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> Map editor available for download, See here where to get it
daishiva
post 9th July 2003, 2:30am
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http://www.daishiva.com <-- go here for the map editor

looking forward to some neat maps smile.gif


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Terawatt_99
post 11th July 2003, 6:55pm
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*sob* i'm getting an application error message saying
QUOTE
The application failed to initialise properly (0xc0000135). Click on OK to terminate the application.

sad.gif
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daishiva
post 11th July 2003, 7:25pm
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do you have the .net framework?


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Terawatt_99
post 11th July 2003, 7:27pm
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that's a good question... i'm not sure, i know i had it before i got winXP, i'll have to check...

edit: ok, it works fine now, thanks grin.gif
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daishiva
post 11th July 2003, 9:01pm
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glad to hear it =)


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Jman4117
post 15th July 2003, 1:19am
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I got the program to start, but now it will not let me edit the map. It shows the map but I can't change anything on it. Any ideas about what is causing this?


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BladeFireLight
post 15th July 2003, 1:22am
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QUOTE(Jman4117 @ Jul 14 2003, 06:19 PM)
I got the program to start, but now it will not let me edit the map. It shows the map but I can't change anything on it. Any ideas about what is causing this?

you dont edit in the main windows.. that is for showing the results.. edit's are done with the topview grid. just read the manual.


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Combat is very simple, there is a first place and second place, second place is laying face down in the mud, sometimes, so is first place.
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Jman4117
post 15th July 2003, 1:26am
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Figured it out now. I didn't see the little boxes at the bottom of top view.
Thanks BFL. smile.gif


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daishiva
post 17th July 2003, 5:52am
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1.01 has been released

changes:
Hopefully fixed where the program wouldnt start if only installing for UFO and not TFTD.

Download link remains the same


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daishiva
post 20th August 2003, 5:26am
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ssvb:
QUOTE
It currently allows placing map elements in invalid slots. For example 'object' element can be placed in 'floor' slot and vice-versa. That can cause problems in the game not correctly interpreting these values (at least this is a problem for ufo2000).


well i wouldnt call this a problem per se, since you can use human thinking to solve the problem before it happens, but i see what you mean. I dont plan on limiting the map editor to only place 'ground tiles in ground spaces' but i could make it so that it would alert you to these problems (in hopes that they are easily fixable), would that be an acceptable comprimise? =)


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ssvb
post 20th August 2003, 2:40pm
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QUOTE(daishiva @ Aug 20 2003, 08:26 AM)
ssvb:
QUOTE

It currently allows placing map elements in invalid slots. For example 'object' element can be placed in 'floor' slot and vice-versa. That can cause problems in the game not correctly interpreting these values (at least this is a problem for ufo2000).


well i wouldnt call this a problem per se, since you can use human thinking to solve the problem before it happens, but i see what you mean. I dont plan on limiting the map editor to only place 'ground tiles in ground spaces' but i could make it so that it would alert you to these problems (in hopes that they are easily fixable), would that be an acceptable comprimise? =)

Yes, that's acceptable.
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BladeFireLight
post 23rd August 2003, 1:39am
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Only if you add a config option to disable this 'feature' many of the ofical maps use 'illeagle' placements, as it is the only way to acomplish certain things. the last thing I want is to be clicking OK every time I place a tile.

-Blade FireLight


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Combat is very simple, there is a first place and second place, second place is laying face down in the mud, sometimes, so is first place.
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daishiva
post 23rd August 2003, 1:54am
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yes it will be a toggle option as i was sure (80% sure) that the official maps didnt follow their 'rules'. Good to have the official answer at any rate, thanks =)

on a side note, there was no way you would be clicking OK on every 'illegal' tile placement, it just screams annoyance =) here is what i was thinking:

1) color the topView 'bad' tile background as red if it doesnt match its spot
2) add an option to scan for all 'bad' tiles, highlight them somehow on the mainView
3) add tabs to the tileView, call them walls, ground, content and all, leave it up to the user to place correct tiles. The 'ground' tab has all ground-flagged tiles, walls have wall-flagged tiles, etc.

4) any combination of the above

the current plan is to do them all - i like the organization aspect of #3, but i bet some people have already memorized where certain tiles are which is why the 'all' tab is there. #1 will be an option to turn on/off as i would hate having red tiles on my topView. #2 would be a button or menu item, straight scan, highlight with a red cursor box or something, in case you want to fix other people's maps i guess

if ssvb has input id like to hear it, as he is probably going to be using it much more than others (i would guess =)

course i have to get some time to work on the editor. Between work and GunBound my time is pretty limited.

Big plans are planned tho, and they are being worked on slowly, dont worry =)


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Terawatt_99
post 23rd August 2003, 2:33am
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i personally really like the idea of number two, where you can just tell it to scan for errors, although #3 would be quite useful too smile.gif
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