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Everything posted by Drake7707
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hm i could throw the DCME walltiles in there too then. I'm thinking of making DCME having elvl as a default format, then have an menu item "Create lvl file" to have the final result. (which removes the metadata and unnecessary things for subspace) That way, everything that DCME needs is in that one elvl file, like walltiles, regions, lvz stuff and so on. Then you only need to "compile" to have a lvl (with lvz files if there were any) But first ... bug fixes bug fixes
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and there is also a problem with removing selection parts on pixel level. The boundaries are sometimes incorrect which screws the selection pretty badly :/ (haven't got the time to find and fix the bugs )
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its because the variable i2 isn't properly initialized, the code jumps to another point before initializing i2 (spaghetti code >.<)
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yes i know what page faults are, but didn't think of that as PF and i have noooo idea how the !@#$%^&* it could get so high. I know in move() you have at a certain point dim newselection(1024,1024) as integer which is 4mb and then is set to the original to apply the move. But that would mean it doesn't garbage collect when that function ends :s ( i never had that problem before tho). Normally memory in use for dcme would only fluctuate with 4-5mb. Although, it allocates 4mb several times per second when you move tho Is it always like that? I hate sometime-errors, they are hard to reproduce and even harder to find And yes, there is definetely wrong with the tileset, every time a map loads the tileset doesn't set its default value's anymore :s
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actually you stored it a few thousands of times, and accessing/modyfing the properties of controls is slow... so slow that they should be avoided in nested for loops btw sos, what are PFs ? edit: i did a working quote woo
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dcme will also do auto-saving/auto-loading walltiles alongside a map (with an option to turn that behaviour off). Once it's implemented that is (still need to figure out if walltiles can be integrated into the lvl file too)
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the methods are getting cluttered again, once im done i should clean up everything, that's why its *a bit* slow. ehm. omg just found a major bottleneck o_O", and one you expect the least. in updatelevel at each tile the old forecolor is saved, then restored when a edge needs to be drawn (so it's white). I extracted that out of the for loop and i saved a whooping 300ms. (this only applies when a selection is active), which is about twice as fast (i had 600ms first) The unnecessary or code that stays the same in the nested for loops are the main culprit in slowdowns, if you calculate them before the loops things speed up quite a lot. updated repository with that fix Tell me when i need to compile when you prepped up a new version (i think most downloads never reached more than 20 for a version lol) Btw another "bug": flip/mirror while selecting a walltileset in the tileset doesn't auto-update the tiles to walltiles.
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there are prolly too many quotes o_O". Thats one !@#$%^&* of a report . Nice VB is easier than c++ imo, it does a lot on its own. (which makes it a bit slower). And there are a lot of optimizations yet to be done. Still learning for finals so i won't be able to change much until 1st july
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sure thing, as soon as i'm at my dorm again where my laptop is.
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depends if i want to make a DCMEproj from all the stuff, then lvz stuff can be as resources in the directory where the project is, same for walltiles. I'll try putting walltiles in the lvl file, but i hope that doesn't do anything nasty with continuum
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won't that be conflicting with continuum ? i mean, continuum reads to the end of the lvl file and interprets every 4 bytes as a tile with its x,y coordinates and its value. Tile 0's arent saved so the lvl file is always variable in size. There isn't an offset that can be used. (The tileset is saved as bmp format in the beginning, and continuum reads the header of the bmp to determine the size of the bmp, then seeks to the first byte after the bmp length and starts reading till the end of the file)
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really? at pixel level it is acceptable here, it was faster than moving selection on the level before pixel level (before you optimized)
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dunno if i've said this before, but when the map is saved also create a walltile with the map name in the directory where the lvl file is (option to turn that off too). Then when using openmap, check for the wlt file, if there is one, auto-load that walltile too. And yes, limiting is a good idea as else it will give an out of stack space error. (did a quick fix on some toolbar buttons and menu items not properly disabled/enabled)
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it only checks its neighbours when its value has been changed. and when walltiles is off it skips the whole part so there shouldn't be too much slowdown Btw: maybe you could stretchblt the walltileset pictures to the tiles on the tileset right of the tile 0. And when the user select a walltile, then use walltiles automaticly.
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i didn't really looked in-depth at your code for walltiles, i just copied the code that generates walltiles from the selection, and changed it a bit when added to setTile. (still need to do a boundary check there too :/) But yeah, 1 2 4 8 is commonly used, like the msgbox vbokcancel+vbexclamation or such is also based on the bit value's of that sum
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Okies, i did some work on it too I've added a Save and Load walltiles in the edit walltiles menu (still unhandy but at least you can save them) I've added a button to enable/disable walltiles when drawing each tool (actually pretty easy to do, just did the walltile check at the setTile of the map ^^') Todo: save a copy of the walltile with like Map_walls.wlt in the directory of DCME, and auto-load walltiles if a wlt file exists with the map that is opened. Also use a default.wlt for the default tileset. Other todo's: need to fix undo/redo for selection. Drawing over selection still shows the drawn tiles, although they jump under them after a updatelevel (don't draw any tiles when a selection is active on those tiles and you started drawing outside the selection). Need to optimize a bit Another bug: when using a secondary walltileset, and you draw with the secondary walltileset, and you hit the first walltileset, it'll change those tiles too :/ Also, i can't seem to assign walltiles to the right column :/ so sama, before you continue, update from the repository
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wow that definately came out of nowhere , you didn't even tell me . And yes tortoise deletes it if it's not on the repository anymore. Do you have any slowdown with it or anything ? gah, you screwed up my menu icons. Just checked it, wicked good job. (plz ... ... comment, its hard to understand without comments -_-)
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These are all the builds from versions 1.2.**. For the latest DCME version, click here Archive files: --- --- --- DCMEv1260.zip --- DCME_v1.2.5.zip --- DCME_v1.2.4.zip --- DCMEv123.zip DCMEv123_src.zip --- DCME_v1.2.2.zip DCME_v1.2.2_src.zip --- DCMEv121.zip DCMEv121_src.zip --- DCMEv120final.zip DCMEv120final_src.zip
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no need to ô.o, i never did that and it worked
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diagonals are a bit !@#$%^&*ed the last time i tried it, but i haven't tried it since i fixed the offset bug in the X resizing
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put it in your system (win95/98/me) or system32 (winnt/2000/xp) folder
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i thought more about having the selection O ---- O | | | | O ---- O and you can drag the nodes to resize
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sama = options freak dunno if it should be an option or not, it's not that much work, but wouldn't it be a little overkill ?