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Pille

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Everything posted by Pille

  1. I know: I heavily agree (Great minds think alike ). However, I would like to have a working product by the end of the year. The Fun pimps' editor is nice but it's still more efficient to use both editors in parallel.
  2. Atm. I am trying to implement all the new stuff. This will take a while though. Here is a preview (check box to switch lights on and ofd confirmed^^): Looks like they have removed the decals from the prefabs (So I am going to remove the decal and meta2 gui elements...). The rwg is still able to place them though. Let me know if you find any prefabs that still have decals in A17, because that means I am wrong.^^ Btw. the new block limit is 2^15 = 32768.
  3. Haha you're kidding. Making it fully compatible requires tons of work.^^
  4. That's already implemented in the ingame editor, no reason to reimplement the exactly identical feature. I am not getting younger. What about you? How are you?
  5. Adorable avatar.^^ I like the idea, shouldn't be hard to implement. ;-) Yes, you can control the lights: 1. Select the light 2. Click on the meta textfield and change the meta value to 0 (off) or 2 (on) That's counterintuitive, I know.
  6. Yep that's what I am trying to do. Hopefully A17 does not thwart my plans but makes them easier to achieve.^^
  7. Using appropriate parameters, the terrain generator will allow you to create even more charming environments. I make your dreams come true.
  8. Upcoming feature - The hyper-realistic landscape generator!!! First attempt: Second attempt: 3rd attempt: 4th attempt:
  9. There are many hidden features that I won't reveal unless you ask.^^ Btw. there's no offtime.
  10. @n2n1 Yeah that's not a case for captain obvious.^^
  11. That's a quite pointless option. I should enable it and remove the checkbox in the option menu.^^ See comments #2 - #8: https://7daystodie.com/forums/showthread.php?62501-Prefab-Editor-(Alpha)&p=626017&viewfull=1#post626017 It just changes the representation of the coordinates in the title bar and at some other places:
  12. Yes, but you can only search for block IDs atm. and there's no graphical interface.^^ Type search ID in the input field below the console (e.g. 'search 1963' to search for prefabs containing the block trim01), press the ok button and then select a directory in the appearing file dialog. Then wait a few seconds. You should get a list of prefabs (see screenshot below). I don't know if it takes prefabs in sub-directories into account but I am going to test it. To print information about the available console commands, type 'help' in the console...
  13. @Sniffity Afaik that's a game bug, so there's no (easy) way to fix this issue.
  14. You know, that negates your ' '. ^^ Anyway, It looks too beautiful. My editor is unworthy to display these themes. Update Time! The update requires v0.49 or higher (see links in the op) and is available via autoupdater. Changelog v0.53 - improved gui layout - fixed: window position not correctly saved if multiple monitors are used and the editor's window is maximized - fixed: ftp stuff - known issues: editor refuses to connect to certain FTP servers for unknown reasons Edit: I won't be around for a few weeks. So don't expect a reply. Maybe I won't have access to the internet.^^
  15. I am afraid the FTP support needs more bugfixes. Still getting sporadic errors and it doesn't seem to work for all FTP servers.
  16. @n2n1 I don't like it myself to be honest.^^ Doesn't looks 'right'. My goal is to make the tabs easier to locate and I would like to create a more eye-friendly theme. This Titanium White GUI is giving me a hard time. Lol. Anyway, everything I am going to add will be optional. @Alphado-Jaki Yeah, a lot of people seem to like the solarized color scheme. Perhaps there's an easy way to implement custom themes... Thanks for your feedback guys!
  17. @n2n1 Some of us build their prefabs on servers using Stompys ApiMod (probably common practice for collaborative projects). Now (with the FTP support) you can edit your prefabs directly on the server (at least that's how it should feel to the user) assuming you have FTP access. Trust me, it's useful. @All What do you think about adding some colors to the editor?
  18. Update Time! The update requires v0.49 or higher (see links in the op) and is available via autoupdater. Changelog v0.52 - added options to the FTP Dialog: You can store the data of multiple FTP servers (max. 5; see screenshot in previous post). The active server is the currently used server - fixed: The editor creates empty files on the FTP server if the file extension list refers to files that don't exist (that means you can use the old default list 'tts,xml,mesh,pille' without running into problems)
  19. Important Hint: I've found a pretty serious bug related to the FTP mode. If you open a prefab that doesn't have a mesh file and save it to your FTP server then the editor will created an empty mesh on the server (assuming you're using the default file extension list). Empty mesh files cause 'End of stream bugs' ingame. Moreover, they may be responsible for the bug described in my previous post ('the editor sporadically get stuck in waiting mode when downloading or uploading files '). To prevent bugs in FTP mode, please remove the file extensions 'mesh' and 'pille' from the text field 'prefab-related file extensions' (see screenshot below). That how your file extension list should look like (under Extras -> Set FTP server...): I am working on a bugfix. Shouldn't take long.
  20. Update Time! The update requires v0.49 or higher (see links in the op) and is available via autoupdater. Changelog v0.50 - added option 'prefab-related file extensions' allowing the user to specify the files for downloads and uploads. The default list is 'tts, xml, mesh, pille'. That means the editor will upload and download the file YOURPREFABNAME.tts, YOURPREFABNAME.xml, YOURPREFABNAME.mesh and YOURPREFABNAME.pille. - fixed the feedback for updates and downloads: The editor will disable the gui until the running uploads and downloads are finished. This should prevent the users from making any mistakes. - renamed label 'URL to prefab directory' to 'Prefab directory on server' because the the old label was misleading. - known issues: the acoustic signal plays too often in ftp mode Edit: Update Time! I got annoyed by entering the server password over and over again, so I've added an option to save it. However, I explicitly recommend to not use this option because the password will be stored in plain text on your hard disc. Beyond that, the update (0.51) includes several important bugfixes related to the new ftp feature. Let me know when you encounter any bugs.... The update requires v0.49 or higher (see links in the op) and is available via autoupdater. Changelog v0.51 - added option for saving ftp passwords. The option is called 'Store FTP password in plain text on hard drive' - fixed: prefab name not store in the ftp dialog - fixed (hopefully): the editor sporadically get stuck in waiting mode when downloading or uploading files - fixed: editor doesn't download all requested files - fixed crash related to damaged downloaded files - fixed downloading several prefabs in one session is slow Changelog v0.51b - fixed: the acoustic signal plays too often in ftp mode
  21. Good news. I've managed to fix the bug. Update Time (32 bit & 64 bit)! In order to get the update, you have to redownload the editor using the links in original post. Sorry for the inconvenience. Further updates will available via autoupdater. Changelog v0.49 - fixed gui - fixed: server prefab path is not stored How to use FTP Mode: 1. Enter the server data (under Extras -> Set FTP server ...'): You can get the 'Prefab directory on server' from FileZilla if you navigate to the prefab folder on your FTP server (see screenshot below). 2. Click on FTP MODE. The color of the main menu changes to red if the ftp mode is activated. 3. Click on 'Load' or 'Save As...' and read the instructions in the appearing text field.
  22. As it turned out the 32 bit mode wasn't the reason for the crashes. The graphic libraries are buggy and causes crashes. This seems to be the reason why zombie 0.48 uses the fallback mode for the gui. I am afraid you have to download the whole editor again when the next update is released because I have to use another version of the graphic libraries.^^
  23. I am very frustrate and going to skip the update for the 32 bit version for now (I'll try to fix the problem over the week). Anyway Update Time (64 bit only)! To get the update you have to redownload the editor using the links in the original post. The autoupdater is not capable to handle this kind of update. Sorry. Changelog v0.48 - added memory tracking (see tab 'system') - added optional acoustic signal for loading/saving (makes switching between ingame editor and zombie editor faster because when you save your prefab you don't need to stare at the zombie editor until the saving process is finished. You can instantly switch to the ingame editor and wait for the acoustic signal...) - added FTP support (experimental) (very basic implementation atm.) - renamed tab 'console' -> 'system' - fixed: grid focus on upper left corner when loading a prefab - fixed: general gui fix (some buttons were misused as labels) - known issues: the gui looks a bit strange atm. (probably some kind of fallback mode due to a bug)
  24. Yes, once the editor is A17 ready I should have time for more random generation features. This may take awhile. I've updated the underlying libraries to make FTP support possible and now the 32 bit version of the editor crashes for no reason and I've no clue what to do atm.^^ Any 32 bit users out there?
  25. Preview Find the new features of 0.48^^: That was annoying.^^ It should be fixed in my dev version. Edit: Ok, a more complete preview: - added memory tracking (see tab 'system') - added optional acoustic signal for loading/saving (makes switching between ingame editor and zombie editor faster because when you save your prefab you don't need to stare at the zombie editor until the saving process is finished. You can instantly switch to the ingame editor and wait for the acoustic signal...) - added FTP support (experimental) (very basic implementation atm.) - renamed tab 'console' -> 'system' - fixed: grid focus on upper left corner when loading a prefab - fixed: general gui fix (some buttons were misused as labels) - fixed: block info text blocks mouse click (i did nothing to fix this but for some reason the label doesn't block the mouse clicks anymore, see screenshot below)
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