WinDinkEdit Fixup
I'm working on some new stuff with the WinDinkEdit source.
Right now I have fixed/added this:
- Fixed the bug where the toolbar information just flashed back to random.
- Built in script editor.
- Custom brains
- Snap-To Grid
and some more small crap I don't remember.
Sooo... Do you know some more features or bugs that you want added/fixed?
Right now I have fixed/added this:
- Fixed the bug where the toolbar information just flashed back to random.
- Built in script editor.
- Custom brains
- Snap-To Grid
and some more small crap I don't remember.
Sooo... Do you know some more features or bugs that you want added/fixed?
- With the toolbar bug, do you mean the thing where the sprite or map numbers just showed for a tiny amount of time, then return to no content? Because I have that bug...
- Will the built-in script editor have syntax highlighting? Because it'd be really useful and I'm used to it...
- If there's gonna be syntax highlighting, could you make the () and {} highlight with green if the closing equivalent was found, but red when it wasn't found?
(Easy so you can see what ( belongs to what ) and if you haven't forgotten or misplaced one...)
- What about a hardness editor?
- Improving the Dmod.diz editor so that it supports good multiple lines in the description box.
- Selecting the map dat file you wish to edit when multiple were found. Dink 1.08 now has the option to load more maps, so...
That's it. Good luck with updating the program.
- Will the built-in script editor have syntax highlighting? Because it'd be really useful and I'm used to it...
- If there's gonna be syntax highlighting, could you make the () and {} highlight with green if the closing equivalent was found, but red when it wasn't found?
(Easy so you can see what ( belongs to what ) and if you haven't forgotten or misplaced one...)
- What about a hardness editor?
- Improving the Dmod.diz editor so that it supports good multiple lines in the description box.
- Selecting the map dat file you wish to edit when multiple were found. Dink 1.08 now has the option to load more maps, so...
That's it. Good luck with updating the program.
The hardness editor. When I pick a hardness from the list, the previous one is stamped onto the screen.
After running a DMOD, the hardness isn't shown right.
After running a DMOD, the hardness isn't shown right.
Port it to wx or GTK or something cross-platform. Pretty pleeeease?
So what do you plan on calling this program? Also the text of certain commands should be certain colours. Also I second the request for the red and green for the brackets.
can you make increased tileset support or was the limit just dink
Good work on the project so far, I was pondering working on the source code myself one day once I learnt more programming, but I dont plan to do it anytime soon if I do indeed do it, so Ill leave it in your hopefully capable hands for now.
I second all the stuff DaVince suggested, especially syntax highlighting for the script editor, as a student programmer I know how useful syntax highlighting is.
I am making a dmod that will probably have multiple map files. What I would like is the ability to edit multiple map files in the same window without having to reopen a project. perhaps you could do a tabbed interface where one can edit another map/project at the same time?
While not many people might bother editing another map for the same project, being able to muck around with multiple projects might be more popular as that way people can look at how a dmod implements a certain section and then try to implement it in their dmod, that sort of thing.
I second all the stuff DaVince suggested, especially syntax highlighting for the script editor, as a student programmer I know how useful syntax highlighting is.
I am making a dmod that will probably have multiple map files. What I would like is the ability to edit multiple map files in the same window without having to reopen a project. perhaps you could do a tabbed interface where one can edit another map/project at the same time?
While not many people might bother editing another map for the same project, being able to muck around with multiple projects might be more popular as that way people can look at how a dmod implements a certain section and then try to implement it in their dmod, that sort of thing.
Sounds good to me. I like to see how one dmod done something to help mine.
Yes, it is as I recall. I am no expert, but I beleive i was told this/read it. And as far as I can tell it is the case. It would be nice if it was expanded to allow more tilesets, that be a GREAT change, albiet it would involve editing the engine etc.
The editor has syntax highlightning , and
I have improved the hardness editor already in there.
Multiple map files will be done.
I'm gonna call it WinDinkEdit 1.5 and it'll be released when it's done
Thanks for all the suggstions folks.
I have improved the hardness editor already in there.
Multiple map files will be done.
I'm gonna call it WinDinkEdit 1.5 and it'll be released when it's done
Thanks for all the suggstions folks.
Um strictly speaking the name WinDinkEdit is a copyrighted name.
I despise the whole hardness tile thing and have never been able to do it 'just right'.I wish the houses were already set so people couldn't walk over the edges and stuff.Does that make any sense?
*yawn* No? Well,I had a tough day, okay.
*yawn* No? Well,I had a tough day, okay.
No it does make sense. I know exactly what you mean and wholeheartedly agree. The problem springs from the fact that the hardness is done as a vertical and horizontal box while houses are diagonal. What we need is a horizontal and vertical house. Unless its possible to make it so the hardness editor can edit the box to go in more directions, or able to use multiple hardness boxes, or make it so hardness isn't done with a box but rather with any shape. I don't suppose that'd work though, because I'd bet that the shape of the hardness box is hardwired into the engine.
January 9th 2006, 01:55 AM
John Hagen
houses you say? what type do you need? i may have a few on file.
Um strictly speaking the name WinDinkEdit is a copyrighted name.
Yep, call it WinDinkEdit Plus or something, so the people know it's your variation of the app.
In the syntax highlighting, did you do the bracket thing too?
Yep, call it WinDinkEdit Plus or something, so the people know it's your variation of the app.
In the syntax highlighting, did you do the bracket thing too?
Why not be original and call it something a little more interesting and something more original.
Im not sure the WinDinkEdit would mind you slightly altering the name and then using that.
Im not sure the WinDinkEdit would mind you slightly altering the name and then using that.
No i didn't say I needed houses. I said I want a way for better hardness for houses to be possible.
An original name would indeed be good. Something like DinkEdit Plus. And, yes I don't mind if you use that.
I was aiming for descriptive more than original, which is unusual for me since, as you of all people know, I love originality.
Meh, if Mr. Hampe wants to call it WinDinkedit 1.5, more power to him. I doubt WC nor Gary Hertel would care too much.
It is not possible to copyright names. It is possible to trademark them, and as you may have noticed, there's no little (TM) thing next to WinDinkedit.
It is not possible to copyright names. It is possible to trademark them, and as you may have noticed, there's no little (TM) thing next to WinDinkedit.
Try to optimize it, since its pretty slow on my comp, but I will getting a new one inless than week
It's also quite unoriginal to call it WinDinedit anything. If he's going to do that, though I think it should be something likle WinDinkedit Plus to make clear its his version, as DaVince said.
January 9th 2006, 02:21 PM
John Hagen
This is probably the wrong thread i'm sure, and i apologize in advance, but where exactly is the link for the windinkedit program, i've searched the site and i can't seem to find it.
it's under with the development dowloads.
Here to be exact
EDIT: I think that "it's under with the development dowloads" is not correct english... I should really take more time to look things up in my dictionary.
Here to be exact
EDIT: I think that "it's under with the development dowloads" is not correct english... I should really take more time to look things up in my dictionary.
January 10th 2006, 06:31 PM
John Hagen
lol, i don't know about glandor, but i was thinking something along the lines of legacy of kain. Good to see you again christiaan! It's been a looong time. Actually i've been using blender for a while, so if i actually *did* get off my ass and make a dmod, i'd want all new graphics. That was our biggest prob wasn't it... graphics. That blender tut is fantastic for quick animation btw. My hats off to him. Of course i'd probably just post it without warning. Glandor was such a huge embarrassment lol! Some new spells would definately be awesome... And blender would be perfect for that. Wrong forum... Anywho...
January 10th 2006, 06:34 PM
John Hagen
sorry to double post btw, my new email is zyphrexi@yahoo.com
Give me a jingle christiaan
Give me a jingle christiaan
Download this and try, I want some feedback before I release it properly
Ah, Quest for Glandor. I knew I recognized the name John Hagen from somewhere!
lol yeah, this is my new account btw. Also in my defense, i was responsible for the story in glandor, christiaan did the other stuff.
also it's 'Quest of Glandor', it's not displayed properly in the dmod list. Because Glandor is the main character, and obviously questing for himself would be a tad redundant. Unless it's one of those lame, "Quests of self-discovery". In which case a more properly named title might be, Glandor's coming-of-age quest for self-discovery and life-altering enlightenment. Of course at the end, he realizes he was himself all along and he really didn't need to have sex with vegetables. But thankfully that's not the case, so we don't have to worry about our veggies being violated.
I was testing out the new map editor and i encountered some serious graphical glitches and had to ctrl-alt-delete to kill the app. It happened when I repeatedly control-mouseclick moved the screen. The result was the toolbarmenu vanishing, the windowbar vanishing, the view turning black and then all grey... still i see the area which is normally on the bottom of the screen is on top of my desktop. And at one point I actually saw through the application to my desktop. I tried to be as specific as possible short of taking a picture. If you need any more help i'll be glad to beta test it for you.
Zyphrexi is on a posting spree.
Zyphrexi's posting spree is ended by magicman's "Post with no content".
Zyphrexi's posting spree is ended by magicman's "Post with no content".
Well i'm glad i'm not the only one... Though i have no idea why it would do that. It'd be nice to run it with terminal output. Too bad windows isn't linux.
Fixed it. Now I'm just gonna optimize it a bit and then i'll release.
Are you gonna release the source for your version of WDE?
Probably.
Anyways, I've written a fastfile extractor.
Do you think that I should include it or should I leave it out?
Anyways, I've written a fastfile extractor.
Do you think that I should include it or should I leave it out?
January 15th 2006, 09:50 PM
SimonK
Hmm, I asked a similar question about ff extracting last month.
My overall impression of the response from Dmod authors was "no" to a ff extraction file being released through the network.
As WDE is a program designed to 'author/create' DMODs then my vote is that it shouldn't include either .ff extraction or .d ->.c conversion.
My overall impression of the response from Dmod authors was "no" to a ff extraction file being released through the network.
As WDE is a program designed to 'author/create' DMODs then my vote is that it shouldn't include either .ff extraction or .d ->.c conversion.