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Everything posted by Drake7707
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I test the things ive changed in the editor everytime before i post the new release, but i can't retest everything, as that would take like 2 hours to have everything with all combinations. cerium , what resolution, os are you using, and what kind of cpu do you have? And could any of you send me the map where the tileset goes black everytime. SOS also had that once, so i wonder whats going on o_O
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done (check your posts, i've replied with red in them)
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-close menu fixed -special objects are updated after you mouse up in hand or keyup when moving with the arrow keys (not the best solution but it will do for now) -fixed problem with white borderlines of selection when moving with hand -fixed problem with borders of selection with transparent pasting/ paste under -made a selection menu where selection actions go into (select all/none, convert to walltiles, center selection in screen) -fixed/ added some icons in the menus Check for updates
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god!@#$%^&* forgot to change the version again current doing stuff: -close menu fixed -special objects are updated after you mouse up in hand or keyup when moving with the arrow keys (not the best solution but it will do for now) -fixed problem with white borderlines of selection when moving with hand -fixed problem with borders of selection with transparent pasting/ paste under -made a selection menu where selection actions go into (select all/none, convert to walltiles, center selection in screen) -fixed/ added some icons in the menus
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changes from svn log: - Started some changes on frmCheckUpdate's interface - Added hotkey for magic wand (W) - Added "All files (*.*)" filter for importing tilesets and maps (it warns user if he tries to import a file with the wrong extension though) - fixed problem with asking for importing walltiles on a new map, because the specified default tileset had walltiles saved along with it - fixed problem with selection's dotted rectangle not appearing after canceling a selection with a single left mouse click outside the selection fixed several bugs from SOS report on v1.2.3 - Can now draw in selection (with line and sticky line) - Grid is now redrawn correctly when erasing special tiles with line tool - All tools now have a preview tile (I put code in PlaceCursor, in frmMain) - I coded DrawGridOnTile, but it's not used anywhere yet fixed the problem with able to see the map tiles when black tiles are in the selection in pixel level -fixed: walltiles wouldn't load when opening a map and there was a walltile along the map. (it used file!@#$%^&*le instead of path) -added changes to the update window fixed: maps wouldn't open when DCME wasn't opened and a lvl file was double clicked (it just started dcme), if you opened the lvl when DCME was already open, then it opened I'll change it on the forum asap (or sama will ) It's already available through check for updates tho
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the selection on pixel level isn't all that accurate, because it involves some tricks to keep it fast, i can make it accurate, but it will be too slow to work with.
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drawing the selection is done in updatelevel o_ô? which border are you talking about, the dotted lines or the white lines ? Dotted lines are a shape control, while white lines are drawn directly to the preview. I know systems should be encapsulated and all, but thats almost impossible to do in visual basic. I declared stuff to public when i need it. Saves me another overhead of calling a function. I know, most compilers would optimize OO styles effectively, but vb doesn't because vb was never designed to be OO. I just use vb for the sake of simplicity and a good form preview. (if i wanted, i could use java or c++, but that was never the point). DCME was never designed to be a professional tool
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well its not really that much spaghetti code tho. Its a bit 00 with different tools as classes and stuff. These bugs introduce themselves when little things change over and over again in the code to fix other stuff or to add stuff, and sometimes i or sama forget about the consequences for other stuff But without bugs you wouln't have to write a bug report
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i think i should create a DCMEproj file where everything is stored in :/ so everything would be - tileset - lvl - lvz stuff - ASSS stuff - state (like position, bookmarks, and other setted stuff) and then have a "compile lvl file" menu item :/ (or compile lvz or elvl, you know what i mean)
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lmao i couldn't even reproduce the bug of the selection lol and its already fixed
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32 bit integer is a long in vb (integer is 2 bytes in vb). I get it
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Great way to improve updatelevel even further
Drake7707 replied to Drake7707's topic in Drake Continuum Map Editor
i've done the updatelevel for the hand tool, and any other moving factors in that matter. The results are quite spectacular, as i suspected. With zoomed out twice, and fully filled, i had 250ms in the ide before. After the upgrade of updatelevel i have as much as 80ms maximum, average is more like 40-50ms. And i don't want to use directx, because now i have to rely on optimalisations to get things fast. And optimalisations are always good, also for older computers. If i use directx to speed things up, i still have slow code, and i'm only delaying the problem until more needs to be drawn. -
i'll create a WYSIWYG gui if possible, else some script-generating gui with properties specified. I need to check out ASSS stuff first tho
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Who helps code newer versions of Continuum?
Drake7707 replied to Brighter's topic in General Discussion
if you're gonna throw in extra stuff for maps, let me know so i can make dcme compatible for it -
It works, but the menu and toolbar are just disabled at the other map. If you select something in the other map then press paste it will paste.
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don't have time now, i have a final to make tomorrow, maybe tomorrow evening Btw did you fix all the stuff from sos report thread ?
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no worries, it's good you submit bugs
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Another thing: just testing on 1600x1200 on a different pc, and it seems that the scrollbars at pixel level are .. inverted Because of that, hand tool does weird things, also while drawing it jumps from one side to another .. a check is missing in the tileset: "if not loadedmaps(activemap) then exit sub" Why keep bugs popping up
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Great way to improve updatelevel even further
Drake7707 replied to Drake7707's topic in Drake Continuum Map Editor
yes, although i don't want to be dependent on directx or opengl. -
Great way to improve updatelevel even further
Drake7707 posted a topic in Drake Continuum Map Editor
well i gave it some thought and in some occasions (like move or hand) there is a lot of data that is recalculated every time, while it was still valid. So instead of redrawing every tile in updatelevel, do this: for when a selection is active - bitblt the old piclevel onto the piclevel with the difference in offset for the selection moved that way, the selection doesn't need to be drawn again - iterate over every tile, draw those who aren't in the selection (as every tile not in selection will have the wrong offset) - when tiles in selection, only draw those whose tiles became visible that were previously not (like moving to the left for 4 tiles) will bitblt with x-4 and draw tiles from selection for the last 4 columns. This greatly reduces the amount of drawings done. I don't know yet how much faster it will be (there is some overhead) but i'll give it a try when i have time Same could be done for the hand tool, but instead of having the offset as selection move, have the offset of the dragx of the hand itself. This has some problems with grid colors being moved also but i'll give it a try. (if you have time sama, you can try too ) -
This is what i have so far. This version doesn't fix all the bugs, but it might be better to test this version as some bugs might have already been gone with fixing another thing This is the log from the repository since 2nd June (so since the latest build) cleaned the line class a bit Partly fixed undo/redo for selection Walltiles greatly improved and code cleaned up Now working on option to specify default walltile set fixed some walltiles bugs option for default walltile set fixed eraser and magic wand offset preview of tile with pencil (doesnt work with special tiles yet) highlighted cursor shows current position on screen (adjusts with line width, but not with special tile's size) ; color not adjustable in options yet Fixed things from SOS's report on v1.2.1 Started adding a cursor that would 'highlight' current grid tile (while considering, special objects, line width, and multiple tiles selections) updated the menu icons Fixed airbrush's slowness Some optimizations mostly parent.magnifier.zoom stuff drawGrid optimized ; 20-40 ms faster Dropper now grabs empty tiles as well Convert selection to walltiles now has its own form Right-clicking with wand doesn't select anymore Changed From/To labels behaviour fixed bottleneck in updatelevel (with selection now goes twice as fast; 600 ms --> 300ms in level before pixel level) (problem was setting the forecolor, or storing it each time or something with that) made it skip drawcornerlineson when at pixel level another 10ms faster in updatelevel made RemoveSelectionArea a bit faster Fixed single-column filled rectangles Instead of using 'multtile' if it's >1, use it only if it's >step , now we can use step with multiple tiles selected Made preview on pencil much faster (only if cursor has moved) Special objects now preview with Pencil Fixed bug that would crash DCME when 'SearchObject' was called on the left/top edge of map (it would search out of maps bounds) Fixed initial tileset selections... for some reason these 2 lines were gone missing Fixed 'createwalltiles' tileset not appearing correctly sometimes Now asks to load walltiles definition if it finds a .wtl file with the same name (when opening map, or tileset) Middle mouse button now switches to the Hand tool temporarily Fixed preview of eraser Changed back linewidth to 1,2,4 dcme first closes every map before exiting (so when there are maps unsaved, it asks to save them first) NOTE: SOS reported a bug that could screw your map. So before you get unlucky create a copy of it first ! [Edit: Attachment removed, check out v1.2.2 here. -Samapico]
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!@#$%^&* invasion of the bugs. must be because of the warm weather
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yes i know, its already been fixed. I'll upload a new version with all the bug fixes (once they've all been fixed)
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that would be a problem with !@#$%^&*igning a tileset to the map (it wouldn't be initialised that way, and everything would still be 0 thus black) can you say the exact steps you did ?
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thats what i had in mind. But before new stuff like that comes into dcme, there is first -bug fixing -cleaning up -optimizing -commenting to be done.