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a dead fish

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Everything posted by a dead fish

  1. He's prolly back at school. He was around a coupla days in mid Sept...
  2. But it would be counterproductive to limit any future possibilities. I'm sure I could think of quite a few possible (and existing) uses for regions. No flags No Weapons No Anti No Xradar Warppoints Sticky (freeze) base definition action (code) action (obj display) action (server objs like doors/bricks, etc) any of the functions of the special tiles etc, etc... Like I said, it would not make sense to have to go recode a previously defined limit. I've been toying with the idea of a bot module that reads and handles the regions, since we don't run ASSS.
  3. It looks great guys. I would guess 2-3 overlaps max, but everyone's different and has different needs. Probably should be able to assign colors to regions anyways, so they can have whatever colors "don't make them dizzy" ... lol
  4. Oh yeah? When was the last DCME release? But yeah, it is good to have some people who do not have lives We need more of them. Unfortunately they seem to get busy with school and get a "semi-life". Like you!!! well ehh heh, not really THAT busy with school, just have too few ideas for DCME in mind . cough, cough eLvl, lvz cough, cough
  5. I play... My Band I use GHS Boomers. Medium Light, Long Scale. Been using them for prolly 15 years now. IIRC, my B string is a .126 ... I would go with the .125 if that's your choice, I think the thicker string tends to mud up when played open (we do a lot of Floyd, so I use it alot).
  6. hrmph... I think you'd probably be surprised...
  7. heh, only if you want 50 million emails "How do I erase tiles"...
  8. heh, you guys use credits, right? Make a new bot module, the swearing jar...
  9. Sorry to be off topic. Will make this final thought(s) and then behave 24bit would be a "bit" excessive, as the most likely intended purpose would be for displaying the map on websites and such, and it would have to be reduced in size and color anyway. Here is an example... lvz objects clearly visible, (whole map not). Once again, you guys are doing a terrific job and I'll be tickled pink to one day not have to use DCME, !@#$%^&*, TILEEDIT, Photoshop, Infranview, etc, etc, etc, to create the next one http://www.gypsysden.com/images/scrcap1.png
  10. Nothing like seeing your lvz objects in real time on your map and being able to move them pixel by pixel for exact placement. One thing !@#$%^&* doesn't have that I hope you guys will add is the ability to export a bmp of the map with the lvz objects showing
  11. don't know about here, but it's flying (no pun intended) around the net already... oh, pre-election scare tactics, etc... I too marvel at the ignorance...
  12. looking good as usual... With the addition of the toolbars, there is now room to add pixel dimensions for selections... Just a thought Thanks again for your continued efforts.
  13. cough, compile update, cough
  14. your gmail, had to dig through some old posts to find it, but..
  15. on the way!
  16. Ummm, where is the debug info to be seen to copy paste? I did send sama a map that it will happen every time for me... Duh, I found it... Opened map, edited a few tiles, saved it, edit more, saved... Un!@#$%^&*led 1 @ Newmap, path = '' usingDefaultTileset True Un!@#$%^&*led 1 @ InitTileset, path = '' usingDefaultTileset True ... @ Openmap, BMPData is read from lvl file ... @ Openmap, usingDefaultTileset False ... @ InitTileset, path= F:\Apps\Continuum\zones\a1work\fish.lvl usingDefaultTileset False fish.lvl @ Importtileset, bmpdata is imported from: F:\Apps\Continuum\zones\SSCX Star Warzone\fish.lvl fish.lvl @ InitTileset, path= F:\Apps\Continuum\zones\SSCX Star Warzone\fish.lvl usingDefaultTileset False fish.lvl @ SaveMap : BMPData is stored into lvl ... @ Openmap, BMPData is read from lvl file ... @ Openmap, usingDefaultTileset False ... @ InitTileset, path= F:\Apps\Continuum\zones\a1work\fish.lvl usingDefaultTileset False fish.lvl @ Importtileset, bmpdata is imported from: F:\Apps\Continuum\zones\SSCX Star Warzone\fish.lvl fish.lvl @ InitTileset, path= F:\Apps\Continuum\zones\SSCX Star Warzone\fish.lvl usingDefaultTileset False fish.lvl @ SaveMap : BMPData is stored into lvl fish.lvl @ SaveMap : BMPData is stored into lvl grey tiles on reopen... go reimport tileset... open dcme, open map, edit two tiles, save, close map Un!@#$%^&*led 1 @ Newmap, path = '' usingDefaultTileset True Un!@#$%^&*led 1 @ InitTileset, path = '' usingDefaultTileset True ... @ Openmap, BMPData is read from lvl file ... @ Openmap, usingDefaultTileset False ... @ InitTileset, path= F:\Apps\Continuum\zones\a1work\fish.lvl usingDefaultTileset False fish.lvl @ SaveMap : BMPData is stored into lvl grey tileset again...
  17. Wow, thanks. It worked like a charm!
  18. ehhe, yeah. Time flies Anyways, iirc, this was actually functional in one of the "edits", correct? Do you possibly remember which one? I have found myself in the dire need to use it, lol. Thanks again guys, this thing is great.
  19. When you guys gonna stick this back in?
  20. I think the prev<->next<->nextnext one looked like the one that would take the least editing afterwards... It really looked the cleanest to me. Any way you do it, it's gonna take some editing afterwards, it's a given. I am really anxious to see how it works downsizing... Lookin good!
  21. Oh that would definately be a cool function, regardless of how the walls came out.. Kinda like the rotate, you know you're gonna have to go edit it, or at least do some switch/replace... But resizing will at least remove several steps (export to bmp, resize in image editor, re-import, completely retile) and reduce at least some of the tiling... And it could be as complicated or as simple as you want to code it, regardless, it'll still save work...
  22. just a shot of cabernet... and the size in pixels as well (you're gonna have to deal in pixels once you get into the lvz stuff anyways)... ...
  23. Still seeing the extra tile set that was mentioned and screen shotted in an earlier thread... Current desktop is 1280x1024...
  24. i don't have the dll prob, but i sure am getting the extra tileset.... won't go away, period...
  25. Once again, you guys are doing a terrific job with this, keep it up... The addition of the 0 tile for drawing, etc, was great, as well as the info on the kb shortcuts... that works great... I'll re-add a couple of suggestions that I had in the other thread... 1. When making a selection, to display the size in pixels as well as tiles... This idea comes from creating images to go behind an area of tiles, and just being lazy to do the math counting tiles and converting to pixels... could jsut stick the display right beside where it's currently displaying the tiles... 2. List of tiles by number not used in map... Another lazy situation... Got a map, where I'm using most of the tiles, and would like to see if there are any that I am not using so i could swap them out for something more useful... Most of the necessary code would appear to be in there in the count tiles function... just would need to be packaged and called in a different fashion.... And I know you guys were talking about doing the elvl and lvz stuff...
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