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Pille

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Posts posted by Pille

  1. EDIT: since I have an nVidia 1070, I managed to play around with the custom resolutions and found one that is workable for the time being. I had to adjust the zoom on web pages, but at least now I can see all of your program! :)

     

    A resolution of 1360 x 768 and a nVidia 1070? That's an exotic combination. :)

  2. Well I got it downloaded and installed, and I set the GUI scale factor to 0.5, to 0.7 and to 0.9 and none worked. They basically all gave me a blankish screen, ad I had to re-set the editor each time. So, I guess for me, it's a new monitor!

     

    Thank you so much for trying, Pille!

     

    Don't worry this was just my first attempt to fix the problem. :D I am going to prepare another update very soon (2 or 3 days)... Oh forgot to ask, do you use Windows 7?

  3. Update Time!!!

     

    Changelog v0.46

     

    - fixed: in certain cases, the texture selection window didn't resize correctly/automatically

    - improved compatibility with low resolution displays: i've reduced the minimal width of most of the windows and there are new options in the option menu: 'Enable high dpi scaling', 'use high dpi pixmaps' and 'GUI scale factor'.

     

    BE CAREFUL WHEN USING THESE OPTIONS! WRONG SETTINGS MAY RENDER THE EDITOR USELESS.^^ You can manually reset the editor though by deleting the Zombie.ini file (location: Zombie/settings/Zombie Coop/Zombie.ini). Or just delete these 3 lines in the ini file and restart the editor if something bad happens to the GUI:

     

    highDpiScaling=...

    highDpiPixmaps=...

    guiScaleFactor=...

     

    I recommend to enable the high dpi scaling option and high dpi pixmaps. The option GUI scale factor sets a scale factor for the whole application. Lower numbers means smaller text fields and fonts. Values below 0.5 apparently doesn't work.

     

     

     

     

    @LibbyA

    I am not sure that the patch will fix your problem but you should give it a try.^^ I guess it's a good idea to set the 'GUI scale factor' to 0.5. Please let me know if that works.

     

    @Guppycur

    Aside from installing a new monitor? I dunno. Pille?

    Hopefully, it is possible now. :)

  4. @Pille or GuppyCur. I have an issue with the Tools/Advanced window. Whichever resolution my pc is set at (it is normally at 1360 x 768), the Exchanger window is too big for the screen. I have to keep switching to higher display resolutions over and over to get one that works, and when I do, all other windows (eg, browser windows) are now fuzzy. I then have to switch resolution back again to see my browser windows properly. Obviously this is a bit of a pain. Is there any way you could make that "Exchanger" window resizable? Thanks!

     

    The GUI wasn't designed with low screen resolutions in mind (quite the opposite^^) but maybe there's an easy fix for your problem. To be honest, I hadn't planned to release another patch before A17 but I am going to rethink my decision. So ... there could be a new patch tomorrow or by thursday. ;)

     

     

    That is what I am thinking - some fixed setting. Can it be edited, I wonder?

    By the user? No.

  5. So many keyboard combos... Like blender... Too complicated...

    Maybe you're just getting old. ;p

     

     

    Um, tab reload... When clicking on the search tab, please have it function as the search BUTTON does. Right now, it will show the previous search, even if the results changed due to an edit.

     

    That's a nice suggestion. I am going to add a checkbox for it.

     

     

    Edit:

    Although, it makes the GUI even more complicated because it introduces a further concept... ^^

     

    Editing blocks should automatically update the search tab. I think that would be the most 'natural' solution.

  6. @Guppycur

    Search Feature request:

     

    Current - When I search for a block, it lists several instances of that block, but I can only choose one at a time to edit.

     

    Request - Multi selecting the search results to allow me to edit the selected ones at once.

     

     

    Mhh again:

     

    left click - Select block from the list

     

    CTLR + left click - Is for multi selection

     

    CTLR + right click - Show block on the grid without selecting it

     

    CTLR + A - Select all blocks

     

    SHIFT + left click - Some kind of multiselection

     

     

    ...basically I want to swap out all instances of block ID 1436 to block ID 0./QUOTE]

     

    Atm. you can only replace blocks. You cannot change all block IDs 1436 to 0 and all air block to ID 1436 within one single step.

     

     

    Request: When searching for blocks, I'd like to hit ENTER to search for the ID's, rather than having to click "Search Block".

    Ok, perhaps not too hard to implement.

     

     

    Bug: When loading a new prefab, the old prefab name shows in the upper-left title bar until I hover over the blocks in the 2D representation.

    Ok, thanks for the report.

     

    Request: When loading a new prafab, a warning about not having saved the prior prefab would be nice.

    That's basically another bug. You should get a warning.

     

    Quality of Life Request:

     

    When going to the Search Tab, please have it run the Search function on whatever data is stored there, whenever the tab is loaded.

    What do you mean 'whenever the tab is loaded'?

     

     

     

    @Spectral Force

    Hey Pille. Haven't updated your editor in some time as I've been on break from playing. Did you ever look into the random gen mazes and dungeons like Hal's had?

     

    Yeah but it's still not implemented yet, sorry. Read my two weeks old reply ;) :

     

    Roadmap (A16 + A17):

    There will be a few more quality of life updates, a new custom brush tool and randomly generated prefabs.

  7. sounds amazing - i havent understood nothing, but iam sure it will be a practical and powerful function.

     

    iam looking forward to the 0.44 version

     

    rock on buddy :)

     

    Glad to read that you've understood everything. ;p But seriously, let me know if something is not clear. The concept of the gui is a bit inconsistent atm. and needs an overhaul. So being confused would be normal.^^

     

     

     

    Update time!

     

    Changelog v0.44

     

    - added level of detail settings to options. Smaller values mean more details if zoomed out.

    - added search features to the search tab. Explanation see below.

    - added button 'clear' to edit tab and search tab. The Clear button will clear all text fields.

    - added button 'copy to search' to the edit tab. The button copies the block data to the search tab.

    - added scopes 'grid view' (default) and 'search list' to the edit tab. If you want to edit selected blocks on the block grids then select 'grid view' and if you want to edit selected blocks from the search list (search tab) then select 'search list'.

    - added console commands:

    help: shows a list of available console commands.

    search: enter 'search ID' to get a list of prefabs which contain blocks with this id. Example: 'search 1' prints a list of prefabs containing stone blocks (id of stone is 1). This command will close your currently loaded prefab!

    - changed max. length of console output to 5000 lines

    - fixed: concrete texture has wrong texture id

     

    How to use the search tab

     

    1. Enter the block data: You can directly enter the data into the text fields of the search tab. This might be difficult though because atm. there is no feature showing you the meaning of the entered numbers. I recommend to enter the block data into the edit tab. Then you can use 'copy to search' to copy the data to the search tab.

    If you want to copy the data from one of the blocks in the grid view to the search tab, you can use the block picker tool. Press 'CTRL + Middle Mouse Button' to copy the block beneath your cursor.

     

    2. Define the search criteria: Use the check boxes to determine which criteria are taken into account.

     

    3. Press search button to start the search.

     

    4. You get a list of coordinates representing blocks that satisfy the search criteria. Click on items in the list to show the blocks (press ctrl + left mouse button for multi selection). You can edit selected blocks by changing the scope in the edit tab to 'search list'.

     

    gvplFUK.jpg

  8. Mhh I haven't removed any of these features, so I guess the game directory is not correctly specified. Please click on 'Extras' -> 'Set game directory...' and make sure that the text field is not empty:

     

    K6L5ges.jpg

     

     

    Also still having issues understanding the META part. I figured out that a number 4 locked the doors. Should be Descriptions on each number and what they actually do.

     

    There are descriptions but the underlying feature is a bit buggy ... I need to fix this.

  9. :chuncky:

    Thanks!

    Yeah, np. Your suggestion make sense and it is time to implement a powerful search...

     

     

    (by the way, i have never seen more the crash with adding/removing rows/columns) :)

    Yes, I too have not seen any more crashes from this, and I just edited 80 prefabs so I think you found it. :)

     

    I doubt it but we have support for logfiles now, so there's a chance to crush the bug one day.^^

     

     

    ...and being able to load it UNDER your program gui as a semi transparent image I could scale, and it would allow me to place blocks in your editor over the semi transparent image for accuracy.

     

    Probably in one of the next updates... I'll do my best. It depends on the bugginess of the current implemention of this feature.

     

     

    We are very close to the release of 0.44. So that's the latest and perhaps the last preview screenshot. In 0.44 you can 'copy' blocks to the search tab pressing ctrl + middle mouse button (or you can use the 'copy to search' button on the set tab). I've added two scope radio buttons to the set tab ('grid view' and 'search list') allowing the user to edit selected blocks from the search list:

     

    M144GPW.jpg

  10. Hoffe du hattest Erfolg. :)

     

     

     

    It is highly desirable that the "search" worked for all prefabs (that it was possible to identify prefab which then work)

     

    a "search for block-ID" - function would be very handy for many uses.

     

    Partially done! Hope you read this Magoli. ^^ I have added a global block search feature and a framework for further global functions. Ofc it's not available to you atm. :p

     

    Basically, you enter 'search id' into the console and select a directory and you get a list of prefabs containing the corresponding block.

     

     

    Ya know what would be cool...

     

    ...loading an image with a transparency, so we could "draw" on it.

     

    Sorry, I've missed this post. Not sure what you. Afaik there is a similar feature but it's quite buggy...

     

     

    Preview (v0.44):

    - added option for level of detail of symbols and texts

    - added global search feature

    - added advanced block search

    - fixed: wrong texture id (concrete dark grey <->concrete grey)

     

     

    Advanced search (very basic atm but it's already useful):

    tQbjKtf.jpg

     

    Not sure if I need a more advanced 'advanced search'^^. Probably yes. I think there should be a way to all properties into account (id or block name, rotation, meta and so on) not just the block id...

  11. There must be a mismatch between the blocks defined in the blocks.xml and those used in your prefab. Perhaps the game directory is not set or you loaded a modded prefab but your blocks.xml was unmoded. Click on 'Extras' -> 'Set game directory...'. You should get this dialog:

     

    K6L5ges.jpg

     

    Is the text field empty?

     

    PS. Wir kِnnten uns auch auf Deutsch unterhalten wenn du willst ;-)

  12. Added a 'How-To and FAQ' section to the OP and made the 'unintended post' more useful. Click

     

    Note: The tutorial about sleepers isn't finished yet. There is some unexpected stuff you should be aware of when using sleeper volumes (explanations follow later).

  13. How Sleeper Volumes really truly work

     

    SleeperIsLootVolume:

     

    - Provides a protection against other (intersecting or outer) Sleeper Volumes (see fig. 1)

     

    Example:

     

    Blue and red Volume have SleeperIsLootVolume true.

    B: yellow areas

    C: white tiled area

    D: wooden area

    E: drywall area

    F: white area

     

    [table=width: 500, class: grid]

    [tr]

    [td]Transition; moving from X to Y (X -> Y)[/td]

    [td]Allowed Spawning Area(s)[/td]

    [td]Used SleeperVolumeGroup[/td]

    [td]Comment[/td]

    [/tr]

    [tr]

    [td]A -> B[/td]

    [td]B[/td]

    [td]Green Volume[/td]

    [td]Moving from A to B[/td]

    [/tr]

    [tr]

    [td]A -> C (red arrow)[/td]

    [td]C[/td]

    [td]Blue Volume[/td]

    [td]Moving from A to C triggers sleepers in C, not B[/td]

    [/tr]

    [tr]

    [td]A -> D[/td]

    [td]D and E[/td]

    [td]Red Volume[/td]

    [td][/td]

    [/tr]

    [tr]

    [td]B -> C[/td]

    [td]C[/td]

    [td]Blue Volume[/td]

    [td][/td]

    [/tr]

    [tr]

    [td]B -> E[/td]

    [td]E and D[/td]

    [td]Red Volume[/td]

    [td][/td]

    [/tr]

    [tr]

    [td]C -> B[/td]

    [td]B[/td]

    [td]Green Volume[/td]

    [td][/td]

    [/tr]

    [tr]

    [td]C -> F[/td]

    [td]D and E and F[/td]

    [td]Red Volume ?[/td]

    [td][/td]

    [/tr]

    [tr]

    [td]D -> E or vice versa[/td]

    [td]-[/td]

    [td][/td]

    [td]No additional spawns triggered[/td]

    [/tr]

    [tr]

    [td]E -> B[/td]

    [td]B[/td]

    [td]Green Volume[/td]

    [td][/td]

    [/tr]

    [tr]

    [td]E -> D[/td]

    [td]-[/td]

    [td][/td]

    [td]No additional spawns triggered[/td]

    [/tr]

    [tr]

    [td]E -> F[/td]

    [td]C and F[/td]

    [td]Blue Volume ?[/td]

    [td][/td]

    [/tr]

    [/table]

    (empirically investigated, not completely verified)

     

     

    PRVgSuc.jpg

    fig. 1

  14. Ok maybe I can find the reason for this bug. Thanks.

     

    Not sure how else to help; maybe it matters if the .xml was originally created with an older alpha?

     

    No I don't think so. The formation of the xml file looks a bit strange though. This could be the problem.

  15. It actually doesn't remove a pre-existing Townships line, but doesn't add it to xmls that don't have it yet, when I choose townships in the editor. Adding lines for Biomes and Zones that way does work, though. Sorry about the unclear report, I was working with several different files so I didn't notice the exact circumstances right away.

     

    No problem. Got it!

     

     

    PS: i can't figure out how to find a specific block inside a prefab(search). This is possible now ?

     

    There're several search tools but I am afraid none of them is particularly useful^^:

     

    4Rvvws7.jpg

     

    Green (magnifier): It's an auto selection tool. You can enter a list of block ids (separated by a , ) and the editor will select the corresponding blocks when you switch the layer.

     

    Orange (x-ray mode): I've added blacklists and whitelists to the x-ray mode tool, so it can be used as search tool to some extent. However, there is a technical limitation which makes it less useful than it could be. Have to invent a fix for this issue.

     

    Red: This is a list of selected block ids. If you click on an item from the list the editor will unselect all blocks except the ones having the corresponding id.

     

     

     

    What I could add:

     

    Find idle villagers (easy): I could add a function allowing you to switch through all blocks with a certain id (similar to the find idle villager feature in Age of Empires)

     

    Hide blocks (harder): We could find blocks by hiding everything else. It's harder to implement though but would fix the x-ray mode.

     

     

    Do you have other suggestions regarding search tools?

     

     

     

    A! I always forget to tell .

    ... I understand that icons (symbols sleepers...) will not look good when zoomed ...

    but still, during work it is not so important, more important is the possibility to see the icon...

    perhaps you can even slightly improve the turn off threshold of the icons when zooming ?

     

    It's an easy request. I'll make it adjustable (text field in the option dialog). Btw. it may affect the performance on slow systems. That's why I added the threshold.

  16. Upps, pretty embarrassing bug.^^ I am going to add a fix very soon. If you want it now, take a look at the texture folder in the program folder (path: ~Zombie (64 bit)/data/textures ). Rename the file 'concrete grey__id162.jpg' to fix the issue.

     

     

    Also, a question: is there currently a way to auto-compare 2 prefab files to each other to locate changes?

     

    Nope but it's a nice suggestion. I've to add some additional tools anyway (in preparation for a17). Perhaps I can or have to invent such an auto-'comparator'.^^

  17. Update Time!

     

    Changelog v0.43(b) and Changelog v0.43©

    (I accidentally renamed 0.42 to 0.43. Actually, it's 0.42(b) and 0.42©)

     

     

    - added console command 'prefab' - shows the path of the currently loaded prefab

    (i am going to add more useful command in the near future...)

     

    - fixed: editor overwrites previously loaded prefabs:

    https://7daystodie.com/forums/showthread.php?62501-Prefab-Editor-(Alpha)&p=801364&viewfull=1#post801364

     

    - fixed advanced replace function 'replace (prefabs in folder)':

    The editor saves the loaded prefabs, no matter if any changes were made (Note: it still changes the file format of the A15 compatible prefabs if blocks were modified)

     

     

    Edit:

    Download link in the op updated.

  18. Looks like two minor bugs to me.

     

    1. There is no check for modifications - The editor will load and save the prefab, no matter if any changes were made.

     

    2. The editor doesn't keep the old prefab formats when saving prefabs (this is somehow intended but should be optional). It loads the resource prefabs (they use the old a15 prefab format without the painting stuff) and it adds some bytes to the files related to the painting system. So it's basically a conversion from A15 prefab to A16 prefab.

     

     

    Edit:

    I recommend to use the old unmodified resource prefabs, just in case. I've made some tests ... haven't found any performance impacts or bugs but who knows.

  19. Not sure that the fix will work:

     

     

    Changelog v0.41

     

    - Added qol buttons (toggle buttons) to xml tab

    - Fixed (?): Restore last session function unintentionally overwrites last used prefab when new prefab is created and saved

     

     

    Edit:

    Looks like the restore last session function is somehow blocking the autoupdater. Please use the force update function. I'll try to fix this bug in the next update.

     

     

     

    Changelog v0.42

     

    - added human-readable text to RotationFaceNorth combobox (a16 only)

    - Changed New prefab dialog to avoid this bug: "Restore last session function unintentionally overwrites last used prefab when new prefab is created and saved"

    - fixed: restore last session blocks autoupdater on slow machines

     

    PS. Click on extras -> force update, if the update won't start

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