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Pille

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Posts posted by Pille

  1. Mhh i am not able to reproduce the bug so far. When I save, I get the file save dialog. Here a my steps:

     

    1. Created a new prefab and saved it (<- last prefab that was used).

    2. Restarted the editor and clicked on 'new prefab...' without specifying a name.

    3. Clicked on 'Save'

  2. I found a bug related to the new feature "restore last session":

    - if you create a new prefab and do not specify a name, then when you save "Save" (not "Save as...") it will be saved to the last prefab that was used.

     

    Ohh pretty serious bug. I am going to release the next version today... Thanks for the report.

  3. - after the prefab is load, the window is centered on (upper left corner?)

    then have to manually center the prefab (to get in the center for a better view, after reduce zoom).

    I would like that the window has begun to draw from the center.

     

    Yeah good suggestion ... but I don't get your first idea. What is the "space" button? Middle mouse button?

  4. The human readable values for Meta2 are there, but not for Meta. I even tested doors and lights, to see if it was block-specific, but unless I just happened to pick a door (jail) and a light (326, ceilingLight07) without meta, it just show numbers.

    It's a bit clumsily implemented atm. Click on a door or light and then click on the meta text field to update the showed list of values.

     

     

    I wish Rotations to Face North was changed to human readable as well. The In-Game Editor Simply has "Prefab Facing: direction" (or something like that, but, basically, 0 - N, 1 - W, 2 - S, 3 - E).

    Yeah, no problem...

     

    And speaking of rotations, could Front/Side view please use rotations to define where they are? Or, at least, have a way to invert the direction of X-Ray?

     

    I'll do my best!

  5. You're using an empty world setup? You have to deactivate the physics. Open the console (press F1), type dm, press Enter, press F1 again to close the console. Then press escape and have a look at the debug options on the right side of the screen... There is an option for physics.

     

     

    Ive looked in the prefabs folder & lots of the farms or similar dont have a Mesh file, Is this something to do with the fertile soil or soil in general ? Thanks

     

    Mhh I don't think so. Usually small prefabs don't have mesh files.

     

    @Guppy

     

    I think the button should check the following checkboxes?

     

    TTRaVL8.jpg

  6. Yeah I picked 3 which left it on its side so figured that thanks very much for all the advice, To Guppy too thanks... Now i can try my hand at some prefabs as ive always wanted to have a go :)

    Nice, and sorry I wasn't online.

     

     

    my custom paint textures don't appear in the list - is that how it should be?

     

    The editor does not read the game textures but it reads the image files in ~/Zombie/data/textures. Have you added your texture to this folder? The follow format for the filename should work:

     

    NameOfYourTexture__idxxx.jpg

     

    (note you need two underscores )

     

    I think you will understand the format having a look at the texture folder... The image size has to be 144x150, I guess.^^

     

     

     

     

    ...note the Zoning is "Any" and that the AllowedBiomes and AllowedTownships have all of them in it. This is the prefab XML.

     

     

    That's what i'm talking about! - this may not work, i always write(enumerate) all zones. For example, see street fillers - they never appear.

     

    PS: by the way, there is an interesting bug where prefab may not spawn if it in the biome "pine_forest" and it not prescribed to the type "city".

     

    So you need 4 buttons Guppy? One for Allowed townships, one for allowed biomes, one for zoning (because zoning 'any' may not work correctly) and one button that triggers the other 3, right?

  7. Update Time!

     

    Actually, the main feature of 0.4 is not ready yet but who cares.^^ I am going to release it in a few minutes.

     

    Changelog (v0.40):

     

    - added blacklist and whitelist for block ids to import function.

    - added write protection for block ids to import function (can be combined with whitelist and blacklist).

    - added support for block id lists to search tool.

    - added blacklist and whitelist for block ids to xRay mode.

    - added more/higher SleeperVolumeGamestageaAdjust values (2000, 3000, 4000, 5000, 10000) -> not tested if they work ingame

    - added console commands:

    'count id' counts the number of blocks having the selected id and the total number of non-air blocks

    'prefab' prints the location of the currently loaded prefab

     

    - added human-readable entries to meta and meta2 lists

    - added option 'restore last session at start up' - loads the last edited prefab at start up (incl. selected view and layer)

    - added feature and option for log file (don't use it unless you're experiencing crashes or other serious problems)

    - added more tool tips

    - increased length of undo action list from 10 to 20 steps (64 bit version only)

    - fixed: No block id selected in advanced replace. --Keep Old-- is the new default value for block ids.

     

     

     

    Done!

     

    Edit:

    Added links to the op.

     

     

     

    Thanks! These new features - is very useful to me during the transition to the new alpha.

     

    By the way, your previous avatar - very well would have been appropriate for the application icon :)

     

    Mhh I don't know. Edwin looks more like a zombie imo. ;)

  8. There are still some limitations I am trying to eliminate. I'll try to release a small updates on this weekend... :)

     

    Sorry guys but I was quite busy or too stressed to work on the editor....

     

     

    Preview (v0.4):

     

    - added blacklist and whitelist for block ids to import function.

    - added write protection for block ids to import function (can be combined with whitelist and blacklist).

    - added support for block id lists to search tool.

    - added blacklist and whitelist for block ids to xRay mode.

    - added more/higher SleeperVolumeGamestageaAdjust values (2000, 3000, 4000, 5000, 10000)

    - added console commands:

    'count id' counts the number of blocks having the selected id and the total number of non-air blocks

     

    - added feature for log file (70 % done)

    - added more tool tips

    - fixed: No block id selected in advanced replace. --Keep Old-- is the new default value for block ids.

  9. @Guppycur

    Yeh now it's no block id's. Check nearer to his last few messages on the dev diary.

     

    Are you referring to this randomly dropped piece of information?

     

    <block name="cntToilet02">

    <property name="Extends" value="cntToilet01"/>

    <property name="Model" value="Plumbing/toilet02" param1="main_mesh"/>

    </block>

     

    <block name="cntToilet03">

    <property name="Extends" value="cntToilet01"/>

    <property name="Model" value="Plumbing/toilet03" param1="main_mesh"/>

    </block>

     

     

    This is rather useless since we don't know how the new system works. I cannot plan ahead.

     

     

     

    @dcsobral

     

    What's the Spawner thing in the XML tab?

     

    [color=silver][size=1]- - - Updated - - -[/size][/color]

     

    Also, does search work at all? It's always an empty tab for me.

     

    To be honest, I can't remember what the spawner thing is. Afaik, it no longer works in A16.

     

    The search tab is not implemented yet.

     

     

    This isn't out yet, is it? It would have helped me SO MUCH right now!

     

    There are still some limitations I am trying to eliminate. I'll try to release a small updates on this weekend... :)

     

    And while I'm taking advantage of such an incredible tool being provided at no cost to myself, could we get a recent files feature, please?

    This feature is planned.

  10. In light of the new block format (no id numbers) in a17, I hope you're planning ahead and also figuring out a converter.

     

    I dunno what you're talking about. lol I thought we got more block ids? There is a comment from Gazz....

     

    <block id="2051" name="cntCupboardCornerCNRRed">

    <property name="Extends" value="cntCupboardCabinetRedTopClosed" param1="CustomIcon,Place"/>

    <property name="Model" value="cupboard_corner"/>

    </block>

  11. perfekt thank you ... after it works i tryed same with turrents and gen for infinit power and gas and ammo for my prefab but it wount work ..

     

    I wish we had this kind of feature but it's not supported by the game atm.

     

     

     

    Does your prefab editor also generates a distant view ???

     

    No, distant meshes for prefabs can be created using Hal's tool:

    https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor

     

     

    @Guppy

     

    Someday Guppy. Need to overcome my laziness. ;)

  12. Wait, there's an old xray mode? That implies there's a new xray mode, which is like the "bug" I was reporting a few weeks ago. Lol.

     

    Wait, what? The new mode is like your reported bug? I don't get it. lol Anyway, I hope that the new mode will fix the bug.

  13. Thanks Guppy and n2n1

     

    Let me know if there's anything I can do. lol

     

     

    Just a short preview:

     

    There are new options for the xRay-Mode.

     

    Ignore Air:

    - identical to the old xRay-Mode

     

    Blacklist

    - Enter block Ids you want to hide

     

    Whitelist:

    - Opposite of blacklist

     

    9Qibqll.jpg

     

     

    I've added similar options to the import function:

     

    jRz0aS9.jpg

     

    (particularly useful if you want exclude air blocks)

  14. Will as will!....the program is quite functional to use :)

     

     

    Recent list for load, will in the next update? :fat:

     

     

    PS: to provide prefab - it does not make sense. Same actions under the same circumstances, after rebooting OS - do not cause crash.

    (of course, i'm sure my Soft isn't guilty....if only ... there may be a shortage of any libraries... just, i use a fairly clean environment for modding - dedicated OS, do not install anything that does not require the program...)

     

    By the way, entity spawn works when creating decorations biomes, my head was crazy from this opportunity!

     

    Actually, that's a good question. The current version of QT (application framework of the editor) does have some bugs which make certain things difficult to implement, e.g. due to a bug in the framework you can select non-tts file if you load a prefab. Adding entries to the main menu at run-time causes random crashes. I suppose that's another QT related bug. That's why there is no recent file list in the main menu atm.

     

    I could add another tab which holds the list of recently loaded files but a whole new tab just for this list? ... I don't know.^^ This could be confusing for new uses. So the answer to your question is 'maybe' (it's not unlikely. I just have to find some more features that fit to the tab thematically...).^^

     

     

    PS: to provide prefab - it does not make sense. Same actions under the same circumstances, after rebooting OS - do not cause crash.

    (of course, i'm sure my Soft isn't guilty....if only ... there may be a shortage of any libraries... just, i use a fairly clean environment for modding - dedicated OS, do not install anything that does not require the program...)

     

    No problem. The new logfiles feature should be sufficient to find the reason for the crashes.

     

     

    By the way, entity spawn works when creating decorations biomes, my head was crazy from this opportunity!

     

    I don't know what decorations biomes are and how they are related to prefabs.^^

  15. @n2n1

     

    There will be an update next week...

     

    Hi n2n1, the update takes longer than expected because I've found the motivation to implement some new features.^^ It will be quite big compared to the previous mini patches but it's not ready yet. So, no update today. Sorry. I need a few more days to finish the main feature. :)

  16. Changelogs (v0.3x):

     

     

     

    Changelog v0.3 (July 11, 2017):

    - added a few tool tips (not complete yet)

    - added option "inverted mouse wheel" (related to "mouse wheel changes layers")

    - added option for a15 xml support (the editor assumes you're working with alpha 16 unless you've activated this option)

    - added a16 xml support

    - added system to visualize and edit sleeper volumes (see details)

    - added button for clearing inserted prefabs (This button removes the blue box. So you don't have to click on "fix position" and undo)

    - changed layout to save space

    - corrected spelling "Your current prefab is the small" -> "Your current prefab is too small"

    - temporarily disabled "Layer-independent selection" (performance issues for large prefabs)

    - renamed "side view 1" to "front view" and "side view 2" to "side view"

    - fixed scaling for high dpi displays

    - fixed bug related to fill tool

    - fixed bug related to a15 xml support

     

     

    Changelog v0.3b (July 11, 2017):

    - fixed minor bug related to highlighting function in side view

    - made color indicator in sleeper volume list thicker

    - made a16 xml reader case insensitive

    - fixed crash caused by faulty XML files

     

     

    Changelog v0.3c (July 12, 2017):

    - added brush tool to editing tools

    - added more tool tips

    - added settings for filler tool

    - changed filler tool (it should edit all block properties, not just the block id)

    - fixed minor bug in undo/redo algorithm

     

     

    Changelog v0.3d (July 12, 2017):

    - added new style option for selected blocks and "blue prefab boxes" (is disabled by default but can be enabled in the option menu) (see screenshot)

    - fixed performance issues and reenabled option "Layer-independent selection"

    - general performance improvements

     

     

    Changelog v0.3e (July 13, 2017):

    - improved placement of new sleeper volumes

    - fixed bug in undo/redo function (should be bug free now^^)

     

     

    Changelog v0.3f (July 14, 2017):

    - added console tab (it's not too useful atm but I will add more of developer functions to the console output)

    - added function "print all prefab xml data" (this console function prints a list of all properties and corresponding values used in the prefab xml files and a list of those files)

    - added X-ray mode (now we can see through air blocks^^)

    - fixed: closing the program while the edit tab was undocked/floating prevented to editor from starting

    - renamed "prefab settings" tab to "Xml" and "sleeper volumes" tab to "Sleepers"

     

     

    Changelog v0.3g (July 15, 2017):

    - added optional tab "sleeper generator"

    - fixed missing line-breaking of prefab xml files in windows notepad

     

     

    Changelog v0.3h (July 16, 2017):

    - added button "count sleeper blocks" and text field sleeper block count to volume list items (gray indicates the volume doesn't contain any sleeper blocks)

    - added "remove sleepers outside volumes" button to the sleeper generator tab.

    - added function: sleeper volumes can be resized using the right mouse button (it's a bit buggy atm. see details)

    - added tool "place sleeper" to toolbar

    - Renamed "Sleepers" tab to "Sleeper Volumes"

    - fixed: x-ray didn't work (didn't update) after activation until you changed the current layer

    - fixed: click on a sleeper volume which is partially outside of the prefab area unintentionally changed the position of the volume. So double click didn't work for those volumes

    - fixed: old sleeper volumes will not be deleted if you load a prefab without prefab xml

     

     

    Changelog v0.3j (July 17, 2017):

    - added vertical tabs (can be deactivated in option menu "vertical tabs")

    - enabled remove and insert rows and columns in x-ray mode

    - improved resizing of sleeper volumes by mouse button (still not perfect but it's much better now)

    - fixed visual issue caused by sleeper volume resize via text fields

    - fixed: dock widget size (size of the tabs) not saved properly

    - fixed: sleeper generator changes the size of other tabs

    - fixed: size of the volume list items was too small

     

     

    Changelog v0.3k (July 18, 2017):

    - fixed: undo didn't work for sleeper placing tool

    - fixed: creating a new prefab didn't remove sleeper volumes from previously loaded prefab

    - fixed: sleeper volumes slowed layer switching down

     

     

    Changelog v0.3l (July 18, 2017):

    - fixed: multiple modes/tools caused crashes if you moved or resized sleeper volumes using the left or right mouse button

     

     

    Changelog v0.3m (July 20, 2017):

    - added new/better sleeper volume algorithm to sleeper generator (click on smart volume placing method; generating the volumes may take a few seconds!) (see details)

    - added random SleeperVolumeGroups to sleeper generator (SleeperVolumeGroups will be randomly chosen from the list "active")

    - added new console function "print free block ids" (shows a list of all unused ids in the console tab)

     

     

    Changelog v0.3n (July 25, 2017):

    - added link to the official thread to the main menu (help -> show official thread)

    - added dialog on quit to save unsaved changes (implementation is not complete yet (changes on sleeper volumes will be ignored))

    - improved sleeper volume placing

    - made read-only text fields gray

     

     

    Changelog v0.3o (July 30, 2017):

    - fixed graphic bug related to sleeper volume resizing

    - fixed: removing rows/columns while xray mode is on may crash the editor

    - partially fixed: remove rows/columns may cause crashes (this is NOT the final bugfix but should significantly improve the current situation^^). I'll try to release the final fix within the next few days.

    - temporarily disabled opengl

    - added dynamic gamestage reading (so you can use custom spawning groups / use a modded gamestages.xml)

    - added text field 'chances' to sleeper volume list items. this text field show the emptyChance, decoyChance and decoy1hpChance (see gamestages.xml for further explanation)

    - increased the font for rotations shown in the grid

     

    hint: please ignore the electricity stuff. It's deactivated anyway. :p

     

     

    Changelog v0.3p (July 30, 2017):

    - added prefab export tool (see details)

     

     

  17. Yes, there is a chance but I will wait for A17.... :)

     

    Some custom prefabs have them but I'm not finding much info on creating the mesh files.

     

     

    You can use Hal's Tools to create meshes. Let me know if you've further questions:

     

    https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor

     

     

     

     

     

    Edit:

    I am just trying to make room for other stuff in the op. That's why you see the old changelog in the comment below.^^

  18. Hello.

     

    You remember our conversation about the spawn Entity in prefabs? (which now won't spawn in the RWG prefabs). I some time did not follow...You found a way to spawn them?

    Yes. I have not found a way.

     

    I've found it! :) are You interested in?

     

    If you hold information back ...

     

    a4tlnn.jpg.60d174ad17f6532c1d1948441daec4b4.jpg

     

    ;). So it might be better to share your insights.

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