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New Windows 3D Editor


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tridash tridash

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Posted 04 April 2012 - 01:34 AM #36 New Windows 3D Editor

Yeah, it's still all in the multi-window branch. I think for Chivalrous Chitrach I'd (at a minimum) like to make the interface look and function the same as the mac version (i.e. the new tools palette and properly recalculating 2d view size) and bring over the item/monster placement like floors etc. from the mac version. Probably also some kind of double-buffering for the main window so it doesn't flicker when resizing. If I don't break anything with that, I guess I can clean up the code for that version a little and merge it back to trunk.

edit: if you're a windows-using scenario designer please do use this and complain about it if something's broken

BJearles BJearles

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Posted 04 April 2012 - 06:21 AM #37 New Windows 3D Editor

I just took a look at this for the first time, and I must say it's looking awesome.  Do have one complaint though, when I minimize the editor and then restore it all I can see on the main window is the background.  To fix it I have to close the editor and reopen it.
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tridash tridash

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Posted 04 April 2012 - 09:38 AM #38 New Windows 3D Editor

Unfortunately it looks like I broke that in the latest version frown

will definitely be fixed for next version; I've ported copy + pasted the automagically resizing 2d view thing over from mac version now

edit: so here's the done/todo so far, will update this:

done
  • large/small 2d views automagically resize now with the window
  • 'realistic' 3d view now has the draw distance changing with the window size
  • started to bring tool handling in line with mac version
  • fix broken restore from minimise
  • tooltips should now show properly when editing outdoors
  • fixed flickering in main window
  • moved drawing mode change buttons to tiles window and view mode change buttons to main window
  • allow sounds to be turned off via edit menu
  • fix misplaced 'OK'
  • normalised spray behaviour with mac version


todo
  • bring tool handling in line with mac version (port)
  • place monsters/items from tiles window like floors/terrain (port)
  • reshuffle tools so like in mac version (port)
  • resizable tiles window (kind-of-port)
  • resize town / delete current town (port)


Iffy Iffy

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Posted 07 April 2012 - 04:33 PM #39 New Windows 3D Editor

I'm really liking the new editor. It's very nice being able to resize the window so I can see more of the terrain.

One little quirk I've noticed though while editing the outdoors. When you hover over the option to set town entry boundaries, it says "place terrain script" even though it is still just the town entry.
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Ishad Nha Ishad Nha

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Posted 07 April 2012 - 09:48 PM #40 New Windows 3D Editor

May be a misplaced text string inside the Editor, click on a square to see what happens.

tridash tridash

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Posted 08 April 2012 - 03:53 AM #41 New Windows 3D Editor

I think I forgot to have different tooltips for outdoors vs town, I'll make sure I get that fixed for the next release.

Ishad Nha Ishad Nha

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Posted 08 April 2012 - 07:43 AM #42 New Windows 3D Editor

Both Functions in the fourth line work properly outdoors, from what I can see, it is just that the tool tips descriptions are wrong.
There is also a misplaced OK near the bottom of certain dialog screens like those created by the two functions. Probably an artifact of compiling with Visual Basic, I have no idea of what the solution is.

tridash tridash

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Posted 12 April 2012 - 06:12 AM #43 New Windows 3D Editor

ok, here's what Chivalrous Chitrach looks like at the minute:

*click*

What features on the todo list a few posts up are important before this release, and which do people think can wait for Dapper Doomguard?

nikki. nikki.

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Posted 12 April 2012 - 07:02 AM #44 New Windows 3D Editor

That's looking pretty awesome. Personally I'd love resizable tiles, but I'm In no grea rush for them. smile

tridash tridash

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Posted 13 April 2012 - 06:31 AM #45 New Windows 3D Editor

ok, so it looks like the spray can on windows currently behaves differently to the mac one - it only seems to spray if the stuff it's spraying on is floor 0 / terrain 0 - is this right?!

I've changed it to be like the mac version (spray whenever) but can revert if people want it to stay the same

Niemand Niemand

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Posted 13 April 2012 - 06:42 AM #46 New Windows 3D Editor

Seems like the right thing to do to me. I can't fathom why the difference would have ever been there.
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tridash tridash

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Posted 24 July 2012 - 05:16 AM #47 New Windows 3D Editor

Sorry for the lack of updates regarding this, I'm planning to release what was done in April soonish and then make some more changes from the todo list. Anything else people want not on the done/todo list?

Ishad Nha Ishad Nha

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Posted 25 July 2012 - 06:28 PM #48 New Windows 3D Editor

Get it out the door seems to be the best idea.

tridash tridash

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Posted 26 July 2012 - 07:51 AM #49 New Windows 3D Editor

here's Chivalrous Chitrach then, just stuff from April really

changes:


  • Large/small 2d views automagically resize now with the window
  • 'Realistic' 3d view now has the draw distance changing with the window size
  • Started to bring tool handling in line with mac version
  • Fixed broken restore from minimise
  • Tooltips should now show correctly when editing outdoors
  • Fixed flickering in main window on XP
  • Moved drawing mode (floors/terrain) change buttons to tiles window and view mode (realistic/2d/3d/zoom) change buttons to main window
  • Allow sounds to be turned off via edit menu
  • Fixed misplaced 'OK' in some windows
  • Normalised spray behaviour with mac version


you can get it here

please tell me how it works and what you want done that's not on the todo list

sylae sylae

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Posted 26 July 2012 - 08:43 AM #50 New Windows 3D Editor

i would like to formally recommend Diabolic Dervish for the next release tongue

tridash tridash

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Posted 26 July 2012 - 10:03 AM #51 New Windows 3D Editor

I'd been thinking Dapper Doomguard, but not really decided yet. Definitely need ideas for E tongue

tridash tridash

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Posted 23 November 2012 - 05:25 PM #52 New Windows 3D Editor

ok, time to do a bit more on this

done
  • place monsters/items from tiles window like floors/terrain (port)
  • resize town / delete current town (port)
  • resizable tiles window/pick tile size (kind-of-port). increase/decrease tile size with ctrl + and ctrl -
todo
  • bring tool handling in line with mac version (port) (planned version: Eccentric Eyebeast)
  • reshuffle tools so like in mac version (port) (planned version : F)
  • fix editor crash if try to reopen town after resizing it and not saving resize (this also happens on mac side) (planned version: Eccentric Eyebeast)
  • try to make windows/mac code more similar
  • clean up resizable tiles window a little (planned version: Eccentric Eyebeast)
  • make editor save tile zoom level and window location (planned version: Eccentric Eyebeast)
plan to release Dapper Doomguard when i've done icon for it

Triumph Triumph

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Posted 24 November 2012 - 05:06 PM #53 New Windows 3D Editor

Eccentric Eyebeast for E.  Just saying.

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tridash tridash

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Posted 01 December 2012 - 02:24 PM #54 New Windows 3D Editor

ok here's Dapper Doomguard, it has the things I said I'd done above and also tooltips for floors/terrains/creatures/items.

here's a not too great screenshot of it

probably best to be careful with the town resizing and 'delete current town' to start with, they seem fine but i might have made a mistake somewhere.

please let me know if it works/if you want any particular stuff done

Eccentric Eyebeast will be mainly a fixes release, F will likely do the tool interface changes and G might be a release that also gets a proper version number (1.2 maybe so some as mac version?)

sylae sylae

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Posted 01 December 2012 - 03:31 PM #55 New Windows 3D Editor

I'd like to propose Flirtatious Firelizard.

tridash tridash

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Posted 21 December 2012 - 05:26 AM #56 New Windows 3D Editor

ok, Eccentric Eyebeast is taking a little longer than expected, but on the plus side when it's done the windows editor will be substantially closer to the mac editor. It might well have the odd bug where I've forgotten to copy something over though, so it will probably need a bit of testing once it's out.

Currently I'm copy/pasting object selection code over, so that should be a fair bit better.

Depending on how buggy Eccentric Eyebeast ends up being, Flirtatious Firelizard could just be a minor fixes release then G the proper tools palette.

sylae sylae

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Posted 21 December 2012 - 10:28 AM #57 New Windows 3D Editor

Glamorous Gazer. Just sayin' :p

(seriously, with all this work on the editor I'm gonna have to make a scenario or something. Thank you for putting all this work into it!)

tridash tridash

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Posted 04 January 2013 - 02:32 PM #58 New Windows 3D Editor

....and now Eccentric Eyebeast

  • proper slider for tiles window - still needs background fixed
  • selection tool improvements: now highlights things in magenta; can properly select signs & waypoints now too
  • behind the scenes work and misc fixes

Download HERE.

Stuff's probably broken, tell me and I'll fix it.

I'm hoping in a couple of versions time it will be at mac v1.2 level.

Ishad Nha Ishad Nha

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Posted 12 January 2013 - 12:17 AM #59 New Windows 3D Editor

Porting with Eccentric Eyebeast, Valley of the Dying Things went okay but Of Good and Evil crashed after a few towns. With the original 3D Editor by Isaac, porting always failed and caused a crash to desktop. Niemand figured out it was a problem with the strings in the scripts being ported: topic "New Windows 3D Editor", page 2.

tridash tridash

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Posted 12 January 2013 - 06:23 AM #60 New Windows 3D Editor

Is this something I've broken? (i.e does an earlier revision of the windows editor on the svn work ok?)

Ishad Nha Ishad Nha

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Posted 12 January 2013 - 07:15 AM #61 New Windows 3D Editor

It crashed with Chivalrous Chitrach too. You may have inherited flawed code from my project. At one point there was a real hassle with crashes caused by errors during script porting. I never did figure out what the problem was.

tridash tridash

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Posted 12 January 2013 - 12:56 PM #62 New Windows 3D Editor

I probably won't look at it until I've finished porting the mac changes over unless it's something that I broke since windows svn r90 or so. Are there any editor versions where it actually does work?

nikki. nikki.

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Posted 12 January 2013 - 01:18 PM #63 New Windows 3D Editor

Only in Spiderweb's 2D editor, I believe. Of course, I can only talk about the Windows side; perhaps Niemand fixed it on the Mac side.

My gut reaction is to leave it - there is a way to port a scenario if people want to do so, and considering the fact that only a handful of people have ever expressed an interest in doing so, I'd say it isn't even low priority.

Ishad Nha Ishad Nha

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Posted 12 January 2013 - 06:14 PM #64 New Windows 3D Editor

It works in my private versions, as listed in the Porting Resources topic.
It is low priority I suppose. Probably concentrate on the other stuff in your Editor first.

Ishad Nha Ishad Nha

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Posted 24 March 2013 - 01:57 AM #65 New Windows 3D Editor

(I have altered the single-window 3D Editor for Windows so that it can take all the important data for for BoA objects (floor, terrain, creature and item types) and print it out to a text file.)
If the Editor can print out data arrays for BoA objects then it can display them in a dialog screen. This would give the 3D Editor some of the IDE feel of the BoE Editor.

It could write data from the dialog screen to the scenario data script. This would produce a longer record for each object than if written manually by the scenario designer. I know that there is a very definite limit to the length of the scenario script, I don't know if the same holds true for the scenario data script.
If there is a definite and troublesome limit to the data script something needs to be done to condense the records written by the 3D Editor:
One approach is to have the default values for an object variable not written to the data file. Default values are listed in Part 1 of the official Spiderweb Editor documentation. Trouble is that at least some of the time the default values might actually be needed.
Another approach is to have the designer go through the records and condense them manually.




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