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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Zefz
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Post by Zefz »

Sounds awesome! :) That way you can debug and test your editor as well!

What about passage editing? How is that coming along? And being able to drag&drop tile flags would be awesome as well (water, impassable, reflection, etc.). Those two were two major things that always bugged me in EgoMap (not to mention the bugs....)
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Post by xenom[GER] »

Currently I'm not working on the passage editing (I created some basic classes for reading / saving the file, but it is not implemented into ModBaker yet).
My priority nr. 1 are the wall / floor tool, a new selection and code cleanup (like clearing the mess a bit :D).

A drag & drop feature for tile flags sounds interesting and should not be too much work. Currently you have to select the tile flag from a list box, select the tiles you want to change and hit the "apply tile flag" button.

But I'm going to rewrite the selection, because there are some things in the current ModBaker system that annoy me (e.g. you have to select the single tiles one by one to build your selection. Also you have to push the "apply texture" button instead of painting the texture directly onto the mesh).

What I also want to do for the objects is show the object icon in front of the entry in the dropdown box.

Another improvement could be adding a category tag to data.txt, so I can split the current big object list into categories (items, NPCs, furniture, ...) depending on that tag (I could also write an interpreter class for data.txt and try to find out this information on my own).
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penguinflyer5234
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Post by penguinflyer5234 »

Hmm, how about a dialog that asks if you want to save when you quit (if you edited), and rotation of the mesh (in camera land, at least)

It's currently hard to select tiles that are (nearly) perpendicular to the screen.
...
xenom[GER]
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Post by xenom[GER] »

penguinflyer5234 wrote:Hmm, how about a dialog that asks if you want to save when you quit (if you edited), and rotation of the mesh (in camera land, at least)

It's currently hard to select tiles that are (nearly) perpendicular to the screen.
Those are two very good points.
I'll add them to version 0.7.
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Post by xenom[GER] »

Local dev. update
* added a button to reload the textures
* added a button to switch the tile texture size (small / large textures)
* Bugfix: tile0.bmp did not get reloaded properly
* Bugfix: handle tile3.bmp correctly

I'll upload the changes to SVN when I've implemented the new selection. :-)
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Post by Seanbot »

I'm wondering if it would be possible to put ModBaker into an OpenGL surface embedded in a wxWidgets GL surface? That way we can build some more tools around wx instead of Guichan.
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Post by xenom[GER] »

I've looked at wxwidgets before, but I think there were some restrictions in the SDL / OpenGL implementationt. Sadly, I can't remember what it was.

[edit]
One of the reasons I'm currently redesigning most of ModBaker's code is to make everything more flexible. With the new design one should be able to use another GUI library with only modifying 2 cpp files (+ the specific headers).
We could try using another library then guichan with the new design (we could even make several GUIs and deside which one to use.
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Post by xenom[GER] »

*wipes away sweat from his front*
I'm currently in the finishing steps for my code rewrite.

This means ModBaker will soon have a better code design (usage of inheritance instead of the "c"-like coding).

I'm currently fixing some last Segmentation Faults, then I'll update the SVN :-)
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Zefz
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Post by Zefz »

Sounds great :) I am working on getting 2.7.8 bugfree so that we can do yet another release. We can probably replace EgoMap with ModBaker by then ;)
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Post by xenom[GER] »

Nah, it's a bit too early to replace EgoMap.
But including ModBaker should be possible ;-)

Wee, I fixed the segfaults!

Now it's time to re-enable the missing editing functions :-)
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Post by aleco614 »

Is modbaker in the devpack?

(Because recently, pf5234 kindly unzipped the devpack and zipped it with a zip program that works on my cpu. Now i can see that stuff :D)
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Post by xenom[GER] »

Yeah it already is in the DevPack. Sadly the windows binary doesn't work yet (due to a Segmentation Fault). That's what I'm gonna fix with the next SVN update :-)
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Post by xenom[GER] »

SVN update
- The code got a completely new code layout
- Updated the doxygen documentation
- Removed the doxygen documentation files from SVN (due to the amount of files)
- Added a button to change the texture size
- Added a button to reaload textures
- Added direct texture painting (open the texture window, select your texture and simply click on tiles to paint them. Currently cou can only paint one tile at a time with this method)
- Bugfix: Fixed a segmentation fault on Windows
- Bugfix: tile3.bmp now gets handled correctly
- Bugfix: tile0.bmp now gets loaded correctly when switching to another module

Someone needs to update the .vcproj file. I have no idea how it handles subdirectories :-/
/me is back!
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Zefz
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Post by Zefz »

So once again Guichan is causing trouble. The code now successfully runs through the point where it previously crashed but now stops at line 111 in modbaker.cpp inside
void c_modbaker::init(string p_modname)
with a read memory access error. More specifically these two functions defined in gui.hpp (Guichan) and create_all_windows():

Code: Select all

this->top->addKeyListener(this);

this->gui->setInput(this->input);

this->create_all_windows();
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Post by xenom[GER] »

:-/

Ok, looks like I need to have a close look to those functions...


Maybe I'll switch to CEGUI (which also looks like being a flexible GUI library).

Does an error occur in all three functions, or only in a specific one of those?
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