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-   -   Level editor issues/planned features (http://www.oddworldforums.net/showthread.php?t=20271)

kapteeni13 06-13-2011 05:48 AM

Amazing... :)

Jango 06-18-2011 02:34 PM

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Had some spare time today and managed to get a basic grid working and improve collision items.

I found its much easier to move them around now as demo'ed by the screen shot ;)

Hi Paul, do you think you could possibly release a new editor version, with just the Collision Items grid-lock feature, within the next week please?

Because I'm planning to make a level over the next month, and really want that grid-lock feature to be in there, for Collision Items, to make the level much easier to make. :)

I know it will probably be much longer than one month before you release the next full version, which is why I am requesting for just the grid-lock feature now (seeing as you've already got it working).

So do you think you'd be able to do that?

Thank you very much; I send my great regards for all of your hard work Paul. It's all come along so great since I first asked you questions about editors around two years ago! :)

Paul 06-19-2011 03:25 AM

I've ripped the whole core of the app apart so no can do :( I'm doing a big clean up of the core and also enabling multi doc support.

RoryF 06-22-2011 11:20 AM

Could you also make it so it doesn't slow down everything running?
Firefox and other stuff just stop responding every time I run it, and it does the same on my other computer, so I know it's not just my laptop being sluggish.

JennyGenesis 06-22-2011 03:00 PM

I never had that problem.

Paul 06-22-2011 04:03 PM

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Could you also make it so it doesn't slow down everything running?
Firefox and other stuff just stop responding every time I run it, and it does the same on my other computer, so I know it's not just my laptop being sluggish.

More than likely yes as it happens, I noticed the CPU usage is quite high due to something silly I was doing in the line drawing. So next version might not hammer your CPU so much, how much does it use on say R1 path 15?

Edit: Oh.. and of course what CPU do you have?

RoryF 06-22-2011 10:14 PM

I can't seem to run it anymore.
It just comes up with an error after the message box about OpenGL rendering.

This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information.

It comes up with that even if I press No.:fuzconf:

JennyGenesis 06-23-2011 01:21 AM

What is the difference between OpelGL rendering and software rendering?

I know what they mean but I can't seem to notice a difference beetween the both in the editor.

Tadimo 06-23-2011 02:13 AM

If you've got a strong enough processor then you wouldn't notice the difference as software rendering just transfers all the graphics processing off the graphics card and to the regular processor.

That being said I remember there were some odd things happening with the editor with OpenGL rendering so I use software rendering all the time for it now.

Paul 06-23-2011 07:08 AM

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I can't seem to run it anymore.
It just comes up with an error after the message box about OpenGL rendering.

This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information.

It comes up with that even if I press No.:fuzconf:

Try download it again and extract to a "clean" directory so that its not picking up any corrupted config files or whatever.

SligValet 06-29-2011 09:24 AM

Paul, if you're taking suggestions, I have one right here

In a future version if it's even possible: Make collision lines snap to 90 degree rotations. Because the game doesn't like when you rotate them more than 1 degree even (thinking about floor collisions here, no idea how walls act like that), plus it's incredibly annoying to rotate the lines to pixel-perfect alignment

Paul 06-29-2011 04:27 PM

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Paul, if you're taking suggestions, I have one right here

In a future version if it's even possible: Make collision lines snap to 90 degree rotations. Because the game doesn't like when you rotate them more than 1 degree even (thinking about floor collisions here, no idea how walls act like that), plus it's incredibly annoying to rotate the lines to pixel-perfect alignment

I think snap to grid takes care of this? Snap the line to a horizontal/vertical grid lines/points? Or have I missed something here ;)

SligValet 06-30-2011 07:36 AM

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I think snap to grid takes care of this? Snap the line to a horizontal/vertical grid lines/points? Or have I missed something here ;)

You may have missed something there :p
I'm using 0.6 of your editor, and I always have Snap objects to grid activated, plus the actual grid doesn't even show when I tell it to, no matter which rendering mode I run it in.

RoryF 06-30-2011 08:38 AM

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You may have missed something there :p
I'm using 0.6 of your editor, and I always have Snap objects to grid activated, plus the actual grid doesn't even show when I tell it to, no matter which rendering mode I run it in.

The grid only works with objects.

SligValet 06-30-2011 08:56 AM

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The grid only works with objects.

I know that. Which is why I suggested Paul to make the grid also work with the collison lines, and to make them snap to 90 degrees rotation when you try moving them.

+ an actual visual grid (which is what I thought existed) would be nice

Paul 06-30-2011 10:07 AM

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I know that. Which is why I suggested Paul to make the grid also work with the collison lines, and to make them snap to 90 degrees rotation when you try moving them.

+ an actual visual grid (which is what I thought existed) would be nice

Gotcha, 0.7 will have visible grid and allow you to snap both kinds of objects. I posted a screen shot of how it looks some where in here ;)

SligValet 06-30-2011 10:33 AM

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Gotcha, 0.7 will have visible grid and allow you to snap both kinds of objects. I posted a screen shot of how it looks some where in here ;)

Simply put: Awesome :)
Can't wait for the next version

pevzi 07-24-2011 04:08 AM

Paul, big thanks for your work. It would be nice if you make a Linux port, moreover (as I can see) it is written using Qt so it wouldn't be very hard to do it.

Nate 07-24-2011 10:34 AM

I woudn't hold my breath, if I were you.
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it wouldn't be very hard to do it.

Wanna make a bet? If it was that easy, OWI would have are a port for MacOS, not to mention the changes they wanted to make for Steam ahievements.

pevzi 07-24-2011 12:50 PM

Hm, are we both talking about Level Editor? I don't think if Paul used any Windows-specific techniques in his editor so I can humbly consider that making a Linux/Mac port wouldn't be a big problem. Furthermore, it was mentioned in «Future features» list.

Paul 07-24-2011 02:04 PM

I do most of the development on Linux, so it aint a problem ;)

Not had much time for coding these days so next release is still a while away, reworking certain areas takes a long time :|

Nate 07-24-2011 10:22 PM

Oh, I'm sorry. Somehow I thought you meant porting the actual games.

What's the point of porting the level editor if you need Windows to play the game?

EDIT: new page.

Phylum 07-25-2011 12:56 AM

I would like a Mac port because all of my image editing tools are on my Mac. It's also significantly faster than my dated Windows computer that I only use for playing games. USBs make it really easy to transfer data between the 2 because they are literally a meter from eachother.

The reasons are probably going to vary between individuals quite severely, though.

pevzi 07-26-2011 06:09 AM

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I do most of the development on Linux, so it aint a problem ;)

Oh, nice (: by the way, may I inquire about what tools did you use to reverse-engineer AO/AE level format?

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What's the point of porting the level editor if you need Windows to play the game?

AO/AE games run quite nicely via Wine but the level editor (being executed under Wine) looks and feels too nonnative.

kapteeni13 08-25-2011 09:02 AM

Sometimes when i add .bmp screenshot (640x480 or 640x240) and save it. Then go to test it and game crashes... when i rechoose image and save again... then it works...
But there is only small change that this happens :)

luke3212 09-02-2011 05:03 PM

You should make it so if you drag the collision path while holding shift, it will lock the line to a fixated straight angle, and is it possible to create your OWN collision paths, rather than editing what you have already?

SligValet 09-03-2011 02:16 PM

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You should make it so if you drag the collision path while holding shift, it will lock the line to a fixated straight angle, and is it possible to create your OWN collision paths, rather than editing what you have already?

The 90 degree angle collison paths thing has been requested so many times now :P

Adding your own collison paths, use the search button, this has been asked about a billion times over and people just keep asking, in short: It's not possible as of right now, but it hopefully will be

kapteeni13 09-04-2011 06:48 AM

I'm not heared anything while about Editor 0.7 version. When this come's out? :)
I know already that Paul is busy...

Paul 09-04-2011 02:23 PM

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I'm not heared anything while about Editor 0.7 version. When this come's out? :)
I know already that Paul is busy...

Still quite a while away, I'm trying to create an AE cam compressor rather than some dodgy hack of using BgAnims or whatever..

RoryF 09-06-2011 03:52 AM

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Still quite a while away, I'm trying to create an AE cam compressor rather than some dodgy hack of using BgAnims or whatever..

Does that mean that people won't have to use that dll?

Paul 09-08-2011 02:43 PM

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Does that mean that people won't have to use that dll?

Yeah thats the idea, cracking a compression algorithm is far from easy enough..

kapteeni13 10-04-2011 01:31 AM

I have new (hard maybe) question/suggestion: Would be possible to add new path in levels? :D

or add more empty screen places in path? :)

*Waiting possible no answer and hold breath*

Paul 11-24-2011 08:48 AM

FYI there likely won't be a new editor version before xmas.

BUT!

The following out of the task list has been fixed/done/started:
* Document more AE objects properties
* More grid stuff for collision paths because editing them properly requires extreme mouse skill!
* Undo/redo
* Align to grid is buggy?

And some extras:
* Can open more than one path at once (tabbed interface)
* Copy/paste items works properly
* Multi selection of items
* All sorts of other tweaks/bug fixes

The following are still planned for the next version:
* Allow custom CAMs in AE without a hook dll
* Allow editing of FG1 in AO and AE
* Check boxes and things don't keep their state between opening/closing a level

And perhaps some other stuff too.

Also @kapteeni13 not possible sorry :(

kapteeni13 11-24-2011 10:09 AM

Oh ok :( =)

Editor update looks cool anyways! ^^

WolfensteinOdess 11-25-2011 08:11 AM

Godd work :)

WolfensteinOdess 11-25-2011 08:15 AM

And when we can donwload it ?

NovaMan 11-25-2011 11:36 AM

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And when we can donwload it ?

Maybe before or after christmas. I don't know when.

BlackVenom 11-29-2011 02:24 PM

And who made those pretty icons? :P

Paul 12-01-2011 11:27 PM

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And who made those pretty icons? :P

Someone should make some more icons ;)

JennyGenesis 12-02-2011 12:46 AM

I think the collision path's look too thick,

I prefer the old ones.