Jump to content
SubSpace Forum Network

Recommended Posts

Posted (edited)

The following menu items do not have keyboard accelerators:

  • File -> Save without eLVL
  • File -> Open Autosave
  • Edit -> Edit Tile-Text
  • Edit -> eLVL attributes
  • Edit -> Manage LVZ
  • Options -> Show Regions
  • Options -> Show LVZ
  • Selection -> * -> Left Selected Tile
  • Selection -> * -> Right Selected Tile
  • Selection -> Delete selection
  • Window -> Toolbars
  • Window -> 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 blum.gif
     
    General ramblings:
  • Opening a level caused DCME to give me an error one time (and not any other times):

    26.07.2007 12:35:16 --- Drake Continuum Map Editor (v3.1.10) starting...
    +++ OtherInstance 0
    +++ openedMapByArgs False
    Un!@#$%^&*led 1 @ NewMap, path = '' usingDefaultTileset True
    Un!@#$%^&*led 1 @ NewMap, DefaultWalltiles =
    Un!@#$%^&*led 1 @ NewMap, DefaultTileset =
    Un!@#$%^&*led 1 @ InitTileset, tilesetpath= Default usingDefaultTileset True
    +++ Last update: 26-07-2007 - Update period: 2
    DCME ready
    Devashiu6.lvl @ OpenMap, Opening Map... H:\Games\Continuum\zones\SSCI Devastation\Devashiu6.lvl
    Devashiu6.lvl @ OpenMap, Tileset found
    Devashiu6.lvl @ OpenMap, Bitmap info header:
    --- Color Depth: 24
    --- Size: 304x160
    --- BiSizeImage: 145922
    --- Compression: 0
    Devashiu6.lvl @ OpenMap, Bitmap info header:
    --- bfType: 19778
    --- bfSize: 145976
    --- bfReserved1: 0 (0)
    Devashiu6.lvl @ Openmap, BMPData is read from lvl file
    Devashiu6.lvl @ OpenMap, no eLVL data found
    Devashiu6.lvl @ Openmap, usingDefaultTileset False
    Devashiu6.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 False
    Devashiu6.lvl @ OpenMap, tile data starting at 145977
    Devashiu6.lvl @ OpenMap, 28073 tiles loaded. Now at 258273
    *** Error 52 (Bad file name or number) in frmGeneral.OpenMap
    Unloading frmMain(0) 0 0
    +++ Closing map Un!@#$%^&*led 1 (ID: 0)
    Unloading frmMain(1) 0 0
    +++ Closing map Devashiu6.lvl (ID: 1)
    DCME ended successfully

    Samapico: 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 quick
    Don'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 smile.gif Don't know if it's doable ô.o
  • In "Test map" mode (real nice, by the way :mellow: ), 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 lazyness
  • I notice you are not drawing tiles with transparency. Was it too slow? If it works fine, it would be good to have.
    transparency.png
    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 that
    What 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 smile.gif

Edited by Drake7707
Comments
Posted
"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 smile.gif 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 :( ermm.png

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...