Samapico Posted November 11, 2006 Report Posted November 11, 2006 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 More work on this next week...
Witchie NL Posted November 11, 2006 Report Posted November 11, 2006 great! i have no idea what ELVL is (since i only started working with ASSS for a few days) but it sounds ok
Drake7707 Posted November 12, 2006 Report Posted November 12, 2006 well, i just finished writing the gui for elvl data on the map (it looks pretty and useful ihmo ). 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.
Samapico Posted November 13, 2006 Report Posted November 13, 2006 I'll work on that tonight probably. 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 nowSo 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)
Drake7707 Posted November 13, 2006 Report Posted November 13, 2006 maybe some integer = 2 bytes instead of normal integer in other languages = 4 bytes error ? Gotta love vb for that ^^ Edit: fcking svn is down >.<
Samapico Posted November 14, 2006 Report Posted November 14, 2006 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 thoughonly thing missing is Add / Delete region buttons
Drake7707 Posted November 14, 2006 Report Posted November 14, 2006 it has add / delete region buttons ô_o. It has create from selection and Delete region. Edit: and now it has modify too
Samapico Posted November 14, 2006 Report Posted November 14, 2006 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.
Drake7707 Posted November 14, 2006 Report Posted November 14, 2006 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.
Drake7707 Posted November 21, 2006 Report Posted November 21, 2006 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*
Drake7707 Posted November 22, 2006 Report Posted November 22, 2006 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 ?
a dead fish Posted November 22, 2006 Report Posted November 22, 2006 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
Witchie NL Posted November 22, 2006 Report Posted November 22, 2006 yeah and you dont use 6 regions anyway
a dead fish Posted November 22, 2006 Report Posted November 22, 2006 yeah and you dont use 6 regions anyway 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 flagsNo WeaponsNo AntiNo XradarWarppointsSticky (freeze)base definitionaction (code)action (obj display)action (server objs like doors/bricks, etc)any of the functions of the special tilesetc, 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.
Samapico Posted November 22, 2006 Report Posted November 22, 2006 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
Samapico Posted December 2, 2006 Report Posted December 2, 2006 YEAH!!! First successful Region saving for DCME.The region was loaded, saved, and opened again with no problem in CLT...
Drake7707 Posted December 2, 2006 Report Posted December 2, 2006 Woot ^^ I like our interface more than from clt (partly because i made it )
Samapico Posted December 2, 2006 Report Posted December 2, 2006 Well, we just need a region tool now 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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