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Drake7707

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Everything posted by Drake7707

  1. the new version folder is my workspace, its a little different from the latest version (as it was attached in this thread) because i wanted to change the selection and copy-paste and add walltiles, but that wasn't finished, so if you really want the source code of the latest version i posted here, you'll have to use the srcbackup_beforeselectiononarray.rar as it is a backup of the source code before tinkering with the selection and stuff (in case i screw up ^^, which btw happened a few times before >.>) And balan, the latest version is DCMEv106.zip ... well i believe it is (its been 3 months already you know )
  2. as those links doesn't work either, i decided to put the whole folder of all files from dcme onto my webspace of my college. you can find everything here: http://www.student.kuleuven.ac.be/~s0158884/DCME/ i believe the srcbackup_beforeselectiononarray.rar is the last backup that i made before screwing things around the oldversion folder was the version before i made the multiple maps at once. All versions are on there if someone still needs them
  3. As it seems that the attachments are deleted, i've uploaded the files to: DCME v106 DCME v106 source code
  4. Because i know i prolly won't update it much.. i decided to release the source code. It's not fully commented, and can be complicated to understand at some parts but i hope some other programmers take over from what i've done and improve it. Here's the source code (Galactica.lvl is included, that was the map of the zone i designed, and i've been testing DCME on that) If you have any questions, pm them to me or post them here. Ill try to check often newVersion.zip
  5. DCME is currently stalled because i have little time to work on it, i have loooooooots of stuff to do for school, and because i had to redo my year i need to prepare well for the upcoming exams. Once i get more free time i'll stick to dcme for some updates again Sorry for the delay.
  6. yes exactly, what facts does i want to do to, but facts requires a whole new map to be made, and the bitmap has to be 1024x1024, what i plan to do is have a bitmap, monochromo or whatever, only pure white will count as transparent anyway, any size smaller than 1024x1024, and throw that generated stuff into a selection, so you can move it and place it where you like
  7. uhh ok, it requires some adaptations so i'll do that in the next build, meanwhile i just finished another build (i was bored ) - Fixed flip, mirroring with objects (screwed up the objects) - Added 3 sizes, 1px ,2px and 4px wide. Any higher will cause slow down (who needs higher than 4px width anyway) Known issues: - when trying to copy the whole map, it is as slow as !@#$%^&*, i know what the problem is, i think i know how to fix it, but im not in the mood to do it right now - sometimes the pencil is a tile off, like you click on a tile, and it fills the next one instead of the one you were hovering on. This has to do with the mouse pointer being at the top left of the icon, while the pencil is around in the middle of the icon, which causes some error on the place you click, i've tried fixing it before, but i only made it worse, i'll try again once i make the icons sort of equal on click position Ideas that i've come up with: - Paste monochrome bitmap as tiles, like you make text in any paint program, then copy it, and paste it in dcme, then dcme will make a selection with tiles that are extracted from any non-white pixel from the bitmap, and empty pixels with white pixels from the bitmap. I know i need to work on the walltiles someday, but for now, unless it stops pissing me off its a bit delayed Edit: this is the first update that is actually smaller in size than the previous updates (with 0.77kb , must be because i threw some duplicate code out and made the original code compatible with the rest :/) DCMEv106.zip
  8. seems my host has some problems, i already had to use ftp instead of the default frontpage plugins to upload :/ The most recent DCME version is in this thread, its easier to attach here, than to update my site with it btw: would an option to have small medium or large tool (for pencil, line, ellipse and so ) be useful ? like the width of a line ?
  9. fixed
  10. i'll see what fits best. Did you know you can press shortcuts like E = eraser, P = pencil, hold CTRL for dropper, and so on to hotswap between tools, propably not because i need to write a help file i'll add it to subspace once i didn't find any bug in a week or so, when i find a bug every that often i need to fix it immediatly and reupload it when i put it on subspacedownloads, now when i find a bug, i fix it, and when i implement something new or found more bugs, i make a new build, and upload it here, and here you guys can test it
  11. new build: - added recent opened maps - you can open lvl files with DCME now in explorer (open with... dcme) although once you have opened one, if you start another lvl , it will open another DCME window (working on that) - fixed deleting the selection (by pressing Del) - fixed cutting - fixed some minor problems now hopefully this won't introduce new bugs Btw still waiting on your 32-bit tileset Edit: btw i'm thinking of reimplementing the selection more as a seperate layer than just an area of the tiles. That way you will be able to do all operations on the selection, rather than to deselect and reselect it, because now, DCME lets you think you are moving the tiles, but it only shows so. It only moves the tiles once you apply the selection. If i store those tiles from the selection in a seperate array i can manipulate them easier, but i don't know how much slower this will go, so i'll test it, and see if it's worth it DCMEv105.zip
  12. hmmm... o_O" it should support 8bit, and 24bit, but 24bit is the highest i can in psp9 i'll attach a lvl i tested with also i just implemented the bucket limited to the screen option ( i forgot to add that ) Edit: can you attach a map with the 32-bit tileset, i'll try to adapt DCME for it, because i have no idea why it didn't refuse it in the first place (only 8-bit and 24-bit should be able to be opened) DCMEv104_withbucketlimitation.zip test2.lvl
  13. just a quick build now - now you can use the arrow keys to move the map - you can now toggle the right panel to hide it or show it, which is useful when you want to have a good overview of your map. (you still have a mini tileset picture, where you can see which tiles you've !@#$%^&*igned to draw left or right with DCME_v104.zip
  14. here's a new version - fixed the save button acting like save as all the time - fixed undo support for replacing (seemed to be missing) - added flip and mirror selection functionality - now you can drag and drop (multiple) lvl file(s) on the main window, and it will open them all - also added some shortcuts to the menu , such as ctrl+s, ctrl+o and such Thats about it, i've tried implementing the walltiles, but due to some unexpected difficulties it has some delay... (pc doesn't want me to implement it, it always crashes, or doesnt work, or messes it up >.>) Btw i don't want to have a default path for now, because a default path would make me do an option window, where you can put it and all, and i'm lazy to do that >.>, besides just going to the folder once isn't that bad is it ?) DCME_v103.zip
  15. i've been thinking to restrict it to the screen only, so only the part of what you see gets filled, nothing more, altough, i should make an option to turn that off if you want to fill the whole map for some reason :/ but yeah it's kinda slow atm, i need to upgrade the algorithm to QuickFill >.>
  16. Hi, and heeeere's version V1.01 finally the point where i can say its not really beta anymore Yes most start from 1.00 but i've never put 1.0 here, i've added a new tool since 1.0 so :roll eyes: changes since last attachement: - you can replace or switch tiles, wheter in or not in a selection - you have a new tool, create a chain of lines, then right click to quit - last but not least, UNDO AND REDO FUNCTIONALITY ... up to 10 undo/redos Now upcoming big stuff to implement: - WallTiles support, every tool will auto draw according to a walltile - LVZ Support, place images on the map, then DCME will generate the lvz files for you - Flip/Mirror selections Edit: due to some bugs its already v102 >.> Edit2: fixed slow drawing on pixel level with pencil. DCME_v102.zip
  17. i dont know c#, i know the very basics of c++ , and java, and i know pretty much anything of vb6 (i've been programming in visual basic for 8 years now)
  18. yup, here's another build Now you can load more maps at once. (in order to implement that i had to rewrite the whole structure of dcme, so i copied the project, and deleted everything in the new project, then started back from scratch implementing everything using the old code, took me a whole day though). Even window switching, cascading, and such is possible You can extract the tileset from a map Fixed some bugs I still need to make an undo - redo thing however :/ enjoy DCME_build8.zip
  19. thanks, fixed! sigh, thats what you get for copying too much code . I really need to clean and sort the code a bit, its getting way too messy now Edit: i've also fixed that sometimes the shortcuts don't work, and you can now use ctrl to use dropper when using ellipse ive compiled a small bugfix release DCME_build7_bugsfixed.zip
  20. ok build 7 is here changes since last build -i've fixed some problems with the line and rectangle: disabled rectangles and lines with special tiles (your map is screwed up if you did that) and you wont get an error anymore if you try to place objects at the edge , and they can't be fully in the map, and also when drawing rectangles or lines over some objects, those objects will be deleted. -i've implemented ellipse drawing. -when you draw with the pencil, the lines you draw will now be fluent, instead of one tile every 10or 15 tiles -cut/copy/paste is implemented -fixed some bugs i found along the way yeah yeah i know, i copied some from my previous posts so that it will look more i haven't been able to implement the scroll wheel -> zoom because i need a mouse for it first, i'm currently on a laptop you see, and the scrolling function seems to work slightly different than that from a normal mouse also when you copy stuff, it will be on the clipboard as text, don't mind that if you paste in notepad or so , i've got to find out how to set it as data, and not as text :/ Upcoming prolly, undo and redo functionality... but i'm still thinking of how i can make that fast and efficient Edit: god!@#$%^&*, 5min after i post this i found another bug. Fixed: sometimes an error occured at pixel level with hand tool DCME_build7.zip
  21. because i sacrifice all my free time on it current changes since last post: -i've implemented ellipse drawing. -when you draw with the pencil, the lines you draw will now be fluent, instead of one tile every 10or 15 tiles
  22. sure, ill see what i can do -i've fixed some problems with the line and rectangle: disabled rectangles and lines with special tiles (your map is screwed up if you did that) and you wont get an error anymore if you try to place objects at the edge , and they can't be fully in the map, and also when drawing rectangles or lines over some objects, those objects will be deleted. I'll fix some more stuff and then add a new build here
  23. I'll make a Make compatible with ... ssme , !@#$%^&*, ... option in one of the following builds, that way, you will still be able to have the fully extended tileset in dcme and this is not the only reason i'm posting now, i've finished a next build -i've implemented the line and rectangle drawing -if you have a selection, and you switch to fill, you will only be able to fill in that selection, but only if you haven't moved the selection yet. So if you only want to fill a certain area of the map of the same tiles, you can select the part you want to fill and fill in there, then remove the selection afterwards -now you can press and hold ctrl for eye dropping when using rectangle, line and bucket tools too -fixed some bugs that came along the way when implementing the new stuff, and some older bugs too -added discard tileset function, to remove the tileset from the lvl file and use the default again (couldnt go back to default before, if a tileset was imported) thats about it DCME_build6.zip
  24. http://membres.lycos.fr/kingdomhearts636/extratiles.png feel free to edit
  25. hmmm ... due to a critical typo at the saving routine (1 instead of -1) and some error correcting at the wrong place it seems, that every map with warpholes, big asteroids or space stations on it is screwed up after saving... i fixed it now, along with some other bugs, such as the top left tile being gone all the time and the selection that likes to be unstable at pixel level (max zoomed out) I've also implemented a fill function (not for warpholes, big asteroids or space stations however) And i've updated the gui a bit, now you have icons And now you can use the shortcuts E (eraser), P (pencil), Z (magnifier), D (dropper), S (selection) ,... and if you have the pencil selected you can shortcut the dropping tool by pressing and holding ctrl (you'll autoswitch to dropper as long as you press ctrl, then switch back to pencil as you release it) I've also changed some pieces, to improve speed (used windows api calls instead of internal vb calls) And 24bit tilesets should be supported, i've applied a 24-bit tileset to my existing map in dcme, and tried on the server itself, and it seemed ok I've still disabled cut,copy,paste, undo and redo because thats not implemented yet. But hey, its getting closer to surp!@#$%^&*ing ssme as a map editor don't you think ? That would make the total time i spend on making DCME on (lemme see... hmmm... 5days, and around 5-6hours a day) around the 25-30 hours DCME_build5.zip
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