Little survey

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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Little survey

Post by bitnapper »

Now, that I'm testing the 'simple' edit mode, I look ahead to add some mor tools to work with the map.
At the moment I can only offer choosing whole tiles for changes.

No my question:
Which are in your opinion the best tools for adjustment of the map ?

The original editor has possibilities of flattening and heighten the Up-Vertices. An a tool to jitter chosen vertices.

Thanks for your answers.
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Post by Maxaxle »

That is a question of what you prefer. I preferred EgoMap before I realized how glitchy it was (it tends to corrupt maps :( ).
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Corruption of Maps in EgoMap

Post by bitnapper »

In which way does EgoMap corrupt maps ? Just with load and then save? Or after you have edited it ?
If you could describe it well then I can take a look into the code and avoid a possible error myself.

BTW: It would be nice, if you could test the Load/Save-Functions well if the Editor has reached the first usable stage.
Last edited by bitnapper on Tue Aug 24, 2010 6:21 pm, edited 1 time in total.
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Post by Zefz »

The problem with EgoMap was that a vertex could get a invalid Z value suddenly (max int?) and whenever EgoMap opened the file and tried to draw the vertex, EgoMap would simply crash. It should be easy to fix the corrupted part of the mesh if the program didn't crash!

Egoboo could run and draw the whole module, but the mesh would look very glitchy due to the vertex being corrupt.
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Map-Fix tool ?

Post by bitnapper »

Is it worth to build something like a 'map-fix' tool in the map editor ?
Can my editor read in such corrupted files correct ?

I know, the Z-Values are handled in a strange mode in Egoboo.

I took a look into the 'wall-maker' code of egomap and try to port it into my editor.
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Post by octagon »

Is it worth to build something like a 'map-fix' tool in the map editor ?
I think that - depending on how much work that would mean for you - it could be.

EgoMap corrupted many modules (I still remember reading how whoever made the Cobol Palace had to completely restart because the file got corrupted...), and automatic fixing of corrupted files always enhances the comfort of a program.
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Corrupted files

Post by bitnapper »

If you can send me a corrupted file I can check out how much work it would be.

If it's only about these Z-Values, I see not much of work...
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Post by Zefz »

The Griffin Tower in the modules folder is corrupt. I think it is a pretty easy fix.
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Corrupt map

Post by bitnapper »

At first sight, some wall textures in the griffin tower are of the wrong type (flipped upside down). Is that correct ?

What other tings may be corrupt ? Can you please point them out ? Thanks.
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Post by Zefz »

There is a part of the level that isn't used (1/4th or something like that). That's the part that's corrupt. Trying to look at that part in EgoMap will cause it to crash.
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Corrupt map

Post by bitnapper »

But it doesn't crash my new map editor :)

The textures look a little bit strange. Maybe I have to take a look at it in 'line-mode'. And adding info about the points X/Y/Z values.
It could be a bug in the 'auto-weld' code for merging the Vertex-values of adjacent tiles.

Can you 'teleport' to the unused part of the map in Egoboo? Would be a nice passage!

Next question
- What information about 'spawn-points' and passages on the map do you need ?
- Should there be a function 'write to file ?'
- What editing/adding functions for Spawn-Files and Passages do you need ?

BTW: What do you think about the actual state of the editor?
What does it lack to make it worth a download for users (eg. user 'loggymany')?
Last edited by bitnapper on Thu Sep 09, 2010 11:53 am, edited 1 time in total.
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Post by Zefz »

I am having trouble compiling it at the moment, some linker error. I'll see if I can get it to compile sometime later.
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Corrupt Griffin Tower

Post by bitnapper »

If looking at it in wire frame mode, there are some strange top tiles that are under the level of the normal floor tiles :)
If EgoMap works with unsigned integers as value, than that's why it crashes.

Next work
- Adding support for use of arrow keys for moving the camera
Last edited by bitnapper on Thu Sep 09, 2010 7:51 pm, edited 1 time in total.
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Post by Zefz »

Yeah, I guessed it was something silly like that :) I wonder how EgoMap manages to save it incorrectly though.
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