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Posted
LVZ importing is slowly coming together... haven't got any time to work on that during the week... so... hmm... still a couple of lines to write before I can test that... I hope it works on the first time :( (but I doubt it will)
Posted

Uh... Why all that code in frmLVZ? Why not just declare a new LVZdata in there, and use its own functions?

 

And for handling files of an imported lvz... what happens now is that I create a folder with same name as lvz, and unzip all files there; I guess that will do fine

Posted

OK it kinda works, it needs some adjustements for animations though (it should not bitblt the whole image ; lvzdata should have a function that returns the 'displayable' width / height of a mapobject by checking its imageId, and then referring to the ImageDefinitions() to read framesX and framesY)

 

There seems to be some issues with refreshing the list after importing too... but I just called every subs that seemed to refresh stuff at the end, so I don't know maybe something's wrong there blum.gif

Posted
Uh... Why all that code in frmLVZ? Why not just declare a new LVZdata in there, and use its own functions?

 

And for handling files of an imported lvz... what happens now is that I create a folder with same name as lvz, and unzip all files there; I guess that will do fine

 

heh, there were only 3 methods at first ... and yeah you could create a clone of the lvzData from frmmain to put into frmLVZ :/

Posted
Good to hear its comming together.

But you do know that DCME is already REALY slow on a P3 (1ghz) pc?

Time for me to buy a new pc for DCME :o

Well, its speed doesn't seem to be related to the processor that much ; my old P3 550 could run it fine, but some school pc (old P4 I think) was really slow...

The video card seems to be an important factor though, make sure you got latest drivers...

Is it slow just when drawing? Or whenever the preview needs refreshing?

There are some features that are known to be pretty slow... wall tiles... moving selection (we could improve that by making the selection array resized all the time (0 to boundaries.right - boundaries.left) , and change getIsInSelection to return isin(x+boundaries.left,y+boundaries.right) , and return false if its not even in the array ; same for getSelTile() ; so when moving selection, it would be 110234x faster since we'd just need to change the boundaries instead of updating the whole array)

Drawing complex shapes is also pretty slow, (and even more if using walltiles or larger width), like cogwheels or ellipses. For these you can use 'render width only after drawing' or something like that if you want to use larger width.

You can try disabling tile preview too, but it shouldnt be that much of a slowdown now...

 

So... emm... maybe that didnt even make sense cause I just woke up and I'M still sleepy... so... emm... back to bed .. zzzzZZZZzZzzzzzzz

Posted

Its slow when drawing lines/pencil or any of those.

the rest is working normal.. ive updated my driver yesterday (coz of OpenGL problems, which are fixed now) Ima test it right away. sec....

tick tack

tick tack

tick tack

 

Ok seems to be around 20 times faster indeed! a bit slow in drawing the tiles but thats not a problem. blum.gif

Lets just say i can work with it again now. THANKS

Posted
Almost done exporting lvz... my file has just 2 extra bytes for some reason... gotta find them and then it should work blum.gif Kinda hard to find, because there is compression involved, and the order of stuff is not necessarly the same when loading and when saving... i know its in objects definitions though, cause simple file lvz's work fine
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