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Pille

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Everything posted by Pille

  1. All these functions aren't included yet. The preliminary goal is to create an editor which has all (or at least the most important) features of Hal's editor (without bbb commands). So it's a pure tts and xml file editor atm. This might change once the goal is achieved.
  2. Update Time! 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 tab changed 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
  3. Ahh ok, so my preliminary answer is 'no' but this could change if I try to develop a world editor. Btw. I still don't understand what you could do with the dll.^^
  4. Maybe ... but let me cite myself So how can I make it sdx friendly or asked differently, what makes Hal's editor sdx friendly?
  5. Lol. I haven't much time this week. That might be your chance.
  6. Hi Laz Man, you can use the front view or the side view to remove layers: 1. click on front view 2. (optional) Go to layer 0 3. (optional) click on the x-ray mode button to find out which layers you want to delete (this will deactivate the "remove rows" button) 4. select some blocks that belong to those layers (right mouse button) 5. (optional) click again on x-ray mode to reactivate to "remove rows" button 6. move your mouse over the "remove rows" button (this should show you the selected layers) 7. click the "remove rows" button Maybe that would be easier for most of the users.^^ So probably yes.
  7. Thanks Slaan. I have to wait then.^^ Hopefully, you never lose your motivation.
  8. Very nice blog Slaan. I hoped that I could use Slaanhatten for my upcoming server but there is one small problem: "City Hub Status – 10% complete…" ^^ What do think? How long will it take to complete the city?
  9. Ha, I knew it. @StompyNZ I was thinking about a random-based customizable vegetation brush when I implemented the x-ray mode. So we could "paint" a flower meadow or a forest on the ground. However, that's one of those functions you use once per decade. Not sure whether I am going to add this.^^ Terrain smoothing and roughening brushes could be another use case. Update Time! Actually the main feature of the current release (sleeper generator) is not ready yet but Magoli urges me to release a bugfix for a formatting issue. Changelog v0.3g (July 15, 2017): - added optional tab "sleeper generator" - fixed missing line-breaking of prefab xml files in windows notepad The sleeper generator provides a quick and dirty way to place sleepers and volumes (I don't recommend to use it in its current state). Sleepers will be spawned in roofed areas only. Sleeper density (in percent): 100 means all ground blocks in roofed areas will be paved with sleeper blocks.^^ GameStageAdjust: Avarage SleeperGameStageAdjust. It's connected to a random number generator (gaussian distribution). So you get sleeper volumes with different SleeperGameStageAdjust values. Volume probability (in percent): 100 means each sleeper block gets its own volume. SleeperIsLootVolume probability (in percent): I still don't know what SleeperIsLootVolume means. So no further explanation... New Update! 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 Hints: - The resize function is less buggy on the right and the bottom side of the sleeper volume frame (see screenshot bellow). - The auto-update doesn't work properly (shows update is available no matter whether an update is available or not) if you update from v0.2x to v0.3x. Please download the editor again to fix the problem. Preview of upcoming features:
  10. Update: Changelog v0.3e (July 13, 2017): - improved placement of new sleeper volumes - fixed bug in undo/redo function (should be bug free now^^) I accidentally found the bug in the source code. The edit tab was undocked/floating when you closed the editor, right?^^ That prevents the program from starting. You can either delete the ini file (settings/Zombie Coop/Zombie.ini) to fix the problem or wait for the next update. The next update available and it's an important one since it fixes a really annoying bug. 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^^. see details) - 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" X-Ray Mode (highly experimental): This mode changes the block rendering method. Instead of the blocks of the current layer the next non-air blocks will be shown. So you can see through the air blocks to the underlying strutures (see screenshot bellow). I am not sure how useful this feature is but it was very easy to implement. (Doema's cathedral in X-Ray mode, see links bellow) Links: http://steamcommunity.com/sharedfiles/filedetails/?id=735713440 http://steamcommunity.com/sharedfiles/filedetails/?id=735711263
  11. @Slaan Nice idea. It's probably clever to start with a simple problem. Tunnels shouldn't be very difficult to implement. I have a rough model in my mind which should allow us to generate building complexes with interior decorations. However, it's not completely thought-out yet and might be over the top for various reasons.^^ @Magoli You don't have a choice. @Guppycur Thanks Guppy. I like the idea but you're right, I don't need to work with the rwgmixer. @Amadeux I assume botman uses one of the standard algorithms: https://en.wikipedia.org/wiki/Maze_generation_algorithm Time will tell whether that's useful or not.
  12. New update: 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 it in the option menu) (see screenshot) - fixed performance issues and reenabled option "Layer-independent selection" - general performance improvements @Guppycur Sounds reasonable (and quite ambitious^^). We should start with the exterior. I don't have any experiences with programming randomly generated structures, so let's see what happens. Interesting idea, I wonder how can you use the mixer to randomize prefabs.
  13. Thanks Amadeux. Good to know!
  14. Sounds like the ultimate pita. You must be a very disciplined person.^^ @Magoli It's already on my to-do list. Give me a few days. @all I think it's time to concentrate a bit more on non standard features (things that are interesting to Pille^^) . I am not going to stop implementing your suggestions (if they make sense and if I like them (all suggestions are very good so far)) but programming GUI related problems is quite boring sometimes. So I need distraction. The next updates will be mainly about randomly generated prefabs (more precisely randomly generated interiors) and other gimmicks. The general idea is that we have random blocks (randomly chosen from a list of blocks) and random rooms (randomly chosen from a list of rooms; each element in this list is manually created by the user or automatically generated by an algorithm). So if we had a list with 4 basements and 3 attics, the editor would save 4*3 = 12 variants of one prefab. It should be feasible to include a lot of prefabs into the rwg mixer: https://7daystodie.com/forums/showthread.php?62893-Technical-limits-of-rwg&p=632561#post632561 However, I am not sure whether that's a good plan or not.^^ Is there a negative effect on the ram usage if we include a few hundred new POIs or do you see another technical obstacle? Any suggestions or comments on the topic? Btw. Update time! 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
  15. Of course I listened. Your idea was excellent (could be one of mine ), so there was no reason to not implement it.
  16. Your young people are pretty easy to impress. ;p
  17. I hope there are not too many serious bugs. I had not much time for testing.^^ Edit: Glad to hear that you find this feature helpful. It was a lot of work.
  18. The next update is ready! A few features don't work yet and there are some small known bugs but I think it's already useful. So good luck. 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 - 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 I think I should give you some instructions: 1. * This funny little rectangle is a sleeper volume. Each sleeper volume is represented by an item in the volume list (see 2.). * Left click on the frame moves the sleeper volume (drag & drop). * Right click on the frame resizes the volume. (This function has bugs) * Double click on the frame selects and shows the corresponding item in the sleeper volume list 2. * Each item in this list represents a volume on the grid. * Double click somewhere here to show and highlight the corresponding volume on the grid. 3. * This buttons add and remove sleeper volumes. Sometimes the new volumes will be "spawned" outside of the visible area. Please use the text fields "SleeperVolumeStart" to fix the issue. Hints: * Undo does not work for sleeper volume changes atm. * Deactivate the a15 xml compatibility if you're working on an a16 prefab. * Activate "write prefab XML" if you want to use the sleeper volume features * The editor creates a new file ("prefabname".pille) which contains the color data of the sleeper volumes.
  19. That's really strange. I could have sworn that your comments were not there yesterday. So sorry that I have ignored you but your posts were invisible.^^ Do you still have problems when starting the editor? What's your windows version? Thanks for your suggestion. There's already something similar but it's not activated (so not available to normal users). I am going to reactivate it as soon as I can.
  20. I will put this feature in one of the next updates.^^ Thanks Amadeux. I was able to find and fix the bug (the fix will be included in the next release). @Slaan, Magoli I guess you have to wait a few more days because the next update is pretty big and the code for the sleeper volumes is quite "complicated" (at least compared to the rest of the project^^). Btw. you can edit the colors of the volumes. So there will be an extra prefab file containing the color data (without this file you will get random colors). Really? My automated xml evaluation function found prefabs using static spawners: business_red_brick_06.xml garageblue1.xml I hope that's not a mistake.
  21. Yes, but it doesn't work this way (or isn't very easy) since block selecting does change the color. So if I make the red selects or blue prefab boxes 100% translucent, you would see nothing but white blocks.^^ I think I could implement something like this:
  22. @Magoli The next release will contain full support for A16 prefab XMLs. In addition there will be a visual (and probably interactive) representation of the sleeper volumens. So that's a sleeper volume in my current dev. version (the green rectangle). Each volume does have a different color and can be directly resized and moved like a desktop window (you can also use text fields to change the positions and dimensions): @Guppycur Don't worry this approach isn't really slower or less dirty than the other one. @StompyNZ Thanks Stompy. I hope I can find it (didn't try yet).^^
  23. @Guppycur Ok, thanks. So I guess I have to evaluate the XMLs. Btw. The design of the new A16 xml settings is similar to the old A15 settings (which were another shameless copy of Hal's design^^):
  24. Are you talking about "store_pawn_01"? There are many sleeper blocks in this prefab (activate "show class symbol" in extras -> options- > view to show the sleepers).
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