»SOS Posted July 26, 2007 Report Posted July 26, 2007 (edited) The following menu items do not have keyboard accelerators:File -> Save without eLVLFile -> Open AutosaveEdit -> Edit Tile-TextEdit -> eLVL attributesEdit -> Manage LVZOptions -> Show RegionsOptions -> Show LVZSelection -> * -> Left Selected TileSelection -> * -> Right Selected TileSelection -> Delete selectionWindow -> ToolbarsWindow -> Toolbars -> *The "Jump to..." window could be bigger and easier to handle that way. The buttons on it are somewhat cramped (too small), as well.Alt+Key to open a menu also activates the tool with the same letter.Samapico: These shouldn't be too hard General ramblings:Opening a level caused DCME to give me an error one time (and not any other times):Spoiler! --Click here to view--26.07.2007 12:35:16 --- Drake Continuum Map Editor (v3.1.10) starting...+++ OtherInstance 0+++ openedMapByArgs FalseUn!@#$%^&*led 1 @ NewMap, path = '' usingDefaultTileset TrueUn!@#$%^&*led 1 @ NewMap, DefaultWalltiles = Un!@#$%^&*led 1 @ NewMap, DefaultTileset = Un!@#$%^&*led 1 @ InitTileset, tilesetpath= Default usingDefaultTileset True+++ Last update: 26-07-2007 - Update period: 2DCME readyDevashiu6.lvl @ OpenMap, Opening Map... H:\Games\Continuum\zones\SSCI Devastation\Devashiu6.lvlDevashiu6.lvl @ OpenMap, Tileset foundDevashiu6.lvl @ OpenMap, Bitmap info header: --- Color Depth: 24 --- Size: 304x160 --- BiSizeImage: 145922 --- Compression: 0Devashiu6.lvl @ OpenMap, Bitmap info header: --- bfType: 19778 --- bfSize: 145976 --- bfReserved1: 0 (0)Devashiu6.lvl @ Openmap, BMPData is read from lvl fileDevashiu6.lvl @ OpenMap, no eLVL data foundDevashiu6.lvl @ Openmap, usingDefaultTileset FalseDevashiu6.lvl @ SearchWallTiles, Searching for: H:\Games\Continuum\zones\SSCI Devastation\Devashiu6.lvl (walltilepath: H:\Games\Continuum\zones\SSCI Devastation\Devashiu6.wtl)Devashiu6.lvl @ InitTileset, tilesetpath= H:\Games\Continuum\zones\SSCI Devastation\Devashiu6.lvl usingDefaultTileset FalseDevashiu6.lvl @ OpenMap, tile data starting at 145977Devashiu6.lvl @ OpenMap, 28073 tiles loaded. Now at 258273*** Error 52 (Bad file name or number) in frmGeneral.OpenMapUnloading frmMain(0) 0 0+++ Closing map Un!@#$%^&*led 1 (ID: 0)Unloading frmMain(1) 0 0+++ Closing map Devashiu6.lvl (ID: 1)DCME ended successfullySamapico: This one's kind of weird... Did it load the map successfully? The log indicates all the data's been loaded fine, but it crashes 'after' that... Might have been triggered by the automatic autosave that is done after opening a map, since the map wasn't saved... I'll test some stuff with directories that should exist that aren't there and stuff like that...Yeah, it was loaded fine. The "Un!@#$%^&*led" default map should disappear if you open a map and have not changed the default map.Samapico: True...I could use a File -> Revert item to reload the file, in case I messed up my map real bad.Samapico: For now, DCME creates an autosave right after the map is opened. I guess it could be possible to keep a temporary copy separate from the autosaves that can be loaded with File -> Revert... good idea.No need for a copy, just reopen the file with that button.Is the Undo list really only 20 items long? I often want to undo more than DCME offers. Make this much bigger. 50.Samapico: I actually wanted to make that customizable. But yeah, since we made all the selection actions add to Undo list, 20 steps gets filled up pretty quickDon't make it customisable. Make it so big nobody would ever think about having to change it."Custom Shapes" implies that I can stick my own custom shapes in there. It does not seem so. Better would be "Other shapes".Samapico: True that; But you gave me an idea there Don't know if it's doable ô.oIn "Test map" mode (real nice, by the way ), the mouse cursor's "tile box" is still shown. It should not be. Especially since the mouse tiles do not match up with the moving play-world tiles.Samapico: Yeah I noticed that; blame my lazynessI notice you are not drawing tiles with transparency. Was it too slow? If it works fine, it would be good to have.Samapico: I don't really understand this one... are the very-dark lines part of your tiles? Did you add them yourself? Cause they clearly shouldn't be there ô.o. Or is it a lvz behind the tiles? Or a region? And yes, using transparency increases the drawing time 2x to 3x... Might be eventually possible to make this more efficient though. Drake probably knows more than me about thatWhat I am saying is that the red lines disappear where there is black (=empty) space in the tiles. The emptyness of the tiles overwrites the grid, which would not happen with transparent drawing.Drake7707: i can speed up transparency with 2x but only on windowsxp (using TransBlt from windows api, rather than the implementation we have now, only on xp however because there's a memory leak in the api in previous windows, so we'll have to check which windows version the user is using and use the appropriate transparentblt. (However, it's still (much?) slower than bitblt, but it might be worth a shot)It used to download updates into the WORKING directory, not the program directory. Is this fixed? I have latest version, so I cannot check.Samapico: I remember reading this, but I never understood... It clearly should download in App.Path. Did it always happen?It always happened, yes. Maybe there are other file management steps after the App.Path one? Do you copy anything after extraction?All in all, I think DCME is starting to take shape. Not too many bugs and the features are quite nice. Very good, for a player made editor Edited July 28, 2007 by Drake7707 Comments Quote
Drake7707 Posted July 27, 2007 Report Posted July 27, 2007 "Custom Shapes" implies that I can stick my own custom shapes in there. It does not seem so. Better would be "Other shapes".Samapico: True that; But you gave me an idea there Don't know if it's doable ô.o if it involves having a form where users can draw lines on and circles saved as vectors (like start & end points for lines and center & radius for circle) to create their own shapes and the extrapolate that to the coordinates of the bounding rectangle when you draw it on the map, then it's not yours idea but then you stole my idea from my mind Quote
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