EGOBOO -- Another editor

The development of the game itself or new resources for it. Any new stuff you're working on would go here, as well as the discussion of in-development stuff.

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bitnapper
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Post by bitnapper »

So woodmouse would be a good tester :D

And raging here about the Problems with the new editor. I'd be pleased :D

Work planned
- Some polishing of the interface
- Better display of map in 3D-View (Based on visibility)
- Choosing tiles in 3D-View
- Browsing / creating / editing spawn points
- Browsing / creating / editing passages


Question
Any other ideas, wishes
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woodmouse
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Post by woodmouse »

bitnapper wrote:So woodmouse would be a good tester :D
:lol:

I hope there won't be the same problem with too many objects that Egomap has, lol.
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Post by bitnapper »

I hope there won't be the same problem with too many objects that Egomap has, lol.
Please describe this problem more in detail. Thank you.
Last edited by bitnapper on Tue Feb 15, 2011 2:01 pm, edited 1 time in total.
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Post by woodmouse »

bitnapper wrote:Please describe this problem more in detail. Thank you.
Well, in Egomap if there's too many objects, they don't show in the editor and after saving they disappear from spawn.txt, although it doesn't happen if I do the things in another txt file, so it's not that big of a problem, but it'd still be at least slightly faster to do things if that wouldn't happen.
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Post by Zefz »

Yes, EgoMap didn't support more than 64 objects on the map. Objects would go disappearing if you added more. Support for the new spawn.txt format (that would say the global object system) would be something needed as well.
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Post by bitnapper »

I took an example 'spawn.txt' file which has around 450 Lines of text.
So I defined the values

EDITMAIN_MAXSPAWN 500
EDITMAIN_MAXPASSAGE 50

In a first step, I plan to display the objects only as colored fans with the dialog displaying the info about it held in the file 'spawn.txt'. And for the first tests it will be 'read-only'. Because I have no 'write'-function yet. That will be next.

I don't know how I will solve the display of objects Left, Right and I Inventory. Any ideas ?

Some Questions:
Should there be some Minimum/Maximum values for the different values in spawn.txt (e.g. Money / Skin...) ?
I am correct, that the new spawn type holds the name of the object left of the colon and tha the slot number is always = -1 ?
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Post by octagon »

How about showing the hand items left and right below the object (in half size), and the inventory stuff besides it (pretty much scaled down)? It would look nice, I guess.
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Post by Zefz »

EgoMap hid away the inventory left/right objects. Only way to see them was to go into object edit mode and right click the object (where you could also specify skin, money, etc.)

Money should not be less than 0 and more than 9999.

Skins should be between 0 and 4 where 4 means random skin. (0 means level 1 armor). It could be cool if you could see the skin change instantly in the editor, so you know that you are changing it to?

Level should be between 0 and 20.

Note that is also another type of direction in addition to L, R, I, N, E, S, W -> namely the ? which means randomize facing direction.

You are correct about spawn.txt. Slot number -1 means Egoboo will try to dynamically allocate the slot to a free slot number. The only time you would need a unique slot number is for overriding objects or for special AI scripts.
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Post by bitnapper »

For the first step it'll be a 'read-only' dialog for test of the 'read/write' functions for the test file.
I have to do some reorganisation of the code to have a central 'data-loading' point and for display of these spawn points and passages.

Then we'll see. Because reading in all the objects als graphic data needs another big step in programming.

BTW: I plan to make the keys for the input handling free configurable as in the EGOBOO-Game-Engine.

Work done:
- Added 'tool' dialogs for Spawn-Points and Passages
- Prepared reading in passages and spawn points
- Prepared sensing of mouse in 3D-View :D
- Dialog displays the first loaded passage correct :D
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Post by bitnapper »

Hi, I'm coming along again pretty well, I think

Work done
- Passages and spawn points are now displayed on map :D
- Prepared code for editing spawn points and passages

Work planned
- Edit spawn points / passages by right clicking on it
- 'Local'-menu for new objects if right click on 'unused' fan
- Write changed data to text files

Now some
questions
- I plan to open the edit-dialog on right click on the map, is that a good idea ?
- Mouse left / right is also used in 'map-edit-mode'. What do you think how about to switch best between map edit mode and the editing of spawn points an passages (because choosing tiles is needed for passages and spawn points, too) ?
- Is the planned 'local'-menu ok if the users does a right click on the map depending on the info ?
- How is the 'new' version type declared in the text files ?

Please describe, how you think it would be easiest to work with the editor, beside of the 'click in 3D-View'. Thanks.
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Post by Zefz »

- I plan to open the edit-dialog on right click on the map, is that a good idea ?
Sounds good. This is how EgoMap works. EgoMap handled different edit modes by those small buttons on the top. Object edit mode, Passage Edit mode, Vertex Edit mode, etc.
- How is the 'new' version type declared in the text files ?
What do you mean? Do you mean the $FILE_VERSION tag?
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Post by bitnapper »

Zefz wrote:
- How is the 'new' version type declared in the text files ?
What do you mean? Do you mean the $FILE_VERSION tag?
Yes, this one. Because I have to write it into the files generated by the editor.
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Post by Zefz »

Some files (controls.txt and wavalite.txt) have the $FILE_VERSION tag in the first line of the file. This is to indicate how many lines Egoboo is expected to parse. There were added some new lines for weather effects and to make both old version and new versions of the file readable for Egoboo, we included the version tag.

Birdsey already wrote a wavalite parser/exporter btw in the 2.8.x source code.
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Post by bitnapper »

Thanks for the information.

Work done:
- Tools can be chosen by menu -- Is Edit-State
- Right click on map opens dialog about tile based on chosen tools (passage and object) :D
- Edit-State is displayed left bottom in tool bar
- The info about a passage is displayed if you choose one :D
- The info about an object is dîsplayed if you right click on it :D


BTW: This handling of editing makes the (right click) makes programming much easier...

About file reading/writing:
I have a tool to read/write anything, based on the description of the values to be read :D
That one I use already to read spawn and passage file.
Needs just a little adjustement to read the other formats: Declaration of more value-types.
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Post by bitnapper »

Questions about spawn file
- What are the 'unknown' slots for (because objects ar loaded by name if Slot-No=-1)?
- Have 'unknown' slots to be displayed ?
- Should the editor write back a slot no of -1, when the saving a file ?

Code: Select all

PLAYER 1:   NONE    0  76.5   42.5   2.0   S    0   0  0   0   0   T   F   G
  unknown:   NONE    1  0.0   0.0   0.0   L    0   0  0   0   0   F   F   N
  unknown:   NONE    2  0.0   0.0   0.0   R    0   0  0   0   0   F   F   N
Work planned
- Display of Inventory of an object
- Editing objects and passages
- Write changes back to file
- Preparation for loading game objects with model files
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