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Everything posted by SOS
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Agreed. Unfortunately, we seem to lack qualified staff or candidates at the moment but we're working on it.
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Page Faults (more or less equals memory accesses, in case you are unfamiliar with the term; one page is 4 KB and DCME accessed 17000 * 4 = 68000 KB = ~66 MB per second! Just for moving selection!) I do now know how DCME's system works, although I do hear you talking about pictureboxes often. You're not re-drawing the entire thing every move, are you? Maybe tons of image data might account for this. Also, a new bug: * Sometimes when shift-selecting, the selected tiles simply dissappear! (And undo errored right after it. Not sure if it always errors afterwards, only tried once). Ah, it seems to be triggered by dragging with the magic wand tool. * Also, on the occasion that the delete key works and deletes the selection, the radar is not updated. * Single-column filled rectangle comes out wrong (3 columns) PS. Omigod, how did you do that quote? o_O
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Two feature requests: * Switch/Replace tiles to support walltiles. * Middle mouse button acts as hand tool. And a bug: * Fill only seems to work inside the selection o_O * Delete button sometimes does nothing. * Dragging with RMB causes the selection coordinates to light up when there is actually no selection appearing.
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Well, maybe more ideas will be posted here Okey, probably not. Too much superweapon talk contaminating this already.
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Sounds like the pipe is full, indeed. Nothing you can do about it, though.
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Don't try to play a software developer, apache -_-
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Hmm, I thought I posted something here. I guess I didn't. Anyway... meh VB is indeed easier than C++. Of course C# rules it all But since this is already in VB6... meh, what can one do Some more stuff I noticed: * TOTD sometimes gives the same tips twice in a row. * I got an index oor error by dragging the mouse outside the map (I guess it was outside. Not sure) when zoomed out a few levels. * Woah, it sure is not optimized 17k PFs per second when dragging a very large selection when zoomed out o_O You really should work a bit on this part. Too bad about those finals, drake * You have a huge memory leak somewhere. Map resources are not released when a map is closed, it seems. Maybe your huge drawing surfaces? Or the tile data? Or maybe VB6 just manages memory weird... nah, can't be that. It went over 600 MB. Exactly 10 MB per map, it would seem. * Edit walltiles dialog is not centered. * Edit walltiles has bad spacing now - not enough space between some things and unevenness with the grpbox. * Same up-right-no-work selection problem in edit walltiles. * Edit walltiles dialog shows default tileset first time you open it! * Sometimes DCME does not close - the window closes, but DCME itself stays resident in memory. Some hidden windows not being destroyed? So far, no idea when it does this. * Walltiles in the edit walltiles dialog are ordered 1, 5, 2, 6 and so on (left-to-right, top-to-bottom), which is not too logical. 1, 2, 3, 4 is better. (aka right now it goes top to bottom first) * Convert selection to WT could use a kb shortcut. * Convert selection to WT only converts tiles of the same type (which is good, but if/when you do a window where you ask "Which Walltile set to use?", you should explain that only tiles from that set will be matched Walltiles) but it "sees" other tiles as "donor tiles", as well. Sometimes. I'm not sure what is going on but something is messed up with the algorithm. It seems like it only sees false donor tiles down and to the right. Yea, that's it. * I just love the hover preview * A selection should un-float if you draw (or perhaps only if you draw over it? Yea, that might be for the best), otherwise it gets confusing since the tiles drawn below it dissappear. * Also, nevermind what I said about the three selection-mode buttons. I've come to rather like how it is * Control+D to deselect would be nice. * Holding down Control with pencil leaves the hover preview of a tile visible.
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Super weapons still suck, I'm afraid
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Here. wininet.zip
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Because... they have nowhere else to go?
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I fail to see the link. Care to explain? I agree that the chance to make bad mistakes is bigger when younger... but to tie it with economic independence? I would call that major overprotectiveness. Which leads to my next point: Mistakes should be made! Nay, lots of mistakes must be made. I would say a life without mistakes is a worthless one. They are what you learn from. At the same time, recovery options should be provided (abortion, drug rehab etc) but I strongly feel that with eliminating the possibility to make a bad call, a huge amount of... meaning goes out of life.
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Woot, XDOOM is breathing Anyway, I think there was some possibility for thor-magic but it all boils down to one uber aspect: super weapons suck. They are just a bad idea. I'd rather have more mundane buyables.
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Actually, they are not really separate... When you're Drawing Under, it also applies to the selection... that means a moved selection will be moved UNDER existing tiles, this is why the empty tiles are also being ignored (but the "transparent" does not get selected). True, you are right in part, but it still is a confusing feature. Maybe to phrase it better - the problem is that the selection is displayed visually as the ignore-empty one when the ignore-empty feature is not selected. Yes, empty tiles have no effect, but still, the user has not activated the "ignore empty" so the normal selection logic should be applied (visually. I know there's no difference in the result). You did? Hmm, ah I see the size. Found it! But you know what the problem is? It dissappears when the mouse is released! Bad thing. It should stay. And yes, To coordinates would be nice to have, as well. Does that answer your question? Oh! Well' date=' no, it doesn't! It just means you have picked bad shortcuts [img']http://www.ssforum.net/public/style_emoticons/default/blum.gif[/img] Pick something else. Control+Alt seems unused so far, no? 0x0? I know that 1x1 selections do... and since selecting is inclusive-inclusive, as soon as u click with the selection tool, it creates a 1x1 selection. However, there might be some cases where DCME still thinks a selection is active when there's not, like when you cancel the drawing of a selection by right-clicking. No, actually, it only creates a selection when you drag. But if you just click, it seems to do some weird "there is a selection, but there really isn't" thing and activates the menus (as far as I can tell so far), which I !@#$%^&*umed was a 0x0 selection. hmmm... i dunno... i think i'll just rename X-axis to Horizontal and Y-axis to Vertical its kinda confusing now True, that would be even better. hmm... might as well get rid of one Blocks appear each X tiles, while Section lines appear each X blocks.. I agree the names arent too clear, but I just dont know how to call them Sectors and Large Sectors would be clear enough I guess... Oh, so that's what they are Yea, Large Sectors would be clearer indeed. ? The & character, you know? The little line below a certain letter Lets you do alt+G and stuff when you write &great. there is one? Ahaha, you're right But place it to the right, please - closer to the tileset and other tiling stuff if you were talking about the one in Switch/Replace Tiles form, i just fixed No, the walltiles form. Ok, I'll take a look at the file you posted tomorrow. If you can't make it speed up, maybe I can help with some design suggestions. I don't know VB but I could probably tell you how to do it faster if you explain to me how DCME is doing it right now and all that. VB is not very easy on my eyes, so I'd rather not try to decipher the code Let's talk in SS or MSN or whatever if you want.
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!@#$%^&*it, what is this forum doing with the quotes. It's !@#$%^&* trying to understand who said what
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Fix the errors if you're a coder worth anything! -_- They are very easy to fix. The error message says it all.
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See http://www.ssforum.net/index.php?showtopic...=0entry125016 Quotes simply show up as tags... Did somebody disable BBCode or something o_O Looks like it works fine elsewhere, even in the same subforum... wtf?!
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Take the v121 of DCME. Add SOS. And you have this. A big juicy issue and comment report (mostly about the UI) Wait, why is the zip named v121? Isn't it supposed to be v1.2.1? Issue number one! Heheheh, yea. We have had filesystems that handle file names over 8 characters and *even spaces in filenames* for quite a few years now, so it would be nice to have a zip that looks good. "DCME v1.2.1.zip", for example. To business. As I start it up, I notice a tip of the day window. * You do not "OK" the window, you "Close" it! ("OK" is bad button text) * It is not centered. Please try to remember that not everyone uses 1024x768. (Speaking of that, I can barely fit my code on my screen at 1280x960! It must be !@#$%^&* with that low res for you...) As for the whole tip of the day concept... it can be useful, especially when screen real estate is tight. Depends on what you stick in there. Let's see what is in there... Nooo, you don't have windows, you use them to do something. This tip is good, since it is a hidden feature, but the wording is bad. Better would be "You can quickly go to specific coordinates by right clicking on the radar." It is easier on the eyes to call the button Control rather than CTRL, even though it really is called Ctrl on most keyboards Also, pressing does not change the tool, the tool is active only when the button is held down. Also, no need to over-emphasize the key with caps - it's not very liekly the user will miss it here. So: "Holding down Control when using the pencil tool activates the dropper tool." More on the actual feature later. WTF! COOL FEATURE! I had no idea it existed This tip text is fine Ah, wait, it is missing a period at the end * Two tiles, not 2 tiles. Numbers up to ten should always be spelled out or they'll look ugly as !@#$%^&*. * "Switch" does not mean the same thing as "Swap". * "Selected tiles" makes me think of map selections. * Missing period at the end. * The arrow is not a physical object you can press. You can only click it. I'd make it be "You can swap the tiles !@#$%^&*igned to the left and right mouse buttons by clicking on the arrow between the two selected tiles." * Missing period at the end.* You hold down the key to do this. Just pressing it does very little. * Also, every line drawn with the line tool is straight! Heheh, perhaps it constrains to 45-degree angles? I'd say: "Holding down the Shift key constrains rectangles to squares, ellipses to circles and lines to 45o angles." (With o being the degree sign) I feel like a newspaper editor Writing the explanations for these corrections is tiring... I'll simply correct them and you just let me know if you want the explanation for anything. "Holding down the Control key will center shape tools at the drawing origin." "You can bookmark locations on the map by pressing Shift + 0-9 and jump to those locations by pressing simply the number. "The Picture to Map (PTM) feature enables you to convert an images to tiles on the map. For example, if you draw the layout of a base it can convert the image to the actual base and place it on the map." "The Text to Map (TTM) feature enables you to add big areas of text composed of tiles to the map." "When "Draw Under" is activated, any existing tiles will not be affected by drawing - it will all be done "behind" existing tiles."(Note: double quotes - single quotes is British style) "When "Transparent Selection" is activated, tiles that are empty will never be selected." "You can hide the sidebar by clicking the "->" button." "You can custimize the grid lines in the preferences dialog." Useless knowledge - drop the tip. "You can make all Subspace level files (.lvl) automatically open with DCME by !@#$%^&*igning DCME to open them in the options menu." "You can move the map with the arrow keys." This should actually be in a dialog accessible from the help menu. But as a tip, it would be better as: "Tool shortcuts: H - hand P - pencil" and so on with everything on a new line. This is not a very good tip, better do a dialog of it and a tip saying "To see all the shortcut keys, select the "Shortcut Keys" item in the Help menu." "You can select three different pencil sizes by using the buttons above the tileset." Rather useless. Drop it. Ok, that's all the tips now I'm tired... Now, for all other issues. The "Jump to" dialog has a neat minimap - I like However, it seems like there is no way to cancel the jump (well, there is - click the X - but that's not good enough). Also, you're not really "Okaying" the dialog, you're "Jumping" to coordinates (aka "OK" for button text is not optimal). * The "Rightmost three" icons are exclusive... why?! The middle one (draw-behind) is completely separate functionality. Also, for some odd reason, "Do not select empty" becomes enabled when it is. They are separate features, really, so this is just wrong. * I still cannot see the coordinates of my selections! * Holding down Control for dropper is good, but why only pencil and fill tools? I want it for all of them! * Dragging for multi-tile select in the tileset only works in the down-right direction, but not going up or right. * Control+A to select all visible tiles could be useful. * The first map is called Un!@#$%^&*led and the next one is Un!@#$%^&*led1? Sets of U and U2 or U1 and U2 would be better. * Disabling of selection-needing menu items has apparently broken. Hmm... actually, it seems like it considers a 0x0 selection a "selection", as well. * You shouldn't be able to copy or cut when nothing is selected. * "Convert selection to walltiles" has incorrect capitalization. * "Use grid" and "Use tile numbers" are badly worded. You don't "Use" them, you "Show" them. So, "Show X" is better. * The "count tiles" dialog has the lower edges of the buttons cut off... * Moving selection around has gotten a LOT slower. This does not look good at all. Too slow to use. Needs reworking for sure. * The preferences dialog... it's just ugly! Uneven spacing and all. Things should have equal spacing on the left and right (groupboxes) and the captionless groupbox deserves a caption, as well ("General"?). Also, the buttons are too close to the lower edge. * Preferences checkboxes use inconsistent capitalization. Pick one style and stay with it * The pref dialog crashed DCME when I entered "1" into the uppermost grid textbox... * Err... hah! You have your X and Y axes messed up in the grid options -_- * What is a "Block" and a "Section"? These are too ambigous. Whichever is the A1-type one might be better called "Sector". * Grid options: it is "0 tiles", not "0 tile". * Buttons in pref are missing &accelerators. * "Allow bla bla" check all/uncheck all should be a button. Or two buttons, actually! * Walltiles dialog is pretty much OK, except the buttons are too small. Stick with the standard sizes. * How about placing a button to access this on the toolbar, mm'kay? * Some inconsistent button capitalization in there "Clear all". * The "Swap tiles" arrow does not work * The dialog name is not consistent with the menu item name. (Create vs Edit) * Convert selection to WT works even with the default blank WT sets. It shouldn't, really. * Also, I think presenting a dialog with the 8 sets (like the one on the right in the edit dialog) is much better than using the currently selected one (and saying a messagebox for not-walltile-selected is especially ungood). * The "Wanna save" dialog at closing time says "wanna close first?". First? Well, I would rather close third! It should say "before exiting" or "before closing" if just one map is being closed. I didn't actually get to test much functionality since this took me well over an hour to do. Meh, just respond and fix and let me do the next batch soon PS. Wth is wrong with the quote tags...
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This seems too spamular... but I'll think about it... Hmm... any more ideas?
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'Undo' doesn't work when selecting and moving tiles (v1.2.1)
SOS replied to grazzhoppa's topic in Drake Continuum Map Editor
SOS the Wobbly Weevil thinks undo should be expanded vastly to include things such as tileset changes and whatnot. Everything. In case you are not sure how to implement it... well, yeah... doing it the good way would mean redoing a lot, probably. Any kind of changes would have to be based on a command-type system where every command can be run in reverse as the undo. BTW, is the walltiles and all new stuff stably usable-ish yet? As in no outstanding bugs? I haven't tried the new thingies but I'd like to give you another long issue report as soon as it's in a stable state -
Well, the answer is right in your post What if you lie in the header? Aha! You can make it skip past some hidden data! Like walltiles! (Requires that the map has a tileset, of course. I recommend you simply always include the tileset, even if default, when going this route. Nobody really uses default, so it would not matter to most people.)
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The virus can spread and attack you on your LAN, as well. Indeed, I think that's about the only place it could be coming from, since XP's firewall will stop it from attacking over the Internet.
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Why not save walltiles inside the lvl files themselves? You do know how to save other files in lvls, right?