Kyshakk Koan tridash Posted July 26, 2012 Share Posted July 26, 2012 I'd been thinking Dapper Doomguard, but not really decided yet. Definitely need ideas for E Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan tridash Posted November 24, 2012 Share Posted November 24, 2012 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 Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Triumph Posted November 25, 2012 Share Posted November 25, 2012 Eccentric Eyebeast for E. Just saying. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan tridash Posted December 1, 2012 Share Posted December 1, 2012 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?) Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted December 1, 2012 Share Posted December 1, 2012 I'd like to propose Flirtatious Firelizard. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan tridash Posted December 21, 2012 Share Posted December 21, 2012 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. Cmiller and nikki. 2 Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted December 21, 2012 Share Posted December 21, 2012 Glamorous Gazer. Just sayin' (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!) Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan tridash Posted January 4, 2013 Share Posted January 4, 2013 ....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. keira 1 Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted January 12, 2013 Author Share Posted January 12, 2013 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. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan tridash Posted January 12, 2013 Share Posted January 12, 2013 Is this something I've broken? (i.e does an earlier revision of the windows editor on the svn work ok?) Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted January 12, 2013 Author Share Posted January 12, 2013 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. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan tridash Posted January 12, 2013 Share Posted January 12, 2013 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? Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted January 12, 2013 Share Posted January 12, 2013 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. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted January 13, 2013 Author Share Posted January 13, 2013 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. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted March 24, 2013 Author Share Posted March 24, 2013 (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. Quote Link to comment Share on other sites More sharing options...
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