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Everything posted by Drake7707
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IQ (I know people are going to lie, oh noes.)
Drake7707 replied to Falcoknight's topic in General Discussion
yeah :s, i know a lot of technical and IT related terms in english, but i don't know anything about the everyday things that's not related to the stuff i read. English is not my first language and i'm not all that good in memorizing vocabulary (i had to look it up on dictionary.com to know they are fruits, but still don't know which ones, i don't like english -> dutch dictionaries because of all the terms used in the netherlands instead of more used words in flemish) -
IQ (I know people are going to lie, oh noes.)
Drake7707 replied to Falcoknight's topic in General Discussion
Your IQ score is 124 There were too many questions where you have to be english as your mother language to understand it correctly (like !@#$%^&* i know what plum or apricot mean :/) -
well better than nothing i guess, i don't like theaters >.>
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because i'm doing a holiday job for the entire month of august (36h a week) i won't have much time for DCME, or feel like programming in general when i'm tired. I might be able to fiddle from time to time when i got a day off (most of the time i work with 9 hour days, so mostly only 4 days a week), and i don't have lots of stuff to do anyway (i usually program read or play games in my free time so meh). I've revamped the LVZ layout with a tab at the tileset, where the 2nd tab is a small preview of every LVZ image defined (32x32 for each one, animated too ). The end results should be that you select a LVZ image just like you'd do with tiles and draw with them with the tools accordingly. That gives much more freedom to the user, and makes it a lot faster to place your lvz images, because all map objects are hidden from you. The drawback is, though, every map objects have more properties than x, y and an image definition like a tile does. How am i supposed to design it so you can set up the properties of the map objects you draw in an intuitive way ? Any ideas are welcome here :/ (oh and some bug fixes are also already done but i can't make an update because the lvz map object thing doesn't work properly anymore (the tools don't do stuff with lvz images yet) http://dcme.sscentral.com/images/DCME_newverwithrevampedLVZ.jpg LVZ totally ripped from SSCI Halo Edit: heh, i just forgot that a screenshot isn't animated gah
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*searches torrent*
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I'd post this in the creativity forum but it no longer exists ? Anyway, i've made a new program that's able to draw fractals: Mandelbrot, Burning ship and Multibrot ^3 You can zoom in by holding shift and drawing a rectangle with the mouse (like a selection), and zoom out by right clicking and holding shift. Fractals are mathematical functions and have infinite details and have some weird shapes sometimes (look at the screenshot ) It's pretty cool overall (i've also added antialiasing by supersampling to have some sweet gfx ^^) Edit: oh !@#$%^&*, just saw "Media Development" ..srr.. move plz PlotFractals.zip
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Hay! I can has a bug report and other stuff
Drake7707 replied to SOS's topic in Drake Continuum Map Editor
if it involves having a form where users can draw lines on and circles saved as vectors (like start & end points for lines and center & radius for circle) to create their own shapes and the extrapolate that to the coordinates of the bounding rectangle when you draw it on the map, then it's not yours idea but then you stole my idea from my mind -
in a perfect world i wouldn't be even working on DCME anymore so shush
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progress bar is part of vb6 runtime components, as is tabs and listview. And the latter we use pretty frequently. Have you tried running the DCME setup ?
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the fix for applyselection is included (that was the shouldbedropped i forgot) There is a similar bug however when removing a part of a selection, that doesn't check that and that isn't up yet
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i use DMA access to change things with pixels, and it relies on 24 bit (3bytes per pixel), guess what happens when DCME changes pixels with 3bytes per pixel when there are only 2bytes per pixel ?
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does invision also have a mod for an activity meter, i just saw a forum (vBulletin) that uses it and i thought it was pretty neat (http://forum.sunflowers.de/showthread.php?t=18622)
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3.1.10made PicToMap form a bit larger, changed "Browse" to "Browse..." added IsBusy 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 fixed applyselection that dropped all tiles regardless of if it should force lvz transparency option (not only moving) Changed some more minor autosave stuff un!@#$%^&*led 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 now jump around like a happy bunny
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yeah i found it now, whoops, i forgot to add a check when i rewrote it to speed it up last version
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i wouldn't know, i only used photoshop once and i hated it ... very much. I always use paint shop pro and there it selects like DCME does (well there is an option 'match mode' where you can select how it has to fill stuff, which is unrelated to selection, selection only limits the borders where it can fill) yeah, i know, i've added this to the known bugs list, yet, im still clueless where that error could occur :/ (this smells like a problem that occurs when you don't do enough synchronizing between the processes because selecting 2 files fires up 2 dcme's instead of 1 dcme with seperate parameters :/
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hm, i think i'll write a "debug insertor" that inserts an adddebug at each line. Granted DCME would be like 1000times slower, but it's only for debugging purposes (at least then we could track the code like a flow chart).
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didn't i fix that ?
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3.1.09Tile 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 hourgl!@#$%^&*) 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 ') autoupdate or direct link: http://dcme.sscentral.com/autoupdate/updateDCME319.exe
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would this be better ? when tiletext is selected, and the user double clicks on a tile, it pops up a small window with a textbox to enter the key, the offs-> button means all following letters are in following order or maybe just a textbox the size of a tile so it fits in the tileset ?
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if evil is based upon lack of morals, and it is the opposite of what you feel is right, then yes. But if you mean there's an stereotypic evil force trying to destroy everything, or doing all sorts of bad stuff, then no
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yeah, it might, directx is faster at bit block copying, but changing pixels is slower because getting stuff out of video memory in order to alter the pixel array is slow. And bitblt which it's currently using isn't all that slow either, it can easily handle 50000 bitblts under 40ms. The actual drawing only takes up 40-50% of the operation speed (most of it if it involves setting/getting pixels), the rest is code, so using directx wouldn't have much impact as expected, and it also involves changing the structure of how it draws and manages the bitmaps (which could end up slowing things down as well)
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no idea, i never really copy pasted a lot of things on different maps, i'll look into it tomorrow, now is sleepy time *yawn*
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can anyone help me find an article about how to add custom extensions to the thumbnail preview ? I know it can be done because paint shop pro 9 installer does that for pspimage
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3.1.08 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 autoupdate or direct link: http://dcme.sscentral.com/autoupdate/updateDCME318.exe