Smong Posted April 10, 2007 Report Posted April 10, 2007 Can you save the tile text !@#$%^&*ignments into the level? Also maybe then add a "Save without DCME junk" option, although make that low priority since I can't imagine a bunch of character -> tile index mappings making the .lvl noticeably bigger. Another suggestion is to allow deleting of individual !@#$%^&*ignments, currently 3.1.1 is only letting me clear the whole lot. Quote
Smong Posted July 18, 2007 Author Report Posted July 18, 2007 Bump. At least make this save in DCME settings. If you want to be fancy you could hash the tileset and use the hash as a key to decide which set of !@#$%^&*ignments to load. Quote
Samapico Posted July 18, 2007 Report Posted July 18, 2007 hm ok... I'll add a eLVL chunk for tiletext data, and I'll make it so it only saves those different from default. While I'm at it, I'll probably add the walltiles in eLVL as well. It shouldn't affect the size much... The DCTT (tiletext) chunk will have a 8-bytes header, + 1 byte per character. The DCWT (walltiles) chunk will have 8-bytes header, + 16bytes per walltiles setSo a complex map with say.... 50 characters and 8 walltiles set would be: 58 + 136 = 194 bytes larger... I doubt anyone will notice the difference Actually, for flexibility, each walltiles set should be in a separate chunk, in case we want to include different types of walltiles set in the future... So it would take 24 bytes per sets in that case. I'll probably be able to pick up some time this weekend... If I can kick my !@#$%^&* hard enough to stop procrastinate on my homeworks, that shouldn't be a problem Quote
Smong Posted July 19, 2007 Author Report Posted July 19, 2007 Add this bit too please:Another suggestion is to allow deleting of individual !@#$%^&*ignments Quote
Samapico Posted July 20, 2007 Report Posted July 20, 2007 the whole !@#$%^&*igning thing is ugly anyway, we'll have to change it someday Quote
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