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tridash

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Everything posted by tridash

  1. Just wondering, where is the most stable mac OBoE code? trunk? branches/macstablebetarelease?
  2. It doesn't have a palette, but it's one of the drawing modes so I'm not sure where else it could go. You need to be able to select tools like small / large paintbrush in height mode so it can't be a drawing tool.
  3. ok, here it is Changes since v1.2 (I only did the tiles stuff) Make the creature and item menus work properly again. Un-mix-up the frame and fill rectangle tools. A complete rewrite of the undo system, allowing many more actions to be undone. Now can resize tiles window and change tiles size It's not fully tested so I can't promise there won't be any problems. It's not available through the autoupdater, but it should be able to autoupdate to any future releases fine. At the minute you can't make the tiles window too small because otherwise the tile zoom slider and the mode buttons would overlap, and I haven't sorted that out yet. The editor doesn't save the tile zoom level from last time either at the minute. The maximise button on the tiles window makes it return to standard width. edit: looks like making the slider draw nicely onto the tiles window (without the white square) is going to be fun...
  4. Not yet, I can do a beta release this evening though (it will also include Niemand's rewrite of the undo system which wasn't in v1.2)
  5. Well, I think that I only started doing them for windows to make it a bit more interesting porting the mac stuff across. I suppose that if/when I get the windows version fully up to date with the mac version, further mac and windows releases will have alliterative names and proper version numbers. Hopefully 'G' on windows will also be v1.3 or v1.2.1. Any mac editor requests? Does anybody do any BoA stuff nowadays?
  6. I got the mac editor compiling on 10.8 (just by copying across the 10.6 sdk from an older Xcode), so I tried to neaten up what I did with a resizable tiles window. I've done something similar on the windows side. It's still a bit ugly, might need to change ui a bit or move stuff to a new preferences window, but this is what it does: changing the window size changes the number of columns but not icon size change the icon size with a slider - it's just a choice between 4 presets, tiny (original editor), standard (1.2 size), medium and big (actual size) here's what it looks like
  7. 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?)
  8. 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
  9. So do people think there's any point in asking Jeff about opening BoA now, or wait a bit more?
  10. I think Niemand had written up a possible email to send to Jeff, it might be in the 'blades chat' thread from about a year ago. I think the idea was to get the windows editor a bit further along before asking, but I guess it at least looks vaguely similar to the mac one (good enough perhaps?), and boa is only getting deader.
  11. Going by some of the other steam releases, it would be windows-only on steam. I'd rather see BoA go open source personally.
  12. That's an old version of the mac editor on Niemand's page, the mac editor stuff is now all at http://svn.hallsofchaos.net/3D_BoA_Editor/ , so it's v1.2 not 1.0.9.
  13. I took a look at this, renaming the files to the ones in the makefile seems to work, but there are a couple of extra headers / libaries i need to put in for it to compile, so I'll get the updated makefile on the svn tomorrow-ish. EDIT: no I won't, sorry, it's taking me too much time. I might do it once the editor's a bit more stable. Until then, if there's an svn update really worth having I'll probably have a build for it.
  14. To tide you over until the ascript update, I did a quick build from the 'processed' alint source on the alint page. download here I have no idea if it works properly, but I dropped it into ascript in place of the alint in the application package and it managed to detect a missing ; , so it's not completely broken.
  15. I'd been thinking Dapper Doomguard, but not really decided yet. Definitely need ideas for E
  16. 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
  17. 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?
  18. Anyone interested in a 24hr scenario contest sometime over the summer? I find that it's the only way I'm going to release anything again, and it's a way for new designers to release something. Rules would be pretty much as usual: time period is a week Wednesday-Wednesday. You have a 24-hr block of your choice in that time period in which to make your scenario. (not sure whether block-splitting will be allowed, but if it means more people make something...) Any week including a weekend (most of them do...) should be fine for me, when's good for people? (If you're not interested in a 24-hr contest, what would you be interested in?)
  19. The thread they linked to is still around, clicky, and there are a couple more (without colour) to be found there too.
  20. The first one was certainly meant as retaliation, but I still think (and hope) that the second post was meant to justify the first, not to carry on retaliating. It's quite reasonable to think Trenton used 'he' without thinking at all. I'm not excusing the first one, but when I was 13 I certainly wasn't well-informed about gender identity etc.
  21. I think the second one can be taken as a misunderstanding of someone unaware of the issues of gender identity rather than an insult?
  22. hmmm..following the trend of no particular order..I guess if I've spent a lot of time with a game it deserves to go on my top X list? Doubtless missing several; if you don't want to look at incoherent rambling you're welcome to skip explanations/this whole post. Geneforge / 2 - the best thing about the first Geneforge was that I didn't really know what I was doing. I don't think I realised that you needed to raise Intelligence to get more essence until post-Geneforge use. I had to join the Takers, even though I didn't really want to, because that was the only way I could get to the north of Sucia Island without dying. Star Wars: Jedi Knight II / Jedi Academy - you get to swing lightsabers around etc., also I spend lots of time making maps and stuff for it. Most of time spent on a mod for JA, Movie Battles II. Blades of Avernum - I used to really struggle with oldvernum style graphics, probably mainly because of the camera being fixed to the party, but Nethergate:resurrection helped me get over that, and i'd always wanted to be able to make my own Geneforge things (which thus far hasn't happened) Age of Empires II FIFA 'year - err...sorry? Mario Kart - insert your favourite one i suppose KoTOR World of Goo Assassin's Creed II / bro. Pokemon <some colour> - insert your favourite again Sketchfighter - apparently i got bored of writing little explanations also 200 posts!1!11! maybe in another ten years i'll reach 500??
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