Rotghroth Rhapsody Prince of Kitties Posted March 7, 2012 Share Posted March 7, 2012 Currently, AFAIK, getting the coordinates of a space is rather inconvenient. I think it would be better to have a box somewhere on the screen that displayed the coordinates of whatever space the cursor was over, or had been over before it was dragged out of the editing window. (Not sure how much trouble that would be, though...) Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Tonweya Posted March 8, 2012 Share Posted March 8, 2012 I assume you mean the coordinates of a space other than where the Party is at any given time. How about opening the Editor to the town you're in and then center the space in question on that screen. The Editor posts the location of the center of that screen. me Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Prince of Kitties Posted March 9, 2012 Author Share Posted March 9, 2012 No, I don't. I meant getting the coordinates for any space in a scenario that's opened in the Scenario Editor. You need the X,Y coordinates of the affected space for certain special nodes. (Currently, AFAIK, the only way to do this is to create an item on the space and check the item's coordinates. This is a pain in the neck.) Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Mistb0rn Posted March 9, 2012 Share Posted March 9, 2012 I second this request, if it's not already in the plans. Mouse-over coordinate recognition would be a big help in setting up special nodes. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Harehunter Posted March 9, 2012 Share Posted March 9, 2012 I did that in my Visual Basic editor. I am going to try to get it converted to C++, but time is a resource I am very short on. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted March 12, 2012 Share Posted March 12, 2012 I think there's some way to get the coordinate of a space, isn't there? Something like command-clicking the space? I might be getting confused with BoA... Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted March 13, 2012 Share Posted March 13, 2012 I added a display of the coordinate numbers to my version of the Windows 3D Editor. That may be what you are thinking of. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Thaluikhain Posted March 16, 2012 Share Posted March 16, 2012 Yeah, it was very annoying to keep having to put items in and out for this, or guessing. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted March 17, 2012 Share Posted March 17, 2012 Originally Posted By: Ishad Nha I added a display of the coordinate numbers to my version of the Windows 3D Editor. That may be what you are thinking of. That's definitely not what I'm thinking of, since I'm on a Mac and haven't used your version. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted March 17, 2012 Share Posted March 17, 2012 I'm confused...is this not satisfactory? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted March 17, 2012 Share Posted March 17, 2012 That's in the regular scenario editor, right? And I think you can right-click or command-click a square to centre on it as well. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted March 17, 2012 Share Posted March 17, 2012 That's CBoE trunk, yeah. Right-clicking just paints like it normally would, except it stays "clicked" until you click again (to make it easier to fill in large areas, I guess, although all it's ever done is make me swear when I accidentally hit it and wash out my map with gave floor). Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted March 17, 2012 Share Posted March 17, 2012 I was sure there was a way to centre on the clicked space... unless that's only in the Mac version somehow... Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted March 17, 2012 Share Posted March 17, 2012 It must only be in the mac...maybe we can replace the current Windows right-click action with this? Unless I'm the only person who thinks the fill thing is completely useless and irritating...idk. The only fancy navigation things I have found are Ctrl-numpad to scroll to the edge of the map. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Harehunter Posted March 17, 2012 Share Posted March 17, 2012 That is why I am planning to convert my editor to C so that it is more portable. All I need is time. For those who are running Windows, or some emulator, I present this for your perusal Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted March 17, 2012 Share Posted March 17, 2012 Aaaagh it's all backward and stuff! *hides head in sand* Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Prince of Kitties Posted March 17, 2012 Author Share Posted March 17, 2012 D'oh! I hadn't even noticed the center indicator. Go me. IMO it would be better if it showed the coords that the cursor was currently over (or last coords the cursor was over, if it was off the editable area). Though "clicking the map and have the coords filled in on the node" would be even better. But of course, the fundamental problem is really the point-and-clickness of BoE nodework... I think I've only just started appreciating the absurd amount of work that's gone into scenarios, especially big ones like "Falling Stars" or "At the Gallows." I can't imagine the work involved; it seems like a truly Herculean effort - like writing a game in object oriented Perl while wearing a blindfold and mittens. Truth be told, I've attempted several times to start on a scenario (I already have a good idea of the plot and characters), and every time I've run into a brick wall of "I don't have time for this." I know how things should work, but translating that into special nodes is very, very time-consuming. Perhaps I should just bite the bullet and purchase a copy of Blades of Avernum, which is backed by scripting instead of this dodgy nodework... umm... stuff. I just can't seem to get used to the whole isometric movement thing. ... Wow, that was longer than I intended. Sorry for derailing the thread. Edit: OTOH, Harehunter, your editor looks awesome. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted March 17, 2012 Share Posted March 17, 2012 Yeah, on one hand BoA's scripting is nice, on the other hand it's a really clunky language and the documentation is...let's not go there. Still, at one point maybe having a scripted node setup for BoE would be nice. The point-and-click editor could just generate a script that gets put into the exs, which would act as a renamed .tar.gz or some such. But I suspect such an endevour is rather low on the "crap to get done" list. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted March 18, 2012 Share Posted March 18, 2012 A lot of things could be said about the Ascript "language", none of them nice. Harehunter's editor is looking good there. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted March 18, 2012 Share Posted March 18, 2012 Replacing .exs with a .tar.gz was on the menu of things to do... eventually... I'm not sure if we'd do an actual scripting language though. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Harehunter Posted March 19, 2012 Share Posted March 19, 2012 Sorry about the backwardness, but it was the only way I could do this without it looking weird. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd wgerard Posted March 21, 2012 Share Posted March 21, 2012 Having been interested with map editors for a very long time already, I am keen to know what something similar I could pull off with this. Well, I know that there aren't too many options considering what level you guys operate with. I assume that coordinates of a space though will be available to the given ones which will make it a lot easier to handle. Quote Link to comment Share on other sites More sharing options...
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