Well-Actually War Trall Archmagus Micael Posted June 16, 2009 Share Posted June 16, 2009 Hey, While trying to clear all items using the latest 3d Editor Build on Sourceforge, it just brings up the remove special encounter call (which doesn't actually clear the special encounters if you say yes). However, it doesn't clear up the items either. It's not an end-of-the-world issue, but you still need to know about it . - Archmagus Micael Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted June 16, 2009 Share Posted June 16, 2009 You forgot to mention your operating system. And also, the version on SourceForge is not up-to-date. Poke around for the latest version first. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Archmagus Micael Posted June 16, 2009 Author Share Posted June 16, 2009 I started looking through that really long topic, then I gave up... I'm running Vista Ultimate x64, so if it is still broken its in the Win32 Build. - Archmagus Micael Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Niemand Posted June 16, 2009 Share Posted June 16, 2009 I must admit that I can't find a link to a good, recent build of the Windows Editor either, and I'm one of the people who works on it. I'll see what I can do about this soon; I'm hoping to build a new page on my website to provide a single place to get the latest versions of the editor for both platforms, as the Sourceforge page once was. When I get it done will be dependent on how busy my job keeps me in the near future. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Archmagus Micael Posted June 16, 2009 Author Share Posted June 16, 2009 Okay, thanks for that. If it helps in any way, I'm running Build 0039, which I downloaded off of SourceForge a few days ago now. So far it has been running fine in Vista for the most part- I have had the few odd crashes, and an odd issue trying to create new scenarios (it just won't do it- however the normal editor will and then after that the 3D one is fine). Again, don't know if you've managed to fix that in whatever build you're at now. Keep up the good work! - Archmagus Micael Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted June 17, 2009 Share Posted June 17, 2009 There are two versions that are more recent, first is the one amended by Niemand and I: http://www.freewebs.com/ishadnha/BoA3DEditor.zip Then there is my own private experimental version: http://www.freewebs.com/ishadnha/VariantBoA3DEditor.zip For what the latter actually does, see the New Windows 3D Editor topic. Edit: While I am at it I will provide Editor support for identifying and cursing individual items found in towns. Bitwise manipulation makes this possible even when the item type is not identified or cursed in the scenario data script. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted June 17, 2009 Share Posted June 17, 2009 Fixed up the town preset items display. Item type numbers are now displayed. Not too sure if the Identified and Once per Day entries actually do anything. Monster entries displayed at the lower left were given a shake-up. The two Item entries were dropped, the creature location was added along with Event information. Order of entries was changed to reflect the Edit This Creature dialog box. The dialog option Open now has a hot key, o. Two new options were added: Load Outdoor Zone Above and Load Outdoor Zone Below. Now I have to wait until Freewebs finishes site maintenance before I can upload the new editor. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted June 17, 2009 Share Posted June 17, 2009 Originally Posted By: Ishad Nha Two new options were added: Load Outdoor Zone Above and Load Outdoor Zone Below. These are supposed to be invoked automatically when the designer scrolls off the edge of an outdoor section. At least, that's how it works in the Mac editor. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted June 17, 2009 Share Posted June 17, 2009 These ones work even in the zoom out view. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Niemand Posted June 17, 2009 Share Posted June 17, 2009 It seems to me a little strange to bother offering two of the four logical operations for moving among outdoor sections, since if I understand you correctly moving to the next sections directly to the East and West have been omitted. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan tridash Posted June 17, 2009 Share Posted June 17, 2009 couldn't you make something like ctrl-arrow move to the adjacent outdoor section? (wow, 100 posts...took me long enough) Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Niemand Posted June 17, 2009 Share Posted June 17, 2009 That strikes me as a pretty good idea. The Mac version already uses the arrows, and most of the arrow+modifier combinations, in town, but I don't think they're used at all outdoors. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan tridash Posted June 17, 2009 Share Posted June 17, 2009 It looks like ctrl+arrow currently moves you to the corresponding edge of the outdoor section - maybe either use alt+arrow to move to the adjacent section, or make it so ctrl+arrow moves you to the adjacent section if either you're already at the edge, or you're in zoomed out 2d view. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Archmagus Micael Posted June 17, 2009 Author Share Posted June 17, 2009 Ishad, the new editor looks nice and good, however I seem to have some random issue with height- the issue being that in 2D view the editor insists the height is completely all over the place, yet it looks fine in 3D. It's not crucial, but pretty strange since the other editor didn't have that problem. Or am I just missing something here because it's so late? - Archmagus Micael Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted June 18, 2009 Share Posted June 18, 2009 I think Ishad Nha hijacked the height display so that it can also display things other than height. Perhaps it's actually displaying the number of the terrain or floor on that space, or something like that. I'm afraid I don't know how you'd change that. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted June 18, 2009 Share Posted June 18, 2009 Freewebs is still down, so I can't upload the latest version. The load previous and next section functions have been retained, the above and below loading is in addition to this. Ctrl + Arrow keys is a good idea. The editor has a numerical display mode that shows what floor type is used on each square, then what terrain type, then the height. It is cycled through with Ctrl + G (forwards) and Ctrl + H (backwards). Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted June 18, 2009 Share Posted June 18, 2009 Why don't you just make it display according to which drawing mode you're in? So, if you're editing height, it always shows height; if you're editing terrain, it always shows terrain number; and if you're editing floors, it always shows floor number. I suppose you could extend that to item number and monster number, but that's less useful. In fact, in may even be just useless. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted June 18, 2009 Share Posted June 18, 2009 Here and now I will leave it the way it is, I am quite familiar with it. As for monster and item numbers, some people might find it useful occasionally. Certainly the item type numbers are now displayed on the lower left corner. I tried to broaden the display to include terrain script numbers and placed special numbers but I lacked the programming skills. The only things that I could display were floor, terrain and height: things with arrays of known values. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted June 18, 2009 Share Posted June 18, 2009 Well, the problem with displaying item numbers is that you can have many on one space. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Niemand Posted June 18, 2009 Share Posted June 18, 2009 Quote: Here and now I will leave it the way it is, I am quite familiar with it. If you're referring to your personal branch, by all means do so. However, if not, can we please keep our main Windows build easy to use for people who don't know the ins and outs of such an obscure feature? With regard to keyboard zone navigation: I've just checked in new code for the Mac version that uses Command+Arrows to navigate among towns and outdoor sections. I've tested it, and it seems to work fine, including asking what to do if there are unsaved changes. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted June 18, 2009 Share Posted June 18, 2009 It is explained in the readme file and in the latest version it is off by default. Edit: It seems that Alt + Key and Ctrl + Key currently do nothing in Windows, so it is easy to use them for zone movement. This change has been implemented. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted June 18, 2009 Share Posted June 18, 2009 This is why I am still using the Sourceforge version... Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted June 18, 2009 Share Posted June 18, 2009 Latest (Windows) version is now uploaded at Freewebs. Quote Link to comment Share on other sites More sharing options...
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