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L.C.

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Everything posted by L.C.

  1. Nope. Regularly copied one portion from BaseA, which is has some parts that are the same as BaseB. Pasted it (not deselected) and selected the mode to replace tiles only (rather than the whole selected area), gently moved it over and matched this part up with BaseB, and deselected. No, when I have it selected it should be treated as one regardless of tile differences. First time I ever recall seeing a situation in any program (including DCME) where a selection could matter nonetheless when using the bucket tool. Doesn't Photoshop ignore RGB differences when you have something selected? I got the feeling it was a minor CPU lag. This is my theory: when I first let go of my click for the corner and immediately click again, the CPU lagged and didn't have enough time to realize that I clicked in the same location I let go of my first click in. Get it? So then the "first click," "Point A," or the starting point of my line never changed from the original one where I began drawing these two lines. Other conditions are that I had also been using only one Walltile in my walltileset. It was as simple as it could get when it came to selected the tiles from the tileset and moving them into WallsetA (the first slot, upper left hand corner). I hope this helps (my entire DCME log of debugging):
  2. It'd only be logical that "0" or "-1" as a fuel amount value be infinite. What will doors look and perform like in Thirdspace? Wormholes? (Asteroids could be self explanatory.)
  3. -- SATA-SATA-SATA would offer best performance for Fraps recording, in this example...then? At the moment I can only do IDE-SATA-SATA. Sometime I gotta reinstall XP onto my SATA. My copy of Windows XP is installed on an old 40GB Maxtor with a DTR of 32MB/s. My newer 200GB Maxtor has a 64MB/s transfer, whilst my 500GB Seagate (SATA) has a 70MB/s transfer. Worth going all SATA?
  4. http://www.hlrse.net/Qwerty/DCME-Specials.gif This is actually a pretty cool feature, but it would be still nice if I could toggle whether special tiles (ie. wormhole) appear as a 1x1 tile or render as their full tile dimensions in DCME. Should also be a feature to animate these buggers.
  5. Would be nice if I could duplicate walltiles in the Walltile editor to speed up the job of different versions of the same walltiles. EDIT :: Reminds me. When a walltile is selected, there should be an option that can be toggled. The default is when DCME will try to detect the same tiles in the walltiles selected and properly match those up with and as walltiles. When it is turned off (toggled), it should care less. Up will always be Up, Down always Down...instead of [up being Tile59, Down being Tile121] for WalltilesetA. Only has a sense of direction rather than sense of Tiles.
  6. http://www.hlrse.net/Qwerty/DCME-TilePasteErr.gif 1) Edit TileA 2) CTRL A 3) CTRL C 4) Done Button 5) Edit TileB 6) CTRL V 7) *Error* *DCME Shutdown* The following does not work *EDIT: NEVERMIND! See image*: 1) Edit TileA 2) Manually select the entire tile using selection tool 3) Click the 'Copy selection' button 4) Done 5) Yes to "Are you sure?" popup 6) Edit TileB 7) Click the Paste button http://www.hlrse.net/Qwerty/DCME-TileCopyUgh.gif
  7. Drag line/click/drag line bug: Spoiler! --Click here to view--http://www.hlrse.net/Qwerty/DCME-WalltilesClickHold.gif I love bug-catching. I run into bug after bug. Drake7707: i tried this with both pencil & line and with all walltile sets, and it didn't happen :s Samapico: It probably happened if you were able to MouseDown before MouseUp was completed... The added hourgl!@#$%^&* during mouseup operations might have fixed this
  8. http://www.hlrse.net/Qwerty/DCME-MWBFD.gif Drake7707: i fail to see what's wrong with it ? Some tiles near the edges from the selection are another tile? About the transparency-when-moving feature for LVZ: what I meant wasn't for "when moving," but simply to toggle global LVZ transparency on or off in DCME. What if I want to see beneath a graphic object that I want to move another graphic object under? Can't see nothing beneath it without a proper transparency toggler. :X Drake7707: oh like that, i'll change it -- Done
  9. According to the manual I have to remove the pin-connecter to enable 3Gb/s SATA-II. So I'll do that for the sake of maximizing performance, whether it does anything significant or not. Could someone still explain to me the "78MB/s" and "3Gb/s" confusion I am having?
  10. http://www.hlrse.net/Qwerty/DCME-deselect.gif Drake7707: how did you get that ? Did you do anything else with the selection? Samapico: We found the bug causing this... will be fixed shortly
  11. When you zoom out all the way and have that 'hand' tool open with gridlines off, you can move the map around by a pixel or two and the border lines will be duplicated or something. Could you make the map-tab bar a bit bigger in height and either allow users to move it to different locations on the interface or just move it above the map (like a Firefox layout)? Kinda got pesky about constantly and accidentally clicking on the scroll bar and messing me up. I found a few good uses for tabs in this.
  12. I know that my motherboard atleast supports 1.5Gb/s SATA. Harddrive has jumpers, but I got it OEM with Warranty from NewEgg. Motherboard: ePox 8RDA3+ Pro Harddrive: 500GB Seagate Barracuda 7200.1 SATA 3Gb/s If my motherboard suports 3Gb/s SATA-II, then I'll pretty much say everything. Very much like a regular IDE harddrive. Fraps is one of them. I measure speeds with Diskeeper and Nero. After looking at the links... Could someone really explain this to me? I was really hoping for a major boost in DTR performance.
  13. Why is my SATA harddrive transfering at speeds from 64MB/s to 70MB/s rather than from 150MB/s to 300MB/s? Properly installed and connected to my motherboard with a 300Gb/s cable.
  14. Whoa, not recreate... I basically have them. The font I have has like a 1% difference (you probably wouldn't even notice a difference). Ships have fuel? Hmm, perhaps something in the settings to control how much fuel each ship has (duh) or infinite. About map borders -- two modes. Mode A: Traditional Limitation (cannot go past border) Mode B: No Borders but Looping Map (meaning if you went west of A1, you would appear to come out from T1 (or Z1?)
  15. @Mill Need the original animations for the main Subspace menu (including button animations)? EDIT :: If you'd like, I can try to photoshop in "Thirdspace" on the last sequence of the first screenshot into the button. I've got a font that's extremely accurate to the original font VIE used. D:
  16. Maybe make it configurable in settings in two cases... Case #1: Auto-Pilot Flyback Just like in Starfox 64 when in All-Range mode, your ship would automatically do a corkscrew flip to return back into the arena boundaries. Of course, a player would be more vulnerable to doing this. Case #2: Bounce Off Nothing Traditional Subspace style. Case #3: Damage Threat In x amount of seconds the player will be killed. This case will cause some problems though, so it wouldn't be recommended. Perhaps when you reach the "first border line" the game will gently slow your ship down in whatever direction it goes. You eventually (and more-so, quickly) reach the point of being in a slow cruise (still in control of ship). When you reach the "absolute border line," it behaves like the traditional 2D borders (just bounce off). This might be more appropriate than a jerky and violent bounce off of something invisible or something. Though if someone made an invisible base - bouncing off parts of invisible base might cause jerky/violent bouncing. Donno, let's speculate.
  17. subspace.net - Redirects to GalacticMelee.com sscontinuum.com - Suspended? subspacehq.com - Gone? What are the other website URLs? subspace.net - GalacticMelee.com subspace2.net - Ok sscontinuum.com - Suspended subspace.ws - Ok subspacehq.com - Lost getcontinuum.com - Ok getsubspace.com - Ok
  18. If you copy and paste things from map to map for a few minutes, DCME starts to become slower (never checked, but possibly a memory/CPU hog when it comes to numerous copy and pastes)?
  19. Would it be more efficient if a video card on OpenGL/D3D rendered the map instead of it being rendered Software/DirectDraw/CPU-calculated? That's kinda what I'm asking, if there would be some kind of mode to create some peace and ease of rendering for those who have the ability to take advantage of their video cards.
  20. $500 is weak. I bid $505.
  21. This one. Perhaps selecting a *.lvl file and a radar picture (thumbnail) would appear on the left side of the window, and perhaps even as an icon thumbnail (as if it were a GIF/JPG/PNG and the icons were thumbnails). I was thinking more-so a radar picture appearing on the left pane/panel upon selection. Hmm... you could turn DCME into another Photoshop CS3 and sell it for $50 per license. I bet you know that in Photoshop when you use a freehand tool it doesn't do what DCME does, but renders it appropriately. :\ Maybe some kind of "graphics" settings so that it could be configured for high-end machines to take on hardcore stuff. New thought -- DCME needs some serious CPU optimizations before you go further. My CPU is overclocked to the max a SocketA will allow, I've got 1GB DDR PC3200 RAM, and an nVidia Zogis 6800XT (256MB GDDR2; Overclocked). This is where the problem comes in: DCME for my machine should atleast be a piece of cake for the most part. DCME currently makes me feel like I'm low-end. Do you plan to ever recode the entire structure of DCME sometime in the future with Drake?
  22. /FolderA/DCME.exe (v3.1.6) /FolderB/_server118.lvl I open _server118.lvl directly and get prompted by DCME to update to v3.1.7, so I click yes. After the update, I find out that it installed v3.1.7 into /FolderB/, when it should have installed it into /FolderA/. When you turn off the grid and zoom out to the max, it would be nice if there were a feature to highlight the borders of the map with 1px white (or user-specified color) so that it would be easier to see the edges of the map when copying and pasting different shapes and sizes of bases into the map. Drake7707: DONE in 3.1.8 Freehand selection isn't a very stable tool (bug-wise). Often when your memory is loaded up and DCME chugs when using this tool (and you continue to circle around an oddly shaped base), it will create a linear line from the point before the "chug" occurred to where after it ended. Samapico: Can't do much about it really... any paint programs I know of that use a freehand selection would do the same thing. If it couldn't read the mouse position for a few cycles because of CPU load, it can't just guess it, it will go to the new position. When I make a selection, copy and paste. The black parts of the selection (aka empty space, where there are no tiles) is opaque when zoomed out. Can you make every part of the selection that is not a tile or object be transparent (or something to control that)? Would be nice to see where I might be moving the base. Drake7707: DONE (it isn't that much overhead after all) When I make a selection, and then use SHIFT to add to the selection, instead of expanding the box indicating what I have selected, it should just add on to the box so that I know exactly what I have selected. For example, just select some random base with the selection tool. But wait - there is a small part of it (peninsula) that sticks way out and you don't want to include all that extra space (which contains asteroids). So then you select the main body, and then use SHIFT to add the peninsula. What should NOT happen is that the yellow-outline of your selection should not be an extended rectangle, but rather now an irregular polygon that actually indicates what you literally have selected. This should go for the freehand tool also. Samapico: I put these two last bugs together because they are somewhat related. They both happen because we used the simplest rendering option for selections when zoomed out, else it was too slow (even more than it is now)... We'll need to find a solution... Drake7707: solution found When I turn off grid lines, I want it to stay that way until I turn it back on. Can you make DCME have an option where it would not "reset" the tools to defaults upon new map or map load? Samapico: Done (rev 511) Like Photoshop, there should be a magnetic and polymagnetic laso tool for selection. If I could just select points on the map (connect-the-dot styled selection), that would also be a nice feature. I select (highlight) three *.lvl files and hit enter to open all three in DCME. Instead DCME gives me an error on all three maps and ends up not opening the maps afterall: 9:Subscript out of range I have absolutely no clue at all where that error comes from, it seems to be different sometimes too. I can't debug this because it'll open the exe and not the ide :/, and it's not in the places i expected too *clueless* Now what would definately be cool is thumbnail previews of *.lvl files (map previews). In my case it would especially save time rather than to open and close 150+ maps. How do you use the tiletext tools?
  23. Well I can repeat it. Try pasting, zooming in 100%, then moving it to the top border or top-right borders.
  24. Crash on dcme.exe when trying to move a selection to 0,0 (atleast on max zoom) http://www.hlrse.net/Qwerty/DCME-singlespace.gif 7/15/2007 2:55:40 PM --- Drake Continuum Map Editor (v3.1.6) starting... +++ OtherInstance 0 +++ openedMapByArgs False dbz6.lvl @ OpenMap, Opening Map... E:\Games\Continuum\Developer\New Dragonball Z\RENAME\dbz6.lvl dbz6.lvl @ OpenMap, Tileset found dbz6.lvl @ OpenMap, Bitmap info header: --- Color Depth: 8 --- Size: 304x160 --- BiSizeImage: 48640 --- Compression: 0 dbz6.lvl @ OpenMap, Bitmap info header: --- bfType: 19778 --- bfSize: 49718 --- bfReserved1: 0 (0) dbz6.lvl @ Openmap, BMPData is read from lvl file dbz6.lvl @ OpenMap, no eLVL data found dbz6.lvl @ Openmap, usingDefaultTileset False dbz6.lvl @ SearchWallTiles, Searching for: E:\Games\Continuum\Developer\New Dragonball Z\RENAME\dbz6.lvl (walltilepath: E:\Games\Continuum\Developer\New Dragonball Z\RENAME\dbz6.wtl) dbz6.lvl @ InitTileset, tilesetpath= E:\Games\Continuum\Developer\New Dragonball Z\RENAME\dbz6.lvl usingDefaultTileset False dbz6.lvl @ OpenMap, tile data starting at 49719 dbz6.lvl @ OpenMap, 53062 tiles loaded. Now at 261971 dbz6.lvl @ SaveMap, saving map... E:\Games\Continuum\Developer\DCME\DCME autosaves\6C5EC0C2_2007-07-15-14-55-42_dbz6.lvl.bak, SSMECompatible False, Silent True dbz6.lvl @ SaveMap, opening E:\Games\Continuum\Developer\DCME\DCME autosaves\6C5EC0C2_2007-07-15-14-55-42_dbz6.lvl.bak for binary as #1 dbz6.lvl @ SaveMap, bitmap header position: 1 dbz6.lvl @ SaveMap, bfReserved1 set to: 49720 (49720) dbz6.lvl @ eLVL.PutELVLData, Saving Hashcode 6C5EC0C2 at 49733 dbz6.lvl @ eLVL.PutELVLData, Rewriting total size: 28 at 49725 dbz6.lvl @ SaveMap, total eLVL size returned: 28 dbz6.lvl @ SaveMap, New bitmap bfSize: 49748 (49748) dbz6.lvl @ SaveMap, BMPData is stored into lvl, starting tile data at 49749 dbz6.lvl @ SaveMap, 53062 tiles were saved into lvl. Total file size: 261997 bytes. +++ Last update: 29-12-1899 - Update period: 2 +++ Searching for updates at http://www.dcme.sscentral.com/autoupdate/dcmeupdate.txt... Float tileset loaded Float radar loaded +++ Latest version available: 3.1.6 (Current version: 3.1.6) DCME ready Un!@#$%^&*led 1 @ NewMap, path = '' usingDefaultTileset True Un!@#$%^&*led 1 @ NewMap, DefaultWalltiles = Un!@#$%^&*led 1 @ NewMap, DefaultTileset = Un!@#$%^&*led 1 @ InitTileset, tilesetpath= Default usingDefaultTileset True 7/15/2007 3:01:50 PM --- Drake Continuum Map Editor (v3.1.6) starting... +++ OtherInstance 0 +++ openedMapByArgs False dbz6.lvl @ OpenMap, Opening Map... E:\Games\Continuum\Developer\New Dragonball Z\RENAME\dbz6.lvl dbz6.lvl @ OpenMap, Tileset found dbz6.lvl @ OpenMap, Bitmap info header: --- Color Depth: 8 --- Size: 304x160 --- BiSizeImage: 48640 --- Compression: 0 dbz6.lvl @ OpenMap, Bitmap info header: --- bfType: 19778 --- bfSize: 49718 --- bfReserved1: 0 (0) dbz6.lvl @ Openmap, BMPData is read from lvl file dbz6.lvl @ OpenMap, no eLVL data found dbz6.lvl @ Openmap, usingDefaultTileset False dbz6.lvl @ SearchWallTiles, Searching for: E:\Games\Continuum\Developer\New Dragonball Z\RENAME\dbz6.lvl (walltilepath: E:\Games\Continuum\Developer\New Dragonball Z\RENAME\dbz6.wtl) dbz6.lvl @ InitTileset, tilesetpath= E:\Games\Continuum\Developer\New Dragonball Z\RENAME\dbz6.lvl usingDefaultTileset False dbz6.lvl @ OpenMap, tile data starting at 49719 dbz6.lvl @ OpenMap, 53062 tiles loaded. Now at 261971 dbz6.lvl @ SaveMap, saving map... E:\Games\Continuum\Developer\DCME\DCME autosaves\6C5ED2C4_2007-07-15-15-01-51_dbz6.lvl.bak, SSMECompatible False, Silent True dbz6.lvl @ SaveMap, opening E:\Games\Continuum\Developer\DCME\DCME autosaves\6C5ED2C4_2007-07-15-15-01-51_dbz6.lvl.bak for binary as #1 dbz6.lvl @ SaveMap, bitmap header position: 1 dbz6.lvl @ SaveMap, bfReserved1 set to: 49720 (49720) dbz6.lvl @ eLVL.PutELVLData, Saving Hashcode 6C5ED2C4 at 49733 dbz6.lvl @ eLVL.PutELVLData, Rewriting total size: 28 at 49725 dbz6.lvl @ SaveMap, total eLVL size returned: 28 dbz6.lvl @ SaveMap, New bitmap bfSize: 49748 (49748) dbz6.lvl @ SaveMap, BMPData is stored into lvl, starting tile data at 49749 dbz6.lvl @ SaveMap, 53062 tiles were saved into lvl. Total file size: 261997 bytes. +++ Last update: 15-07-2007 - Update period: 2 DCME ready Un!@#$%^&*led 1 @ NewMap, path = '' usingDefaultTileset True Un!@#$%^&*led 1 @ NewMap, DefaultWalltiles = Un!@#$%^&*led 1 @ NewMap, DefaultTileset = Un!@#$%^&*led 1 @ InitTileset, tilesetpath= Default usingDefaultTileset True Float tileset loaded Float radar loaded 8eaa_appcompat.txt <?xml version="1.0" encoding="UTF-16"?> <DATABASE> <EXE NAME="DCME.exe" FILTER="GRABMI_FILTER_PRIVACY"> <MATCHING_FILE NAME="DCME.exe" SIZE="4329472" CHECKSUM="0xA0F0F20B" BIN_FILE_VERSION="3.1.0.6" BIN_PRODUCT_VERSION="3.1.0.6" PRODUCT_VERSION="3.01.0006" FILE_DESCRIPTION="Drake Continuum Map Editor" COMPANY_NAME="Drake7707 and Samapico" PRODUCT_NAME="Drake Continuum Map Editor" FILE_VERSION="3.01.0006" ORIGINAL_FILENAME="DCME.exe" INTERNAL_NAME="DCME" LEGAL_COPYRIGHT="by Drake7707 and Samapico" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x422BF5" LINKER_VERSION="0x30001" UPTO_BIN_FILE_VERSION="3.1.0.6" UPTO_BIN_PRODUCT_VERSION="3.1.0.6" LINK_DATE="07/13/2007 18:52:51" UPTO_LINK_DATE="07/13/2007 18:52:51" VER_LANGUAGE="English (United States) [0x409]" /> <MATCHING_FILE NAME="MSVBVM60.DLL" SIZE="1386496" CHECKSUM="0x82BDE88F" BIN_FILE_VERSION="6.0.97.82" BIN_PRODUCT_VERSION="6.0.97.82" PRODUCT_VERSION="6.00.9782" FILE_DESCRIPTION="Visual Basic Virtual Machine" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Visual Basic" FILE_VERSION="6.00.9782" INTERNAL_NAME="MSVBVM60.DLL" LEGAL_COPYRIGHT="Copyright © 1987-2000 Microsoft Corp." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x154E1B" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="6.0.97.82" UPTO_BIN_PRODUCT_VERSION="6.0.97.82" LINK_DATE="02/24/2004 04:15:40" UPTO_LINK_DATE="02/24/2004 04:15:40" VER_LANGUAGE="English (United States) [0x409]" /> <MATCHING_FILE NAME="updateDCME316.exe" SIZE="1116541" CHECKSUM="0x3CCAC6B0" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="10/07/2005 09:05:22" UPTO_LINK_DATE="10/07/2005 09:05:22" /> <MATCHING_FILE NAME="zlib.dll" SIZE="53248" CHECKSUM="0x88282E54" BIN_FILE_VERSION="1.1.4.0" BIN_PRODUCT_VERSION="1.1.4.0" FILE_DESCRIPTION="zlib data compression library" PRODUCT_NAME="ZLib.DLL" FILE_VERSION="1.1.4.0" ORIGINAL_FILENAME="zlib.dll" INTERNAL_NAME="zlib" LEGAL_COPYRIGHT="(C) 1995-2002 Jean-loup Gailly & Mark Adler" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x10004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x1000E" UPTO_BIN_FILE_VERSION="1.1.4.0" UPTO_BIN_PRODUCT_VERSION="1.1.4.0" LINK_DATE="03/13/2002 15:46:46" UPTO_LINK_DATE="03/13/2002 15:46:46" VER_LANGUAGE="English (United States) [0x409]" /> </EXE> <EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY"> <MATCHING_FILE NAME="kernel32.dll" SIZE="983552" CHECKSUM="0x4CE79457" BIN_FILE_VERSION="5.1.2600.2180" BIN_PRODUCT_VERSION="5.1.2600.2180" PRODUCT_VERSION="5.1.2600.2180" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.2180 (xpsp_sp2_rtm.040803-2158)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xFF848" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.2180" UPTO_BIN_PRODUCT_VERSION="5.1.2600.2180" LINK_DATE="08/04/2004 07:56:36" UPTO_LINK_DATE="08/04/2004 07:56:36" VER_LANGUAGE="English (United States) [0x409]" /> </EXE> </DATABASE>
  25. Crash on dcme.exe when I attempt to move a selection to 1023,0: dbz6.lvl @ SaveMap, 53062 tiles were saved into lvl. Total file size: 261997 bytes. base1.lvl @ SaveMap, saving map... E:\Games\Continuum\Developer\New Dragonball Z\RENAME\base1.lvl, SSMECompatible False, Silent False base1.lvl @ SaveMap, E:\Games\Continuum\Developer\New Dragonball Z\RENAME\base1.lvl exists, checking for .bak file base1.lvl @ SaveMap, E:\Games\Continuum\Developer\New Dragonball Z\RENAME\base1.lvl.bak exists, killing it base1.lvl @ SaveMap, opening E:\Games\Continuum\Developer\New Dragonball Z\RENAME\base1.lvl for binary as #1 base1.lvl @ SaveMap, usingDefaultTileset True : no tileset saved base1.lvl @ SaveMap, BMPData is stored into lvl, starting tile data at 1 base1.lvl @ SaveMap, 100252 tiles were saved into lvl. Total file size: 401009 bytes. +++ Closing map base1.lvl (ID: 2) Un!@#$%^&*led 1 @ NewMap, path = '' usingDefaultTileset True Un!@#$%^&*led 1 @ NewMap, DefaultWalltiles = Un!@#$%^&*led 1 @ NewMap, DefaultTileset = Un!@#$%^&*led 1 @ InitTileset, tilesetpath= Default usingDefaultTileset True +++ Closing map Un!@#$%^&*led 1 (ID: 1) Un!@#$%^&*led 1 @ NewMap, path = '' usingDefaultTileset True Un!@#$%^&*led 1 @ NewMap, DefaultWalltiles = Un!@#$%^&*led 1 @ NewMap, DefaultTileset = Un!@#$%^&*led 1 @ InitTileset, tilesetpath= Default usingDefaultTileset True EDIT :: Whenever DCME crashes, it seems that the entire settings.dat file corrupts and is recreated with defaults.
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