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Posted

wow... now that I'm checking this stuff without being too sleepy, there was still alot of things to do hehe...

should be much more usable in an hour or so...

Posted

updated with my the work i've done tonight... mapobjects actually display right now smile.gif

you can drag them around with LVZ tool

animated images display correctly (and animate at each display refresh)

Posted

First thing i found was Import LVZ crashed DCME...

Popup msg said Stop Error Encountered, i dont know if that stuff goes into Debug log?

 

Could it be long filename problem? i was getting the LVZ from c:\games\continuum\

though it did extract the lvz to DCME's directory by the looks...

 

Will post more if i find anything smile.gif

Posted

For i = 1 To SectionCount
		'there are sections
		Get #f, , header
		
		If bytesToString(header.FileType) <> "CONT" Then
			'Bad compression header, do not use
			Stop
		else
		   [...]

you sure the lvz is not corrupt?

did it still import the whole lvz? or some stuff was missing?

 

another one here...

If (zlib.DecompressData(CompressedData, CLng(DecompressedSize))) <> 0 Then
'error occured
Stop
Else
[...]

could u attach that lvz file?

I'll also change the Stop for more informative msgboxes...

Posted

When you import an LVZ with "Import LVZ" button:

It doesnt repaint so the imported lvz doesnt show up in the list, untill you click some tab in the lvz window.

It doesnt show the included files when you imported an lvz.

 

You made an lvz and clicked add new image...

selected it and click remove image: It returns error, Run-Time error '9': Subscript out of range.

Clicked 1 of the image's value's given in the textfield at the top right of the window: Run-Time error '380'. Invalid property value.

 

 

To tired to look for more of them,

 

- Witch

Posted

Right, it seems it was the lvz (i found a few like it) tho i don't know what program was used for compiling the lvz...

Some or the ones i tried im pretty sure were done with the same method of creation but seem fine.

And its not actually crashing DCME fully now, just hangs the program u can click on anything, but nothing happens.

 

1st LVZ: annoy1.lvz

As far as i can tell all sound files are there...

but none of the images (png's) or ini...

Decompressed fine with 'lvztoolkit'

 

2nd LVZ: cnb.lvz

With this one theres only an image in it (i made this one)

was compiled fine, works fine in-game...

But wont work with DCME, it hangs it.

 

So off i went and tried debuild with 'lvztoolkit' again...

And hullo... an error, Object header invalid frantics.gif

 

So i guess it needs something to check for corrupt files/headers etc?

The import worked fine with a few other lvz i tried, these 2 it didn't like.

 

Oh and onto the wish list!

  • An export to Continuum directory Button/function after its compiled lvz!
  • Could it perhaps put the extracted lvz folder into a sub directory?
    /DCME/lvz/ ??? i like less clutter + more organization clapping.gif

shiftyninja.gif

1annoy.lvz

cnb.lvz

Posted
if compressed size = uncompressed size it means that compression is not used, so it might be the second one (zlib.DecompressData)

oh yeah i remember about that now... will fix that

Posted

for 1annoy.lvz , it was what bak said. non-compressed files were in there. Fixed smile.gif loaded fine, and these animations scared me lol blum.gif

 

for cnb.lvz, the object definitions header is definitly wrong. I changed error messages to make it clear.

 

Updated first post with new revision

Posted

For some reason, reading and writing clv2 screenobjects coordinates isnt working...

I read the mode fine, but the coordinate read was 3936 instead of -160, and 3968 instead of -128...

errr... just realised something...

 

4: [low 4 bits x_coord] [ 4 bits x_type]

5: [high 8 bits y_coord]

 

hmm... probably has to do with the sign bit... where the !@#$%^&* is it in there...

oh right...

 

maximum is... 2047, and minimum is -2048 ... ew.. hm ok. will fix later

 

just noticed i forgot to save before uploading source.. so its not up to date... too lazy to fix now blum.gif

Posted

Preview working (with animations too)

not fully done... it still needs scrollbars (or stretch) for larger images, and centering for smaller images... but for now it's good smile.gif

 

also, stuff actually works now blum.gif

so it should be more 'testable' now...

 

added some tooltips for detailed description of each property (only 2 properties done in mapobjects for now)

 

updated first post with 2.5.3

Posted

You should resize the image preview with zlib...

Its only a preview, so make it a square box and resize to fit if its too big.

And show a note that its resized and the actual size...

 

Also scrolling the map with lvz is really choppy...

When u zoom out with lvz on it seems to have a hard time processing it,

and because of this trying to scroll anywhere even with the

scroll bars it all most seems like its hanging.

 

Perhaps only show the regions on the map that the lvz's are placed on when zoomed out?

Like elvl but with some thing that defines the blocks/areas as lvz and some info

of what that piece of lvz is... object name/filename etc...

 

And only render the lvz objects in normal upclose views like CLT does.

Cos i only see the lvz images on map zoomed out, it just flickers a slight

line of the image on the bottom corners of screen in the normal view.

 

Its still early days though :D

Keep up the great work!

Posted

didn't feel any slowness when i imported my map that has alot of lvz's, but they were small images and my computer is probably too fast now anyway blum.gif

i'll try your files later today though

 

one problem now I think is that the images get drawn on Preview, not on Level. So they are completly redrawn everytime.

the advantage of drawing them on preview is that it is possible to animate them

a problem with that, however, is that the tilepreview screws up the image when going over it. So I had to make redraw all lvz's where the preview cursor was everytime it moves... thats probably what causes the problem

 

layers are also a problem for now...

 

and when zoomed out, if you have large lvz images, it might be very useful to still see the lvzs

 

as for resizing preview, I know that, I said it wasn't fully done in the post blum.gif

Posted

Oh, and something for the future...

More Wishlist blum.gif

 

When 'Testing on the Fly' auto turn off gird if user has it on and then back on when they stop?

A function/button to remove all special tiles/or group of tiles ?

Posted

i had the idea long ago already... but i didnt come up with any solution on how to do it...

it's quite easy to disable the collision of door tiles temporarly, but hiding its graphic is a bit tricky...

like it is now, when you move the view around, the part that was visible, and is still visible, is simply re-copied completly to avoid unnecessary redraws and refresh time... so a desactivated door would need to trigger a full redraw, without doors... and that might not be ideal

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