Code: Show/Hide PID %MEM VIRT SWAP RES CODE DATA SHR nFLT nDRT S PR NI %CPU COMMAND
29891 6.6 34020 0 33m 28 33m 12m 2945 5444 S 9 0 0.0 java |
i88gerbils wrote: |
windows: 30,492k :d
Also, CPU usage on windows jumps to ~100% when zoomed out and moving around. On linux ~60% system cpu on both cpus (p4 2.4ghz HT). |
i88gerbils wrote: |
Should a zoomed out mode use the tiles at all? Though transitioning back to tile mode may take awhile? I ask because I'm not sure if this is a valid solution. |
Mr Ekted wrote: |
[..]
At 1:4 zoom, I would use pre-shrunk tilesets for very fast blitting. At 1:16 (1 tile = 1 pixel) and smaller, you might want to create a pre-rasterized 1024x1024 image of the map one time and blit it as a single image. Most updates (draws) nothing changes, so this works extremely well. Only if an edit occurs do you need to re-generate the image. As for 1:8+ colors, I would allow for 3 modes: all tiles are a single color (utilitarian), tiles are color-coded based on function (easier to find doors, etc), tiles are drawn using an average color of the original tile's pixels (let's you see a more realistic image). |
Bak wrote: |
very interesting, but I wouldn't be surprized if programs used a constant offset to determain where the lvl data starts, as they make you include a complete 256 color colortable.
Perhaps after the tile data would be a better place for the extra data, but we'd really have to check all the common applications to see how they handle this. |
Mine GO BOOM wrote: |
Since we are getting new handlers for level editors and the server, could we also define a new extension where all it is, is the LVL file compressed using zlib?
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Mine GO BOOM wrote: |
As for the no-tileset, why handle it? |
Grelminar wrote: |
after the tile data wouldn't work so well, because the tile data has no end marker or length stored. so programs would just keep reading this data as if it were tiles. |
CypherJF wrote: |
the usage of BMP's still |
i88gerbils wrote: |
PID %MEM VIRT SWAP RES CODE DATA SHR nFLT nDRT S PR NI %CPU COMMAND
29891 6.6 34020 0 33m 28 33m 12m 2945 5444 S 9 0 0.0 java |
i88gerbils wrote: |
Though, SWET only uses < 4mb, but you can't zoom. |
Jul 20 2004 wrote: |
now has a zoom feature |
Mr Ekted wrote: |
I don't know how the Java stuff works, but in Win32 you can keep images as DIB's in memory. That is, you could store them as 8-bit images (1/4 the space) mapped to maybe a web palette if they are larger than 1024x1024. Blit time is a little more CPU intensive, but it's a nice speed/size tradeoff. |
Grelminar wrote: |
I'd like some input on what sorts of regions people want to make, and what they want to use them for |
CypherJF wrote: |
If you use the BMP, it only allows 1-layer essentially so the region's couldn't overlap, right? :/ |
2dragons wrote: |
i was messing around with the idea of seeing what java could do in terms of an SS client while viewing elim in TW in Full-Screen Exclusive Mode. |
CypherJF wrote: |
Nah, LVL's in themselves aren't that huge of a problem size wise, unless they make a full map, with a ton of tiles. LVZ's get big because of WAV and the usage of BMP's still. |
Anonymous wrote: |
i would like to see this program have a enlarging tileset window like when you are actually editing the map that tile set like same example as sssme.
example: you make a huge tileset box bigger than the normal one on photoshop with tiles on it. have the tile set on the editor let you pull on the corners to make it bigger to show the whole image! |
Anonymous wrote: |
btw this is outlawgene forgot to logon |
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I think doing it every packet would be too much for big zones on slow computers, but I'm not sure yet where a reasonable cutoff point is. |
Dr Brain wrote: |
Delete key on the keyboard doesn't work with selections
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Ideally, the EZ writer tool would become a tile in the tileset.
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It gave an error about not being able to find the file for the IMAGE=,et).
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I would like it to save two versions of the map.
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Also, an elvl import option to get all of the ELVL data from a .elvl.
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fix the button icons for non-Windows users |
Code: Show/Hide Thumbs.db eyedrop.gif lvzstamp.gif pen.gif saveall.gif squareFill.GIF autopen.gif line.GIF new.gif rgn.gif select.gif stamp.gif eraser.gif lvzselection.gif open.gif save.gif square.GIF zoom.GIF |
Bak wrote: |
different cases on files must not be allowed in Windows, but allowed under different operating systems |
i88gerbils wrote: |
I have no idea what you just wrote. The gerbil translation service is at a loss. |
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"Cowards die many times before their deaths; The valiant never taste of death but once. Of all the wonders that I yet have heard, it seems to me most strange that men should fear; Seeing that death, a necessary end, will come when it will come". |
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type,rAWP
x,short y,short arena,char:16 |
Bak wrote: |
it couldn't prevent people from shooting a ball from outside a zone into it, without the ball friction formula, which I don't have. |
Assassin2684 wrote: |
Well stupid windows says which program do you wish to open it with. |
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Yep. That's why layout managers are so important. |
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Fixed the freeze when opening maps with custom eLVL chunks |
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struct autowarp_destination {
i16 x; // the destination x coordinate, 1-1023, 0 for the // default, or -1 for the player's current x coordinate. i16 y; // the destination y coordinate. char arena[16]; // the destination arena name. null if the warp // does not cross arenas. }; |
Samapico wrote: |
my plans were to make DCME save wall-tiles data (and some other stuff) in custom eLVL chunks , possibly including a rCOL subchunk for saving region color |
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isbase is a flag that modules can use? So is this a stationary non-carriable flag in the base? I'm curious about this because i'm leaning towards a turf zone |
KrynetiX wrote: |
It's set to 0, and i'm not warping into a wall..
Weird... I set the region to warp me to 12, 12 and it sends me to the very left/center of map... WTF? |