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Posts posted by tridash
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I've been meaning to work on that for a while, I think it breaks some shortcuts and stuff...it was really just an attempt to get something that worked. I'll try and get a newer version done by either next weekend or the one after (sorry about the long time-frame :| ), if there seem to be problems with the one linked to let me know so I can see what needs to be fixed.
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you get different messages for each creation type
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*checks date*
let's see if i can make something new in a week
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i suppose i'll enter incorruptible
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Quote:I take a job in cartogrophy
looks like you have your career mapped out -
yeah, it does look like fill is framing and frame is filling
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I just tried it with the most recent windows svn code on the tutorial scenario, and it didn't crash, but it did mess up a town and the outdoors (though adding yet more outdoor sections seem to bring the outdoors back to normal)
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The tiles images are already a little larger than the default - I suppose the best way to do it would be to have a slider or something to increase/decrease the tiles image size independent of the size of the window?
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definitely not promising anything, but...
Sorry about the mac-a-like theme I'm using; I'm not really too sure what I'm doing on the Windows side but it seems to kind of work currently..a lot more would still be needed to bring it to the proper interface as on the mac side now
EDIT: If you are a windows user who also happens to be crazy, you can try the build used to make the above screenshot here. It's not pretty and it could eat you and/or your scenario (though I doubt it will).
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Sorry about the minor threadomancy;
I hadn't really looked at this before, but it seems great so far and it looks like you need more people to shame you into doing it
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what's the deadline now? thinking of getting something quick done
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that's fine for me
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what's happening w/ this?
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(it's really good)
Originally Posted By: Niemandtooltipsexcellent! i think the editor's needed these for a while
Originally Posted By: Niemand- Issues with drawing terrain view larger than 1024 by 1024
- When the tiles window is very tall so that it has extra space at the bottom in some modes there are drawing artifacts when switching from a mode which uses more space to one which uses less (terrains -> creatures)
the second one's just because of the gworld not being quite large enough, I can fix that, as for the first one (although not elegant) it seems (unless I'm missing something) that just shoving:
Code:DisposeGWorld(ter_draw_gworld);NewGWorld(&ter_draw_gworld, 0,&resized_rect, NIL, NIL, kNativeEndianPixMap);
into the window resizing bit does the job.
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Originally Posted By: EphesosOriginally Posted By: Impudent Strumpet!june/july
^ this
also this for me I think -
i noticed a couple of stupid bugs with text not being cleared from the toolbar, I might as well fix them later
one of the problems with scrolling is probably because I quadrupled the area drawn to for the 3d terrain, maybe it should be dependent on screen size (it's doing it to a 1024x1024 thing, before it was 512x512). also the code i did is basically all of the over the place so far, when i clean it up that might help a bit.
shifting to openGL's probably a good idea anyway, though, especially if we eventually want to move to a "document-based" approach where you can have multiple towns open at a time.
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ok, I put the basic stuff on the svn now, it's not exactly pretty, and I'll make it acceptable later.
here is a download for a kind-of working version; temporary interface just to make it actually usable etc. etc.
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Originally Posted By: DintiradanI was playing Star Wars: Rebellion last night. Now you've got me worrying that all those sabotage missions, assassination attempts, orbital bombardments, and planetary assaults were made against actual Rebel planets.
Had I known they were real Rebels, I would have bombarded indiscriminately, rather than make a token effort of only hitting their military facilities.
not sure if this has already been posted and I just missed it, but:
Obi wan is gone. -
you're probably right, I'll just get it into a working condition and then put it on svn soonish.
on an only vaguely related note, would it be worth asking about releasing the BoA source again now that Avadon's out and (apparently) doing ok?
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I've put drawing mode controls onto the tiles window, so cycle drawing mode can probably go now. I'll try to get the tiles window resizable, and as a temporary thing stick the text that goes under the map onto the tools window, and then I'll put the messy code on the svn as a branch (I'll try and make it nice and clean after I've finished exams in june).
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when would this be happening?
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Originally Posted By: NiemandQuote:I was thinking that maybe the toolbar could go at the top and be more stretched out?, say with just two longer rows rather than 6 short ones.
Do you mean as a separate window, or within the main window. I assume the former, since the latter would interact badly with the main window's size changing, potentially.
yeah, I meant a separate little window at the top or side, something like the photoshop toolbar.Originally Posted By: Niemand
EDIT: Just to clarify: What have you done with the chunk of the interface consisting of the text normally shown at the lower left of the window, below the terrain view? If the answer is that you've ignored it because what you have is a prototype, that's fine, but we will need to reincarnate it somewhere. Possibly it should be merged with the tools palette, or possibly we should totally redesign it as a new inspector window. Neither option really grabs me as sounding great, so I'll think about it.
I wasn't too sure what to do with it for now either; I moved the "Now editing *blah*" stuff to the window title, but that doesn't help with the text you get with creatures / encounter rectangles / etc.
EDIT: If we can merge some of the similar buttons (e.g. barriers) into a single button that you hold down to select a sub-button (again similar to photoshop toolbar) that would free up some more toolbar space. -
I had a go at separating out the palettes from the main window with Niemand's most recent code, and making the main window resizable. The code changes I made are not particularly clean, and it's not working perfectly yet, but here's a screenshot: click!. Making the window bigger allows you to see more of the map. I suppose that pressing the "maximise" button in the top left should take you back to default size.
I was thinking that maybe the toolbar could go at the top and be more stretched out?, say with just two longer rows rather than 6 short ones.
New Windows 3D Editor
in Blades of Avernum Editor
Posted
For the "multi windows" version, as usual i said i would do something and then didn't...I intend to actually fix it up a bit this weekend. Feedback on what actually needs fixing would be helpful too I guess once I've changed obviously broken stuff.