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Post by Boaster on Dec 10, 2020 13:30:38 GMT -6
Attached is a photo of some updates to the map editor. The plus/minus buttons are re-worked, so that the player may control elevations by clicking to increase. Alternatively, they can be manually set if right-clicked. The adjust button is what will do the actual adjusting of all tiles on the overland map, adjusting their elevation up or down. Elevation values are effectively increased to whole numbers. The previous elevation of 1.0 is effective to 10. Just using whole numbers, instead of decimal points. Other fine details may have been adjusted. The zoom buttons are consolidated. Clicking the button will cycle through the available views, rather than having 3 different buttons for a similar function. Swatches are now two rows of 6 instead of two rows of 7. 11 swatches is the maximum available anyway. Some other fine detail adjustments may be made. Attachments:
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Post by lemminkainen on Dec 10, 2020 14:20:30 GMT -6
I think it will make map editing easier and faster. Thank you!
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Dec 10, 2020 15:50:00 GMT -6
Nice, I think LOMSE map editor is underrated, it's pretty complete compared to many games although still quite old, so more reworks will certainly not hurt.
Talking of which, It's kind of off-topic but I was wondering something about placing down dungeons, how do you place down dungeons with a level superior than 11? I've seen it achieved on some other map.
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Post by Boaster on Dec 10, 2020 15:59:32 GMT -6
Manually enter it.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Dec 10, 2020 16:10:26 GMT -6
Oh wow, that simple, thank you.
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Post by Boaster on Dec 17, 2020 14:10:39 GMT -6
I'm having to start back over on this map editor adjustment.
It seems there are still some lingering issues with this specific one.
So far, my stress tests and edits are checking out, but I have more work to do.
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Post by Boaster on Dec 18, 2020 9:52:19 GMT -6
After carefully going through everything I could, from re-doing 'gs\STORY5.gs' from scratch and the 'gs\edit\terredit5.gs' from the last stable starting point, I have determined that the only way to keep the game from crashing due to graphics overload is merely to set the maxgraphics in 'START.gs' to a higher number.
The reason for this, as best I can see it, is that the stone/trans panel procedure 'genericpanel' does a 'copydoodad' function, for which I am unable to find anyway to unload it from the game's graphics memory.
So, every time a stone or trans panel is opened, it loads graphics into memory which do not seem to be able to be offloaded.
So, the best way I found to handle this is to roughly double the set 'maxgraphics'.
I learned a lot from starting over on STORY/STORY5.gs, so, I'm going to work back up from where I am.
Basically, I have to re-insert the added extra text boxes for party names, player attitudes and thief party estimations.
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