier to work with the center of the ship and wtf, you're never on MSn anymore?
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He just said that it was mostly done... not up
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fixed