Modbaker Development

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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xenom[GER]
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Post by xenom[GER] »

Hi all,

I got a working version for the mouse input!
This allows me to select a single vertex and increase its height (currently this messes up the mesh, cause you really can only select one single vertex :twisted:).

Next steps:
- Solve a bug making some vertices unclickable
- Selection all vertices sharing the same coordinate (so you edit the edge of all four tiles)

So the project is precessing slowly but surely \o/

[edit]
Now you can also load other modules than advent.mod

[edit2]
Wee, now every vertex is clickable \o/
So next thing will be implmenting a selection.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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penguinflyer2222
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Post by penguinflyer2222 »

Yay! \o/
:woo: :cheers:
......
Cimeries
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Post by Cimeries »

:agree:

xenom[GER] wrote:So the project is precessing slowly but surely \o/

Faster than any of mine :woo:
:wink:
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Agent of Dread
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Post by Agent of Dread »

:woo:
I can't wait!
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ShellShocker
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Post by ShellShocker »

Agent of Dread wrote::woo:
I can't wait!

:agree:
I can't wait either!
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woodmouse
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Post by woodmouse »

Me neither! :woo:
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xenom[GER]
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Post by xenom[GER] »

Next status update
- If you modify a vertex, all tiles surrounding it are getting modified (as a base for the selection)
- Display of the current position and the FPS using SDL_ttf
- Fixed some smaller bugs

Next things on my ToDo list
- extend the selection so you can edit multiple vertices at one time
- a weld function
- save the .mpd file again

And then it's time for a first SVN import, so you can have a look at it ;-)
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
Cimeries
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Post by Cimeries »

xenom[GER] wrote:And then it's time for a first SVN import, so you can have a look at it ;-)

:woo:
Also, anyone else agree that this should be stickied?
...
Nevermind, I'm not asking anyone anyway. Stickied.
:wink:
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Zefz
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Post by Zefz »

I do not agree that it should be stickied.

Announced.
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Post by freegamer »

xenom[GER] wrote:And then it's time for a first SVN import, so you can have a look at it ;-)

Please don't wait to import it. Just import it, in its current state.

I have seen so many, "my code isn't ready yet" or "its ugly" or "I just want to finish a feature first" reasons for not yet having uploaded code to a VCS, then a few days or weeks later the message, "my hd diied :'-(" or the person just disappears for a long time due to real life.

Release early, release often. Don't wait; that's just asking for a problem of some kind to break your programming heart.
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xenom[GER]
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Update!

Post by xenom[GER] »

Chainsaw wrote:Stickied.

Zefz wrote:Announced.

Thanks :-)

freegamer wrote:Please don't wait to import it. Just import it, in its current state.

Thanks for your hints (and your great blog ;-)). But I wanted to present a code base without too much mess (but I can understand your points, I've seen a lot of projects disappearing, too).
I'll do a SVN import in the next few days. And don't worry, I'm keeping backups of everything (not only releated to the ModBaker).

Project News
- The selection works (now you can edit several vertices at the same time)
- You can save the .mpd file \o/

So I think I've got enought for a first SVN import.
Currently I'm doing a bit of documentation and code cleanup.

Stuff on my ToDo list (in a random order)
- Bug: Segfault when starting with cursor in window
- Create destructors and cleanup code (reset mesh, ...)
- Weld selected vertices together
- Modify vertex y and x positions
- Parse and dispaly spawns.txt
- Parse and dispaly passage.txt
- Texture editing
- Minimap
- Window system (Toolbars, ... - maybe use a toolkit for this (wxWidgets?))
- Create a config: Font / font size, Controls, Path to egoboo
- Lighting
- Draw tile types (slippy, ...)
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
xenom[GER]
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Post by xenom[GER] »

Ok, for everyone who wants to try modbaker before the SVN import:
http://misc.tobiasgall.de/egoboo/modbaker/modbaker_0.1.zip

Please note:
This release is not meant for redistribution (I forgot to add the GPL to this download, which will not be a matter when it's in SVN) ;-)

[edit]
Oh, and beware:
I only tested it in Ubuntu - so maybe it doesn't work on Windows / Mac yet.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
bgbirdsey
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Post by bgbirdsey »

the modbaker-0.1 files have been added to the svn under branches/tobiasgall/modbaker
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Re: Update!

Post by Maxaxle »

Chainsaw wrote:Stickied.

Zefz wrote:Announced.

Eaten. :lol:

@All: HUZZAH! Another large step in the Modbaker development! I can't wait to map!...eventually.
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bgbirdsey
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Post by bgbirdsey »

OK. I got modbaker to render properly on my system :) I have no idea why it was not working for me but was working for xenom. :P
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