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Posted

OMG! I just saw this thread... and... OMG... :swift: :swift: :swift:

 

You can't imagine how much time I lost using f(?/$&( windows calculator to multiply by 16 and F?(&(& editing text in Notepad... The easiest way I found to do all that -*BAD WORD*- was a excel sheet lol... For image tiling it was pretty easy.. just entered the coords of the first image, its size, then it was all calculated, had colums with "," and all that so I could copy that directly in notepad... but.. omg that program seems to be what every LVZ developper was dreaming of... angel.gif

Posted
I think he said, initial testing will be released to those who have a strong foundation on how lvz's work. Then it will be released to a general public beta. Let me know if I'm wrong. <_<
Posted

The subspace developers community need this ;) . If you need some testers for it, you can send it to me (email is in my sig). I will give some full feedback on what needs to be fixed.

Already it looks awesome - keep up the good work - people need this ;)

 

http://www.meta4creations.com/office-thumbs-up.jpg

 

-MMaverick B)

Posted

still plugging along, doing mostly boring user control, and error checking now. just in case anyones wondering.

 

not sure how itll be for beta, but i want the editor to handle even corrupted/bad files and try to make some sense out of them. notify you apon loading of any numbers out of range, any LVZ attribute thats not valid...but still try to load.

 

so basically you could open a large text do-*BAD WORD*-ent, plug some lvz lines here and there, and as long as its a valid map postion, and a valid image, it would show it. hehe

 

i suppose i could just say, any existing ini's must be totaly valid...meaning buildlevel must be able to compile them without any errors. before you would even attempt to laod it in the editor, and just have it spit out one generic error and cancel the open......

 

much easier for me. not quite as nice of a program.

 

as far as stability goes, from all i can tell its rock solid. i had the whole program written and pretty much working like have seen. without a single onerror statement, or any error getting raised, except for in the file loads and writes. which means the program does not hop all around, most things will just drop through instead of failing or generating an error. and this is good sign. time will tell i suppose.

Posted
How big is the executable size now and how big do you think it will get during open beta? (!@#$%^&*uming there is only one .exe and I doubt it is possible to statically link DirectX).

I'm guessing anything between 100k-400k uncompressed (hmm, this is VB so +/- a couple of megs). No need for a patch system if it's only that big. In which case you can have a 'check for updates' menu option that opens your browser to something like http://znz.ssc.com/conted.php?update=12345 where 12345 is a CRC (if you went with compressed undo then zlib can do this). Then you can match the CRC to a version and dynamically create the rest of the page that way. Also no need to fiddle with a firewall as it uses your default web browser.

missed this one...

 

i think the program exe itself will end up being around 300-400k its 250 as of last screen, but alot still missing.

 

but...since this is VB here blum.gif ill most likely have to include some control files, and a resource file, and a small sample lvz setup. i like the sound fo an updater, but i dont think ill get to that, at least not any time soon.

 

the zip itself should not exceed 200-300k(controls ususally compress really well) and thats managable for even a really crappy connection.

Posted
SSME is 216kb zip compressed. CLE binaries are 381kb zipped. Your program should do what it does, and a whole lot more. I think if you do get it to a 400kb zip file, then you shouldn't worry at all. 500 or 600kb isn't hurting anyone. Of course, the smaller the better.
Posted
...  Of course, the smaller the better.

I dont think thats always true....

 

Meh, im about to do some huge lvzs but its mainly going to be screenobjects. The Mapobjects will be a pain in the donkey for tiling it, if Im not lazy and i firgure out where to place each tile pixel by pixel X_X

Its going to be poker. and thats manual. Its gonna take forever... It took forever just to write out the File=s blum.gif (its like 72 images and 4 bongs X_X)

so this might not work for that program. But its going to be hand typed, which will kill me.

 

I still would LOVE to test this though blum.gif

Posted

I want,.... I want, i dont care how big it is, how buggy it is, I want.....,

and will those sad noobs stop spamming, cant wait for it, cant believe it wasnt made ages ago its such a simple concept but imglad its being made plz notify

me asap, if possible, PLz PLZ PLZ.... now

NOW

 

] ]\ \] [ [ || ] \ \ / \ / /

 

smile.gif smile.gif smile.gif

Posted

by the time this come out i would have gone off subspace...

which is happening allready, i only cam back to it again

last time becuz i was deleting crap off my hard drive and

found a .zip with all the stuff in

but dont let me rush u...

-DJ muppetmaster-

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