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Everything posted by Samapico
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oh, and if you want to fill everything between these two walls... try the bucket
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hm.. cant seem to reproduce the problem... ive tried everything that "could" cause an offset in the scrollbar values... hm
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Yep.. MineGoBoom's server help forum have some nice tutorials for LVZ editing ; it's really not complicated, you'll be done in a matter of minutes if you follow the steps
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Link to DCME forum: http://www.ssforum.net/index.php?showforum=277 Direct link to the download thread: http://www.ssforum.net/index.php?showtopic=10662 Make sure to click Help -> Check for updates before using it. For bug reports, suggestions or feedback, use the DCME forum As for tilesets, DCME allows you to grab tiles from different tilesets that you'd find interesting. You can import them directly from your favorite map you played in ; you can find every map you played in in your Continuum\Zones\ folder.
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found and fixed now
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yes, gif always worked, but they were not included in the default filter , i.e. (*.bmp , *lvl , ... etc) and you had to select 'all files' and yes... didnt check about that hand bug...
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Ok, we want to make it so when you get an update, you can have it automatically unzipped and restarted so you immediatly get to use the latest version I was trying to use the s!@#$%^&* command for winzip to extract it , but after 15 minutes, I noticed I don't even have winZip... (I use WinRAR) So it would need to find the program to use in the registry... but does all the s!@#$%^&* commands in zip/unzip utilies are the same? probably not... bleh I suck at these s!@#$%^&* things *cries*
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Not sure if you are referring to the same thing? yes he is .. so its fixed now ; update should be available soon
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Yeah that's what I thought.. did you fix it? First bug should be fixed with what Drake just saidSecond bug... you were using 1.2.66 ? If so, I'll take a look ; else, I fixed some of these errors with 1.2.66 ... oh nvm I think I know what the problem is... there was a tile at (1023,0) right? If the problem is what I think it is, it will be easily fixed Third bug = First bug = probably fixed by now (we should include the version in frmGeneral's !@#$%^&*le ; Drake Continuum Map Editor version major.minor.revision [Map name] ) and i'm thinking about recoding the entire walltiles stuff... i made them kinda quickly, and i made them just to be able to draw walltiles at first, then added stuff to them to work with conversion, switch, etc., but i had to add all these like.. separatly.. so the code is kinda spaghetti-like now... now that I know what I need to have for walltiles, i have ideas to code them cleanly... and it would avoid bugs as the one you just mentionned...
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hm ok.. . the part to the right is normal I guess, since it is beyond the 1024 limit... but the grid shrinks up... thats weird ; but I might know what the problem is now, ill check later true, but it's too small to see anything else anyways... I don't get it.. they just.. move around? what's wrong? True, but you can repair them easily using "Convert to walltiles", with the "Redraw walltiles" option , or with switch/replaceTo have it repair them automatically, we'd have to tag each tile to see if its a walltile or not i guess... for now it just sets the correct tilenr according to what is around it... and making them always adjust could give problems with some tiles you do not want to be walltiled.. hm
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thats kind of what i meant.. not the full level, only the 1024x1024 image where tiles are represented as pixels
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Just noticed a bug in the fill / magicwand tools ; if you fill / select an area made of vertically aligned tiles (1 wide) ; while clicking tiles at the bottom, you'll notice it won't go up to select everything it should... say you click the 3rd tile starting from the bottom, it will get the 2 other tiles under, and the 2 tiles above, but wont go further if you click the 6th tile from the bottom, it will get the 5 tiles down, and only 5 above... etc. no idea why.. and reading the fill algorythm gives me an headache.. bleh
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dunno either, was just curious about your definition of "sucks" anyways, i have no idea what would cause the error... actually, i found some posts about that error, and it is due to a lack of memory, and it appears that it would be worse on win9x systems because of the way it handles bitmap data or something but from what I read, they only happen when very big bitmaps are being drawn (like 8000x8000) ... hm
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what are you using?
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i think he was saying that the image was too small to see what is actually happening and check for updates, see if your problem is fixed with 1.2.66 please
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when does that error appears? right when you start the program? Well, one of Facts' main mapping features was the walltiles, that is included (and much more sophisticated)another feature i remember was to export the level file to a .bmp , DCME does that too Most of its other features were focused on settings editing, which DCME does not do (not yet, atleast) ; It might be interesting to add setting editor in it eventually though... quickly set spawn coordinates by clicking directly on the map.. hmm.. interesting I don't have a copy of Facts atm, so that's just what I can remember, if you know of any other cool features that could be useful, we're open for suggestions oh , and LVZ handling is also part of our plan, but we have much to do until that
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Should be fixed now... The problem was that the scrollbar values were not updated when toolbars were shown / hidden, because of that it was possible to draw / select stuff out of map's borders I also added some checks to correctly bound the values between 0 and 1023 fix should be available for update soon
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Huge thanks to Drake and Samapico for DCME
Samapico replied to grazzhoppa's topic in Drake Continuum Map Editor
Good news: In the next few days, I'll probably be USING dcme a lot, which will probably result in several bug fixes in some features... It's weird to say, but even with all the time I spent on DCME, I did not do any actual continuum map for like a year... I just fixed something about switch/replace, it's surprising noone noticed it yet, cause whenever there was a special object on the map, switch / replace would give an error (fix should be available shortly) -
Huge thanks to Drake and Samapico for DCME
Samapico replied to grazzhoppa's topic in Drake Continuum Map Editor
Yep.. and it will use basically all the same tools as the map editor -
Actually, they use a different graphic file (over#.bm2), and if they are all the same, their animation is synchronized and its kind of redundant, having the second one adds some diversity in the animations.Plus, a mapper could use one of the 2 types of asteroid for something else by changing its animation, then he wouldnt want that type of asteroid to be sprayed with the airbrush well, if you're zoomed out completely with that kind of resolution, the whole 1024x1024 map should fit in your view, so maybe the lines that were not drawn just didn't need to because they were out of the map? Check the coordinates where the grid lines arent drawn, and try taking a screenshot too... It's hard for us to debug high-resolution issues since both our computers cant have such a high resolution You can use the line width to change the size of the spray However, we will slowly add more tool options to every tool, and eventually you will be able to define the airbrush size accurately, maybe even change the shape (square, circle). Another setting of the airbrush will be the "density", so you will be able to adjust the rate at which tiles are sprayed
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add a density adjustment, with a small slidebar perhaps (or maybe I will ; we'll see)
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uh... we can't "make" tiles, we can only use the tiles already programmed in the Continuum client. And there is no such tile, the only tile that makes thors disappear happen to warp your ship as well ; so you'd need to surround it with solid tiles to avoid the warp effect
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fixed, but whoever updated to 1.2.63 cant update to have that bug fixed?