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Drake7707

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Everything posted by Drake7707

  1. well i finally came around with the tools toolbar, where specific options for the tools go into. I had to make the toolbars a bit more customizable first. I added the asteroid brush as an option for the airbrush, else the toolbars wouldn't be used. As sama keeps working on the tileset editor, i thought i just released another small version update with this new feature, and a couple of minor bug fixes. 1.2.64Added Tool Toolbars Toolbars can be hidden/shown with right click on the toolbars or from the menu Fixed delete selection menu Added asteroid brush (accessable from the airbrush toolbar)
  2. and now its implemented. i did the tool toolbar yesterday so it wasn't that much of a problem
  3. no i fixed it in the update txt file. So it will work with older versions too
  4. !@#$%^&* it, and i tested it twice when i uploaded argh, anyway check for updates should work now for the older versions
  5. oh yeah, sorry about that how stupid >.< i changed it in 1.2.63 but i forgot the older versions updates to that one. oops its because the update txt file contained a blank line, and it couldn't split on that fixed
  6. changes since 1.2.62: 1.2.63:Switch/Replace now works with WallTiles Possibility to Redraw or not walltiles when using 'Replace' Using bucket to fill walltiles in a selection doesn't attach them to map tiles outside selection anymore New "Delete selection" menu item ('DEL' key also works with any tool when a selection is active) Fixed small bug about dropper and walltiles Fixed pencil drawing in selection Fixed crash when check for updates was called if form was already loaded Added more icons Fixed distortions and grid problems on high res Tileset Editor works (still beta for now)
  7. at a high resolution the grid isn't synced with the map anymore, it always stays on the same position, regardless if you move the map. If you shrink DCME window a bit until its smaller it will work correctly. This also causes the distortions when moving the map at high res (because part of the grid that is not redrawn is moved correctly, while the part that is redrawn is drawn on the wrong place To be exact, when the map contains more than 5 blocks of 51 tiles
  8. yup, french and belgian ppl are evacuated from there a while ago. I don't think it's the only reason that israel attacks lebanon, it might just be a cover up, just like usa in iraq. Who wants to do a full scale attack on a country where more ppl will die (on both sides) for rescueing a few hostages, which are probably already killed because of the attack.
  9. i think i understand but .. thats hard o-O
  10. well actually not infinite. If i calculate wrong i have 255 tiles and each tile has 4 possibilities with another tile. So tile 0 has 4 poss * remaining tiles (254) . If you use 0 in another place it still has 3 possibilities left, but ignoring that we would have sooooo without using doubles its like 255 * (4 * 254) which is 259080 possible ways (although i might have forgotten another *255 but you get the point) .
  11. lets fix all bugs first, but keep this in mind for later
  12. but every check for walltiles or to calculate them should be combined into a single method in the walltiles class, then its just an if to see which method should be used
  13. unless you have some other cpu taking processes running, dcme should work fine :s. A bit slow on the moving the selection, yes, but not when drawing :/
  14. i'd like to see double wall walltiles tho
  15. doesn't it have to be in the system/system32 folder
  16. arent the special tiles in some bm2 ? just include the enhanced bm2 in a lvz, right?
  17. more like selecting all edge tiles of a part of the map
  18. 1.2.61 had some major slowdowns due to bugs, maybe your problem is resolved in 1.2.62
  19. Ive updated DCME because there were critical bugs in v1.2.61 that screwed DCME pretty badly. Update! (or download from the attachement) DCMEv1262.zip
  20. see above, on every tile 0, search for special tiles was invoked, causing a lot of slowdown. Cleaned up this topic a bit: -red is fixed/done -blue is TODO -yellow is other comments -still white is either just a reply, or don't know if its already done (if sama done it)
  21. out of range errors should be fixed i guess, also it was prolly slow as !@#$%^&*, because it tried to add an object to the selection at each tile (isTileSpecial contained an error where every tile 0 was a special object), and as it tries to search for objects at the side it gets out of range i think. PTM is also fixed, forgot to call updatetoolbarbuttons. (pixels were also placed wrong at PTM because move didn't update the pixel level anymore to speed up when moving the selection itself) fixed 1,2 4 and 16 bit are invalid for continuum itself. Dunno about 32bit fixed btw pressing cancel when being asked if you want to save if you close dcme should also be fixed also sama implemented drawing in selection yesterday.
  22. ah !@#$%^&*, forgot about 24-bit tilesets when fixing the tileset bug (as its width*height*3 for them) Fixed
  23. hmm thats odd, sama has a 500mhz cpu and it works fluently (aside from moving selections). I've had it before that DCME slows down to a crawl, but after i restarted its all good again ( i thought it was the ide that was !@#$%^&*ed up). If the problem is persistent, what older version are you using ?
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