Drake7707 Posted December 27, 2006 Report Posted December 27, 2006 (edited) Well it\'s almost been 2 months since last release. Lots of things have been changed and added, and i wanted to make a prerelease because it will prolly be a while until the final release is done: region tools still need to be added (sama is working on that atm), testmap works \'a bit\' (collision isn\'t 100%, still no way to adjust settings etc). Note that there are probably bugs in it, because the new stuff isnt 100% tested so be a bit careful, but try it out Edit: done, file now with sama updates Edit2: DCME 2.0 pr3 is now available. Check this post for DCME 2.0 pr3. -Sama Edited January 23, 2007 by Samapico Please get the latest official build from "Latest Build" thread
Samapico Posted December 27, 2006 Report Posted December 27, 2006 [20 minutes later, a few thousands kilometers away] re-update that right now, i'm just done with region tool only thing remaining is to edit region properties, but that can still be done via edit -> eLVL but adding removing tiles from region work fine And I'm guessing an official 2.0 release will be ready for the beginning of this next year
Drake7707 Posted December 28, 2006 Author Report Posted December 28, 2006 i can't, i get errors that ChooseColor and getDefaultRegion methods dont exist, did you forget to make em ?
Samapico Posted December 28, 2006 Report Posted December 28, 2006 bleh... I renamed the choosecolor one... forgot to do something... but getdefaultregion should exist in the regions module now.. anyways i'll check it out
Samapico Posted December 28, 2006 Report Posted December 28, 2006 should be fixed.. uploading... done or not... just realized something... 1 sec fixed and uploaded... trying to compile yay, it compiled annnnd another quickfix, wee
Samapico Posted December 28, 2006 Report Posted December 28, 2006 The filesize is kinda huge now...maybe the ship graphics shouldn't be in the .exe. That would also make things easier for testing custom ship graphics.We could have a Graphics folder that contains standard continuum graphics (ships, warp (yeah, eventually we might want to use the warp while testing), and emm.. thats about it)
Drake7707 Posted December 28, 2006 Author Report Posted December 28, 2006 ooh yeah, i forgot to explain the test map controls. escape: stopinsert; warp back to 512,512arrows: move
Samapico Posted December 28, 2006 Report Posted December 28, 2006 I still notice collision bugs... it is possible to "push through" a wall... the first collision is detected, but if you stick on the wall and keep pushing, you will go through it...
Drake7707 Posted December 28, 2006 Author Report Posted December 28, 2006 yeah i know, the collision still sucks
Drake7707 Posted December 30, 2006 Author Report Posted December 30, 2006 comments, suggestions, bug reports, anyone ?
L.C. Posted December 30, 2006 Report Posted December 30, 2006 I'm too lazy to report some nasty bugs I found. Try abusing the scroll wheel zooming a bit and you might get an error.
Samapico Posted December 31, 2006 Report Posted December 31, 2006 there is an 'out of range' error occurring when cursor is moved beyond tile 1023,1023 and show regions is on. This is probably the bug you have seen when you zoomed out. That is fixed already.
Drake7707 Posted January 1, 2007 Author Report Posted January 1, 2007 draw a region, select magnifier, zoom out to pixel level i get an subscript out of range error at Function DrawRegionOn(X As Integer, Y As Integer, lbx As Integer, lby As Integer) As Boolean Dim i As Integer For i = regionIdx To 0 Step -1 If Regions(i).bitfield(X, Y) And Regions(i).visible Then
Samapico Posted January 1, 2007 Report Posted January 1, 2007 I thought that was fixed... did that happen in that compiled version or did you get the latest SVN updates?
Samapico Posted January 1, 2007 Report Posted January 1, 2007 Just tested compatibility between DCME and CLT, everything works fine (well, there were some bugs, they're fixed now)Only thing is CLT doesnt support 24bit tilesets so it loads an all-black tileset when it sees a 24bit tileset, and eLVL data won't be loaded
Drake7707 Posted January 1, 2007 Author Report Posted January 1, 2007 the version i had that was the latest i had from svn
Samapico Posted January 1, 2007 Report Posted January 1, 2007 weird... I don't get this problem. I'm guessing the out of range values were X or Y ? But it shouldn't happen because everytime the DrawRegionOn function is called, the coordinates were checked... ô.o Try searching DrawRegionOn in the whole project and you'll see what I mean. (update from SVN before... i'm uploading stuff right now) And I just noticed something: When you select the region tools, choose a certain region (say, the 2nd in the list, or index = 0 ), change tool, and come back to region tool, it should select that 2nd region again. It kinda does, but it doesn't redraw the list... llRegionList.ListIndex = oldIndexit changes the .ListIndex of the control, but the displayed item stays the first in the list. But if you press the arrow, it refreshes and the highlighted item is the 2nd region.
Drake7707 Posted January 1, 2007 Author Report Posted January 1, 2007 hm dont have it anymore... weirdddddd :s Ehm, there is something weird with walltiles now. If i hover over it it changes but the preview isnt updated
Samapico Posted January 1, 2007 Report Posted January 1, 2007 oh... lol.. by refreshing only the old position of the cursor to gain speed, it screws up with walltiles... heh... fixing...
JoWie Posted January 5, 2007 Report Posted January 5, 2007 Some of the "special" tiles are solid, while in game they are not
Samapico Posted January 5, 2007 Report Posted January 5, 2007 nice typo: Sub BounceX() If Not isRunning Then Exit Sub ship.vX = -ship.vX * BounceDecrease ship.vX = ship.vY * BounceDecrease End Subthat fixed alot of the glitches I had noticed... and there will need to be different properties for ship radius and ship size (image) For example, the default ships are 29 pixels large (radius of 14), but each image frame in the .bm2 is 36x36. Actually, the image X and Y only depends on the .bmp file provided (10 frames large, 4 frames high) I did not check really deep into your code... but are you using the top-left corner of ship as reference? or the center?Since the actual setting is 'radius', it would be easier to work with the center of the ship and wtf, you're never on MSn anymore?
Samapico Posted January 6, 2007 Report Posted January 6, 2007 Now that I have an english version of VB, I can compile stuff too... here's version 2.0 pr2, lot of stuff was fixed already... getting closer to an official release I'd like to get some feedback from people who use ASSS to know if there are any compatibility problems with DCME regions / eLVL data edit: check http://forums.sscentral.com/index.php?s=&a...st&p=146781 for pr3
Drake7707 Posted January 6, 2007 Author Report Posted January 6, 2007 goood, stupid TYPO oO', been looking in the collision code forEVER to look where it was wrong... and it was in bouncex ; ;. So thats why left and right were always wrong, while top and bottom worked and when i used the top & bottom for left & right (but with x) it still wouldn't work... most .... stupid...mistake..ever Atm i use the left top + an offset: it maps a multiple of tilew onto the ship (so if ship is 36, and tilew = 16, there will be 4 pixels off, so 2 pixels left, 2 pixels right). That way when centered, you can fly through narrow tiles (which is only 32 pixels, else the ship would be considered too big) and i was hiding from ppl that were on msn (if i put myself online then the msn prog in linux still sees you online but invisible :/, but that hiding is over now ) neat, install MZ-Tools
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