Jump to content
SSForum.net is back!

Samapico

🜲 Administrator
  • Posts

    7973
  • Joined

  • Last visited

Everything posted by Samapico

  1. ... could you be more specific? I mean... the tileset goes blank after you import? or the tileset just doesn't change? what happens exactly? Cause it works fine for me... I can import 8bit / 24bit tilesets from .lvl or from .bmp files and it works fine... Is it only in the .92 version that you get problems? And can you check help -> view debug information and copy what appears when you attempt to load it? The only known issue is when saving a map with a 24bit tileset AND eLVL data... this will most likely crash the thing. It's a problem of the eLVL format itself, eventually there will be a warning or something when saving a 24bit tileset, asking you if you want to save it as 8bit, or as 24bit and lose your eLVL data... But anyway that doesn't seem to be your problem... Hmm... if you're trying to import tilesets from map with default tileset.... that might now work because there's actually no tileset in these maps Just tested... when you try to import from a map without tileset, it aborts without warning you... that's fixed. But if you want to use the default tileset, use Discard tileset
  2. works fine for me... ô.o what kind of tileset are you trying to import?
  3. http://www.flashninjaclan.com/games.php?ID=27
  4. omg... that's just... sad...
  5. [ attachment in first post updated ]
  6. he said they don't have any texture on... Wow... these models are great man
  7. yeah, but when you .show, it removes the focus from the map form... and when it hides again, it gives back the focus, causing a Form_Activate event, which calls UpdateLevel (Not sure if that's what you're speaking about?)
  8. Fixed today: -Tile Preview incredibly sped up -Hiding popup windows dont cause a refresh anymore (It updated because map form is re-activated at that moment) -Settings are updated on activation of form (mostly to update grid colors that could have been changed while another map was activated) -Fixed some stuff in the grid settings in preferences form -If current map is not maximized, a new map will not be automatically maximized -Removed redundant updatePreview's when toggling right panel, reducing the delay in half or so
  9. w000000000t!!! I just found a way to render the tile preview 1571049587104895 times faster... instead of calling updatepreview with (false, false) just to bitblt the whole piclevel on picpreview... I used static integers to hold the last known cursor position and size, and I bitblt only that area... So it fixed my problem... which probably none of you have because you have decent graphic cards , but tile preview takes almost no time to render now however, drawing is still a pain in the butt on these computers.... Hiding a popped up tileset or radar was causing the map to refresh uselessly... maybe you didnt notice it because it's supposed to take like 50ms, but since it takes 400ms+ here, I noticed it and that's fixed
  10. Will it be back?
  11. it is fixed.. redownload it from the same thread
  12. ok wtf: Dim tick As Long tick = GetTickCount BitBlt picPreview.hDC, 0, 0, picPreview.Width, picPreview.Height, piclevel.hDC, 0, 0, vbSrcCopy Debug.Print GetTickCount - tick & " " & picPreview.Width & " x " & picPreview.Height If refresh Then picPreview.refresh Before having hidden the right panel, this debug.print give like 20-30 ms ; but after, it takes 400-500 ms... and that, even if i hide the right panel again, so the size of picpreview is the same as before... shouldn't the bitblt take the same time??? wtf That chunk of code is from UpdatePreview by the way, and it's the exact instruction where I lose all my speed... Happens in compiled version AND in IDE. Am I the only one with this problem?
  13. hmm... I'll report a bug myself... I don't know if you guys will notice it too, because it's probably caused by the sucky computers here: Once the right panel has been hidden once, i get performance issues with tile preview (or drawing) even after I bring back the right panel... I'll look into that. And by performance issue, I'm speaking of a ~500ms lag between each 'tick' when moving tile preview around wow... check that: (duration of PicPreview_MouseMove in ms , and caption of the right-panel toggle button, -> means the panel is shown, <- it's hidden 0 -> 10 -> 0 -> [...] 0 -> 0 -> 0 -> 20 -> [these ones take a bit longer because I am drawing with pencil] 50 -> 10 -> 20 -> 0 -> 0 -> 0 -> 20 -> 20 -> [...] 30 -> 10 -> 20 -> 550 <- [I hide the right panel now] 541 <- 581 <- 521 <- 631 <- 630 <- 421 -> [I bring back the right panel, and it's still very laggy, a bit less than before only because the preview area is now a bit smaller] 411 -> 410 -> 451 -> I get no lag without tile preview though.
  14. rofl.. oops.. i didnt remove that fixed... by the way, mousewheel only works in the compiled version, that's why I forgot it was there
  15. ssme can't popup stuff
  16. probably... but for now, popup windows are actually the best thing in my opinion... i hate floating stuff cause they're always where you don't want them to, and have to move them away... but with popup windows, you only get them when you need them
  17. Here's a compiled version of what we have done so far... alot of cool things have been done since 1.2.90, but there are still too many small bugs to make it a public release... There is no tool yet to create regions, but you can select something and create a new region with that selection in the Edit -> eLVL attributes... dialog Note how the radar switches to "full map view" mode when it's not big enough to be useful Also try the popup tileset and popup radar when the right panel is hidden. Yes I know the radar hides as soon as you click on it... that has to be fixed. As soon as that is fixed, and that we make a region tool, version 1.3 will probably be released... If you get any bug regarding eLVL attributes or regions, please provide the log (Help -> show debug log) This is an unofficial release... and its compiled with a french version of VB so some error messages or dialogs may look weird use at your own risk Have fun edit: attachment updated, link wasn't working...
  18. Radar can now be popped up too... but for some unknown reason it hides as soon as you click in it... so it works, but not exactly how I want it to... bleh
  19. rofl.. nice one... fixed we had: If endlinex = curtilex And endliney = curtiley Then Exit Sub End If but guess what... endlinex and endliney aren't even used ANYWHERE in the program... so they were initialised at 0... heh.
  20. Radar is now improved and much cooler
  21. I officially started work on a new undo/redo system that will allow us to undo anything easily. It will support basically anything... map-related, region-related, and eventually lvz... Here's a couple of undo actions i listed so far: 'map-related MapTileChange 'map tile changed SelTileChange 'tile changed within selection SelAdd 'map tile added to selection SelDrop 'tile dropped from selection to map SelMove 'selection moved SelDelete 'tile cleared from sel without being dropped SelNew 'new tile created in selection (pasting, for example) 'region-related RegionAdd 'tile added to region RegionRemove 'tile removed from region RegionNew 'new region created RegionDelete 'region deleted RegionRename 'region renamed RegionProperties 'region properties changed I don't think it will be very hard to code, it might just take some time because each different action will need its own chunk of code as to how to Undo it, and how to Redo it.
  22. I'm currently working on the radar navigation problem... That's how it would look like when fully zoomed out: I was thinking keeping it as it is for all zooms except pixel level... But seeing how nice it appears, there might be eventually some radio button under the radar for : Full map view or Focus View (or whatever it could be called) Only problem now is that alot of functions need to be redone... we need a SetFocusAt(tileX, tileY) function because now all 'goto' functions (bookmarks and such) simulate a click on the picradar and move to the correct coordinate that way.... So all that needs to be redone.. Drake maybe you could help me with that, it shouldn't be too hard, but you're the one who coded the picradar_mousedown, so I'm not sure what I can reuse in there ...
  23. Tileset now pops up when the rightbar is shrinked... seems to work pretty well... For now, the form isn't moveable... and I noticed the .moveable property cannot be changed at runtime... so what if we want to make a floating tileset eventually? woot... just made it work with walltiles too and it's great to work with that... much larger view... and tileset pops in when needed... only thing is that you don't see coordinates... maybe i'll add something that show the coordinates when right bar is hidden... (why not show it as tooltip text?) and then maybe i'll do the same thing for the radar... Sneak preview:
×
×
  • Create New...