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Posted

Stupid VB doesnt have any unsigned type... I need to recalculate everything manually... bleh...

 

current progress:

  • DCME loads ATTR chunks correctly
  • All other chunks are seen by DCME, but not yet loaded
  • When saving, all chunks (even unknown ones) are saved back... ATTR can be modified... But the saving isnt perfect right now.. i'm still a few bytes off... and tired... but its going well blum.gif

More work on this next week...

Posted
well, i just finished writing the gui for elvl data on the map (it looks pretty and useful ihmo blum.gif ). All we need now is sama to implement the functions from the interface i made to convert chunks to used stuff in the rest of the program and vice versa. And being able to load/save the chunks correctly and bam elvl is done.
Posted

I'll work on that tonight probably. smile.gif

 

But for saving and loading... before doing anything else, I want to be able to handle "unknown" chunks... because if you load a map that has some chunks you dont know about, you still need to save them back after.

DCME considers REGN as unknown for now

So they are stored correctly, but when saving them back, It's a few bytes off still... and these kind of things arent that easy to fix... lot of conversion unsigned to signed, etc... bleh.

Once that works, DCME will be able to atleast load any chunk, and save it back, so any eLVL map loaded with it will suffer no eLVL change.

Then it will be able to work with chunks.

Then DCME will create its own chunks to store walltiles and tiletext data, and possibly strings leading to !@#$%^&*ociated lvz files (that is, when there will be lvz files)

Posted

nah, the elvl wiki explains well the number of bits required for each thing... and i'm almost only working with byte arrays because it is easier to convert from / to unsigned, as bytes only have positive values, its easier for VB to interpret these values.

 

and nice job on the eLVL form... I didnt have any time to continue on that today though

only thing missing is Add / Delete region buttons

Posted

what if you just want to create a new empty region?

and then with the Region tool (that will exist eventually) , you add/remove region rectangles... or add selection to region, remove selection from region.. etc.

Posted

hmm, the region tool is exactly the same as selection, aside that it doesn't contain the tile data.

 

Adding regions will be done in the tooltoolbar instead of the elvl form.

 

I'm thinking about Add/Delete on the tool toolbar, and a small listbox, where you can select regions.

Selected region will be drawn, and edited like an active selection to modify the region.

 

The actual properties of the region (besides the name maybe) must be changed in the elvl form (a button to quick jump on the toolbar maybe)

 

I'll see what i can do, you might wanna implement the low level methods to put/get from chunks.

Posted

If you show regions on the map (you cant see them on pixel level yet) then if you hover over the region you'll see a tooltiptext with the name of the region

 

I'm saying this now or else ppl won't know about it *COUGH*TIP*COUGH*

Posted
it was just a test to have a bit of semi transparency, but this is also quite an extreme state; i mean, you don't create 5 regions on the same place (partly) on top of each other do you ?
Posted
it was just a test to have a bit of semi transparency, but this is also quite an extreme state; i mean, you don't create 5 regions on the same place (partly) on top of each other do you ?

 

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

Posted
yeah and you dont use 6 regions anyway blum.gif

 

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.

Posted

Most of the things you mentionned there are actually already supported by ASSS (only sticky and noxradar aren't ; but then again, since pyth. code can be added in the level file, it's pretty easy to do that by code)

 

And there isn't really a limit to what we can do with regions in DCME... you can add as many as you want ; as for the display, don't worry about that, it will be possible to avoid overlaying multiple regions, and it will also be possible to draw regions under tiles.

Eventually, maybe only an outline of the region too...

 

I'll probably add some custom eLVL data editor... in which you can create your own chunks of data. Of course, you need to have some ASSS module that handles these chunks or they will be useless...

 

And a bot module that reads eLVL data would be very nice indeed... (not necessarly only regions, some data could be set from the text attributes as well)

I wouldn't mind helping out in decoding eLVL data stored in the .lvl file... I've just done it once, I could surely do it twice blum.gif

  • 2 weeks later...
Posted

Well, we just need a region tool now smile.gif

The interface is very good to have a summary of your regions, but you can't really modify them with that...

I'll make some experiments with the pop-up tileset, then I might start working on that new tool

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