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tridash

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Posts posted by tridash

  1. 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.

  2. 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).

  3. (it's really good)

     

    Originally Posted By: Niemand
    tooltips

     

    excellent! 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.

  4. 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.

  5. Originally Posted By: Dintiradan
    I 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.
  6. Originally Posted By: Niemand

    Quote:
    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.
  7. 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.

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