Drake7707 Posted January 15, 2007 Report Posted January 15, 2007 finally after 2 months of no updates, v2 has finally been released. I chose v2 instead of v1.3 becuase of some major new features such as test map, elvl, completely redone undo/redo (well sama did that entirely, and also finished elvl and test map where i started ) So start shooting comments & suggestions here .. or else
L.C. Posted January 15, 2007 Report Posted January 15, 2007 Fly around in a ship a bit, then press ESC.[ Run-time error '35761' ] I should point out, when you View eLVL Attributes of map under Regions tab, the "pythonCode" box (when you want to edit it from here) only will display one ROW of code, plus its a freaking tiny box. Hehe. Might I also add that maybe you should "redesign" the regions editting where you have two forms of editting: Normal Mode & Region Mode. Kind of like tabs you can switch between. When you swtich to Region Mode, it will layout the tools and options for Region editting (plus it will replace/use line tool and stuff for its own purpose). For example, you change over to Region mode. Everything is basically the same except that Tile Text and maybe the Dropper are removed from the sidebar. The line and other tools (airbrush, shapes, etc) will function with the region you have SELECTED in the top bar. Kind of hard to work around with only a clone of the selection tool, eh?
Samapico Posted January 16, 2007 Report Posted January 16, 2007 I never had any error when pressing ESC while flying around in a ship... that's weird. Does it happen everytime? The p y thon code box, it should actually display "..." if there is a code, and if you double click, you get a somewhat bigger box. But this is mostly for pasting stuff in.If you really want to edit p y thon code, use the region tool, and hit the Edit button of the appropriate region in the region list. From there you can click "Edit p y thon code" which brings a more convenient editor. As for editing regions with every tool, that might be a good feature, but I think selection and magic wand are enough for most purposes. I personnaly never worked with real maps with regions, but I doubt that line-shaped regions are common...Hmm, just realised I forgot to put a 'Add selection to -> Region X' and remove... Could be handy... There will probably be a Regions menu beside the Selection menu.And if you used to draw your regions with CLT, you must admit it's already a good improvement
Samapico Posted January 18, 2007 Report Posted January 18, 2007 We can now correctly load settings from a .cfg file BounceFactor equation is now correct
L.C. Posted January 18, 2007 Report Posted January 18, 2007 Whoa. I just found out a cool feature (maybe it wasn't intended to be implemented!). While flying around, press and hold Q or W. You can draw. Keep this feature pretty please!!!! I found another interesting bug. Fly all the way to T1 corner (I was using shift to speed up). TEH MATRIX IS ALIVE!!1
Drake7707 Posted January 18, 2007 Author Report Posted January 18, 2007 didn't i mention that in any post ?
Drake7707 Posted January 19, 2007 Author Report Posted January 19, 2007 ahhh but that's where you're wrong Undo should be fully functionnal with ALL selection / map features now... I increased the default number of undo steps to 20 ; there will be an option for that soon. I'd like you guys to test undo/redo functionnality, and tell me if you notice any problems or weird behaviour. I had to change a lot of things to get this working, so maybe something else broke in the process... But as far as I know, it's pretty solid. Other pre-release attachments in other threads will be removed, cause I'm almost out of attachment space Other stuff:-While map testing, ship has energy and will warp on contact of wormhole or special tile 242 ( i think )-Try holding B while testing map... it's quite beta for now, but the point is to eventuallly see bomb lines (with bounces) ; eventually, we might as well launch a bomb and allow to center camera on it while it flies-You can also place Left/Right tiles where your ship is with Q and W... however I think these can't be undo'ed yet... Not sure if it'll stay anyway <-- see Prerelease topic
Samapico Posted January 19, 2007 Report Posted January 19, 2007 Heh. By the way these tiles can't be undo'ed yet... I just added that quickly to be able to see my ship's path to debug the physics
L.C. Posted January 20, 2007 Report Posted January 20, 2007 Wow IPB is really stupid and buggy. http://www.hlrse.net/dumbipd-post.txt For some reason IPB redirects me to a Forbidden Access page to "index.php?" when I try to paste or update my post with that.
Samapico Posted January 20, 2007 Report Posted January 20, 2007 I didn't quite get that part: You want to be able to do stupid stuff like: ? Else I don't understand what you mean by 'not overlapping' ... and WTF when I open a .png file from the explorer, paint shop pro 7 gives me a 'this is not a valid workspace file' error, then crashes... WTF
Witchie NL Posted January 20, 2007 Report Posted January 20, 2007 yeah thats a bug in PSP. Save the png and then open, it will work then. Atleast... that fixed it for me.
Samapico Posted January 20, 2007 Report Posted January 20, 2007 it seems to be fixed... i changed default opening program to something else, then back to psp... and its fixed... weird
L.C. Posted January 20, 2007 Report Posted January 20, 2007 Yup! That kind of overlapping. The wormhole tiles are overlapping. Let us have the toggled ability to do that to non-1x1 tiles. Come to think of it, it's exactly the same as Tile #242, except that it has gravity physics. All you have to do is "remove" the graphic for the wormhole to make it nothing, or center a 16x16 tile in the center of 1-frame of Wormhole animation. Hmm, too bad it isn't solid, does not warp your ship in any way, but has gravity. By "not overlapping," I mean is when you try to do stupid things like that without being in a ship with the pencil/line tool or whatever, DCME will delete the ones overlapping. EDIT :: Question, on the radar in Subspace it shows that there is no tile in the center of it..could that be 242? Another question. Sama, could you play around and see if you could place a tile (any 1x1 will do even) over another tile? For example, placing a 1x1 tile over the origin of a wormhole, asteroid, or space station. See if you can "exploit" Subspace/Continuum into it. I want to know. Have you thought of allowing the user to also with the mouse cursor select their ship on the screen/map, and drag and drop it somewhere on the grid they are flying on? Wahaha! I was able to lay a spacestation and -completely- put safety tiles over the entire thing...and the space station is still there! I even put some doors, a wormhole, safety, goal, and warp tile into the spacestation. lol this is fun. You've got to add a few more options Sam. The option of whether a wormhole will warp you or not (includes 242).messedup.rar
Samapico Posted January 20, 2007 Report Posted January 20, 2007 Actually, if I give the option to enable special tiles overlapping, I will simply place tile ID's as they are placed in the actual lvl file. Which means, only a 220 (for wormhole, for example) tile is placed at the top-left corner of the object. I can't remove its graphics cause that's not how it will appear ingame. If you want non-graphic wormholes, you have to modify the .bm2 file from a lvz. And I'm !@#$%^&*uming the no-tile-in-center on the radar is... emm... good question... but it's probably what gives the gravity. I never noticed that, I wonder if it's because there are wormholes overlapping. Usually I don't think it appears like that. And tile 242 does warp your ship on contact Another question. Sama, could you play around and see if you could place a tile (any 1x1 will do even) over another tile? For example, placing a 1x1 tile over the origin of a wormhole, asteroid, or space station. See if you can "exploit" Subspace/Continuum into it. I want to know.Interesting question, you can try it yourself by placing special objects with your ship, and activate 'show tile numbers' , you'll know where you can place tiles. Have you thought of allowing the user to also with the mouse cursor select their ship on the screen/map, and drag and drop it somewhere on the grid they are flying on?No, I was wondering what could the user do with the mouse in map test... I guess a simple click & warp could be cool.
L.C. Posted January 20, 2007 Report Posted January 20, 2007 I can't remove its graphics cause that's not how it will appear ingame. If you want non-graphic wormholes, you have to modify the .bm2 file from a lvz.Exactly what I was meaning. And tile 242 does warp your ship on contactAlready knew that. Interesting question, you can try it yourself by placing special objects with your ship, and activate 'show tile numbers' , you'll know where you can place tiles.Well I don't want the wormhole to warp me, for example. If you try messedup.lvl, for another strange reason those wormholes don't seem to be warping you (note that the entire field isn't perfectly fully covered and there are some "holes"). I thought maybe it's because I had placed another wormhole perfectly over another wormhole (it'll look like its 1 wormhole, but actually a double-layered wormhole); or it might be that the individual wormholes have a wormhole/wormhole origin in every single unit of its dimensions (so you draw a wormhole at [0,0], [0,1,], [0,2], and [0,3] - you have 4 total-extra wormholes, one of the 4 which are drawn to one of the units/coordinate of the first row of a wormhole; a wormhole is 4x4 in dimensions, so it has 16 units/coordinates). I was able to completely cover a spacestation with safety. It actually appeared as if the spacestation wasn't even there, but actually, it was under the patch of safety. Seems like you can drill a path through these space stations with the safety. Hmm, you could create "space station ports" like this. All the tiles have an origin: the first coordinate of their dimensions, or [0,0] (the first tile, or very top left corner tile), is their origin. Despite it being there origin, under normal and safe editing, you should not be able to place another tile over their origin. Under the absolute normal conditions of mapping, you should not even be able to "overlap" a tile with another tile (like the easy example of the wormholes). However, under this tile manipulation editting, you can even place a tile over another tile, as it seems. I may be wrong, but that's just what it appears with these non-1x1 tiles (and I mean non-1x1 tiles!). I bet DCME already does the job of literally replacing (or deleting then drawing) 1x1 tiles, but if you apply 1x1 tiles to non-1x1 tiles, you can place them over the origins of the non-1x1 tiles. You can place non-1x1 tiles over the origins of other non-1x1 tiles. Hmm, I wonder if it's possible to control the layers of tiles (well of course, but that's not exactly what I mean). For example, which layers are above or below other layers and how is that controlled?
CRe Posted January 20, 2007 Report Posted January 20, 2007 u should check this out for the next release http://forums.minegoboom.com/viewtopic.php?t=6801
Samapico Posted January 20, 2007 Report Posted January 20, 2007 would be a cool feature for tileset editor, indeed.The only difficulty I can think of is that the 'body' of a tile can be 4 pixels large as it can be 16 pixels large... so when generating the corners, it changes alot. So it would have to use a background color (default: black)
CRe Posted January 20, 2007 Report Posted January 20, 2007 but it would be the most useful feature for mappers. I recommend u guys give it a try.
L.C. Posted January 20, 2007 Report Posted January 20, 2007 http://www.hlrse.net/Qwerty/dcme2_a.gifhttp://www.hlrse.net/Qwerty/dcme2_b.gifhttp://www.hlrse.net/Qwerty/dcme2_c.gifhttp://www.hlrse.net/Qwerty/dcme2_d.gif Hey Sam, you should make a temporary mod to DCME that will save the maps in human readable format instead of the *.lvl format so you can see how "tile layering" is written out. Maybe you could implement a Photoshop CS2 look-alike-layers feature to DCME. Although you may think it's useless now, maybe someone might think of a use for layered tiles.
tcsoccerman Posted January 20, 2007 Report Posted January 20, 2007 Somoene in halo already did this somehwo, but you could put all fly under tiles over solid tiles so you are steering youre ship without seeing it in a maze. KInda cool? could be a arena.
L.C. Posted January 20, 2007 Report Posted January 20, 2007 I kinda doubt that's what they did. I think the tile they used and the fly under tile they used had the same graphic, according to how you describe it.Could also be done through LVZ, but I doubt this was used too...then again you could just make a big ~768x768 image for LVZ that has a tile graphic looping over and over, and is displayed above tiles in-game. Then black/invisible but solid tiles could be used under the LVZ. Try ?go maze and ?go maze2 in SSCI Dragonball Z though, if you want an ultra huge maze (read the zone's MOTD under the Arena category, you MUST download and install it via HTTP).
Drake7707 Posted January 21, 2007 Author Report Posted January 21, 2007 ultra huge maze = piece of cake if you can open the lvl & edit the tileset (Just give the fly under tiles a different color); if you have lvz you can even fly it in dcme without having the lvz overlayed (simply because lvz isn't supported yet lol ). That are some weird bugs you found there. Sama redid the special objects saving/loading and the entire undo/redo system (which i think 1 or both can be the problem), so i'm not gonna tamper with his code; he'll prolly fix it tomorrow And there are no different layers in special objects in continuum. It all depends what is drawn first, my guess is that it starts from top left to bottom right; resulting in any object that has its left top more to the left or top of a tile or another object's left or top behind that latter object (because it's drawn first duh). That those objects are defined as 1 tile, which happen to be the left top results in no checks on the tiles that it should cover (i think that's rather a bug than a feature, because a space station is blocked over the whole area, so that's been kept in mind)
Samapico Posted January 21, 2007 Report Posted January 21, 2007 Well, these overlapped special tiles were drawn with TestMap Q/W, and that doesnt check for existing special objects & delete existing object and all that stuff... So it's "normal" that they appeared that way in DCME. What is surprising is how continuum handles it... a wormhole graphic 'behind' a space station? wha... weird. I just wonder what happens if you lay solid tiles over special objects... But hemmmm... seeing as it is supported by Continuum, there "might" be some use to do that kind of weird stuff... so yeah maybe there will be an option to enable special objects overlap (probably in an 'advanced' tab of settings )
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