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Misc User Apps - DCME, Drake Continuum Map Editor

Samapico - Tue Aug 15, 2006 8:33 pm
Post subject: DCME, Drake Continuum Map Editor
Drake Continuum Map Editor
by Drake7707 and Samapico

This map editor is under constant development and offers much more functionnality than most other editors.

Current main features:

Download it here


Feel free to post comments, suggestions, or report bugs at [url=http://www.subspace.co/forum/277-drake-continuum-map-editor/[/url].
BDwinsAlt - Tue Aug 15, 2006 8:47 pm
Post subject:
Awesome tool. I know there was another map editor (cross platform) written in java. I forgot if it was good or not. This tool is awesome. Thanks.
Dr Brain - Tue Aug 15, 2006 9:27 pm
Post subject:
You're missing ELVL support.
xsp0rtsfanx - Tue Aug 15, 2006 11:03 pm
Post subject:
Dr Brain wrote:
You're missing ELVL support.


is there anything for ASSS regions? because if not please implement that as well
Animate Dreams - Wed Aug 16, 2006 10:22 am
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Yeah, Regions IS ELVL support, I'm like 90% sure... and yes, this map editor is severely lacking in that area. Sure, it's better than SSME, but that's no grand feat. That said, it's my favorite map editor, next to CLIT.
Samapico - Wed Aug 16, 2006 10:54 am
Post subject:
ELVL will be added some day... the thing is neither me or drake have any knowledge in that area.. so we'll have to search some I guess

Here's a topic on our forum concerning eLVL, I think we have all the info we need there... gotta get to work tongue.gif

we were thinking about embedding some more information in the eLVL part... info that only DCME would use, such as walltiles definitions or bookmarks, and possibly lvz information
Animate Dreams - Wed Aug 16, 2006 11:17 am
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Well, you could always ask Grel, he'd probably be happy to discuss ELVL with you.
Purge - Mon Aug 21, 2006 1:32 am
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Add some LVZ adding easiness to it. icon_confused.gif
Elnino - Mon Aug 21, 2006 10:20 am
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Samapico: Thx for the great application !

My friends and I are looking for the region support soon ! Go get to work ! =)

icon_exclaim.gif /cheer icon_exclaim.gif
Samapico - Mon Aug 28, 2006 12:24 pm
Post subject:
Version 1.2.8 is out! Check for updates folks!
To download it directly, or view the list of changes, click here..

And no, sadly, it doesn't include eLVL yet...
Samapico - Fri Nov 10, 2006 11:30 am
Post subject:
Version 1.2.9 is now available.

It includes a "TileText" feature which you can use with tilesets that include characters. You can directly type stuff on the map using these tiles.
Samapico - Wed Nov 15, 2006 7:21 pm
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eLVL in DCME is coming soon guys... I've just been able to load and re-save a map with eLVL data icon_biggrin.gif Stay tuned...
Samapico - Thu Dec 28, 2006 7:45 pm
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DCME 2.0 is about to be released!

The 2 main features of this next version are


a pre-release is available here. Note that this version is not official yet, and still has some bugs. An official 2.0 release should be ready in a few days from now.
Animate Dreams - Fri Dec 29, 2006 12:34 am
Post subject:
Oh, man, DCME is my favorite map editor, and I'm about to need eLVL support. <3

So many people that want to make a new client... I bet one day DCME becomes the new client. With a really, really good built-in map editor.
Samapico - Mon Jan 08, 2007 8:30 pm
Post subject:
Check out DCME 2.0 pr3,
All known bugs related to eLVL are fixed, and the test map feature is nearly completed.
We'd really like to get some feedback on the new stuff, like the interface for the regions.
Download this pre-release version at http://forums.sscentral.com/index.php?showtopic=12652&st=25#

Also, if anyone knows enough about subspace physics to tell me what's wrong with the current way ship moves in Test Map mode, it would be appreciated. Where I get a problem is when you need to, for example, decrease X speed to avoid going over the max speed while thrusting in Y.

Note that this version is not official, but there aren't any known critical bugs for now... If you do find a bug, please post a description of it, and if you can, the debug log (help -> view debug log)
Doc Flabby - Tue Jan 09, 2007 9:27 am
Post subject:
The test map feature is awesome.

I think the problem is the acceleration is that in the map editor it is linear.

in continuum acceleration is not linear i think, i may be wrong tho...
Smong - Tue Jan 09, 2007 2:14 pm
Post subject:
What I would do is add onto the y speed, then take the resultant from both x and y speeds, if that exceeds the maximum speed you scale both x and y speed down to match the maximum speed. So roughly speaking:
Code: Show/Hide
r = root(xs*xs + ys*ys)
if r > max:
  xs = xs * max / r
  ys = ys * max / r

Samapico - Tue Jan 09, 2007 6:58 pm
Post subject:
im pretty sure acceleration is linear. the thrust value is something like then number of speed units added every 1/10th or every 1/100th second.

And Smong, that's exactly what I did :S
But the speed of the axis that needs to be reduced isnt reduced fast enough (or so it seems to me)... maybe its just a rounding thing though...
But after scaling, I even cut down any decimals with Fix(), so it also works with negative speeds...

Code: Show/Hide

    newSpeedX = ship.vx + DeltaX
    newSpeedY = ship.vy + DeltaY
    curSpeed = Sqr(newSpeedX * newSpeedX + newSpeedY * newSpeedY)
   
    If ship.turbo Then
        If curSpeed > shipprops(ship.Type).MaximumSpeed Then
            'speed is now more than maxspeed, reduce speed, keeping same direction
            newSpeedX = newSpeedX * (shipprops(ship.Type).MaximumSpeed / curSpeed)
            newSpeedY = newSpeedY * (shipprops(ship.Type).MaximumSpeed / curSpeed)
        End If
    Else
        If curSpeed > shipprops(ship.Type).InitialSpeed Then
            'speed is now more than maxspeed, reduce speed, keeping same direction
            newSpeedX = newSpeedX * (shipprops(ship.Type).InitialSpeed / curSpeed)
            newSpeedY = newSpeedY * (shipprops(ship.Type).InitialSpeed / curSpeed)
        End If
    End If
   
    ship.vx = Fix(newSpeedX)
    ship.vy = Fix(newSpeedY)

newSpeedX, newSpeedY and curSpeed are all doubles, ship.vx and ship.vy are long integers...
Bak - Tue Jan 09, 2007 9:16 pm
Post subject:
this works in Discretion:

Code: Show/Hide

int newVelSq = myShip->vel.x * myShip->vel.x + myShip->vel.y * myShip->vel.y;
int maxVel = curSettings.maxVel;
int maxVelSq = maxVel * maxVel;

if (newVelSq > maxVelSq)
{ // limit the speed            
   double movingRad = atan2((double)-myShip->vel.y, (double)myShip->vel.x);

   myShip->vel.x = (int)(maxVel * cos(movingRad));
   myShip->vel.y = (int)(-maxVel * sin(movingRad));   
}

Samapico - Tue Jan 09, 2007 9:45 pm
Post subject:
thanks i'll try that out
Samapico - Tue Jan 09, 2007 9:50 pm
Post subject:
atan2? why the 2?
Dr Brain - Tue Jan 09, 2007 10:06 pm
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Because that handles all of the sign conditions, rather than having to do it yourself.
Samapico - Tue Jan 09, 2007 10:17 pm
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i'm having a sign problem with that thing, probably cause vb's arctan doesnt handle these sign stuff (it only receives one argument)...

hmmm ok
Samapico - Tue Jan 09, 2007 10:22 pm
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lol... it keeps bouncing... bleh... stupid signs
Samapico - Tue Jan 09, 2007 10:32 pm
Post subject:
it does the same thing =/
Bak - Wed Jan 10, 2007 12:12 am
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Code: Show/Hide
atan2(+-0, x) returns +-pi for x < 0.

atan2(+-0, x) returns +-0 for x > 0.

atan2(y, +-0) returns -pi/2 for y > 0.


Other than that you can just do atan(y/x) instead of atan2(y,x).

http://www.hmug.org/man/3/atan2.php
Smong - Mon Jan 15, 2007 4:14 am
Post subject:
Samapico wrote:
Code: Show/Hide

    newSpeedX = ship.vx + DeltaX
    newSpeedY = ship.vy + DeltaY
    curSpeed = Sqr(newSpeedX * newSpeedX + newSpeedY * newSpeedY)
   
    If ship.turbo Then
        If curSpeed > shipprops(ship.Type).MaximumSpeed Then
            'speed is now more than maxspeed, reduce speed, keeping same direction
            newSpeedX = newSpeedX * (shipprops(ship.Type).MaximumSpeed / curSpeed)
            newSpeedY = newSpeedY * (shipprops(ship.Type).MaximumSpeed / curSpeed)
        End If
...

newSpeedX, newSpeedY and curSpeed are all doubles, ship.vx and ship.vy are long integers...


I think the problem here is you have brackets around the divide. Either lose the brackets or cast shipprops(ship.Type).MaximumSpeed to a double/float.
Samapico - Mon Jan 15, 2007 9:44 pm
Post subject:
the more i'm trying to fix it, the more I'm starting to think that maybe it's ok...
The current settings in DCME test map features would be ships with 2000 of speed (3000 with afterburner) and 20 thrust (30 with afterburners).
It seems to me it kinda feels wrong, but maybe its only because its less fluid then in continuum

oh.. I have an idea... give me a minute
Samapico - Mon Jan 15, 2007 9:56 pm
Post subject:
Ok take a look...

Minepath.png is a ship with 2000 speed and 20 thrust laying mines in-game.

Tilepath.png is a ship with the same settings laying tiles on his path in DCME testmap.

In both tests, the ship goes full speed to the right, then thrusts upward until speedX = 0.

Notice the difference in the beginning of the curve... that just can't be done the way we're doing it here. There must be another factor present... like the angle between ship flying direction and thrust direction... I just don't know how to consider that in the formula...


Edit: took minepath screenshot again with different radar zoom factor


Mine GO BOOM - Mon Jan 15, 2007 10:43 pm
Post subject:
If you get a bot in game to record their positions, simple enough to do some graph analysis of their positions/speeds to determine the way Continuum does it.
Samapico - Mon Jan 15, 2007 10:56 pm
Post subject:
If i knew anything about bots i,d do it...
if someone would be kind enough to do that, i'd be grateful
Samapico - Tue Jan 16, 2007 9:49 pm
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Actually I think the problem was my thrust setting... DCME setting isn't really = 20 thrust...
It was almost half of what it should be...

But I don't know the exact 'meaning' of thrust units in subspace... are they number of speed units gained per... 0.01 second?

Just tested in-game... took 10.00 seconds to go from 5000 speed to 0 with a thrust of 5, which confirms that thrust is the number of speed units gained per 0.01 second... Adjusted my code, it seems to work fine now... thrust is now 2.5 times more.
Chambahs - Tue Jan 16, 2007 10:30 pm
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Do you mean afterburners?
Mine GO BOOM - Tue Jan 16, 2007 10:52 pm
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The only location I've found where people share their knowledge about Subspace Physics is in the ASSS Wiki. Sadly, I had the thrust unit listed elsewhere in code a bunch of times, but it wasn't on the wiki. Added, and you are correct, it is in speed units increased every 10 ms.
tcsoccerman - Wed Jan 17, 2007 4:59 pm
Post subject: problem
Yo, drake, i found a problem..at least on mine. When you choose the line it starts the line before i click once i drag it on the map...like the older ssme i think. Anyway to manually fix it or could you update that???
Samapico - Wed Jan 17, 2007 6:36 pm
Post subject:
I'm not sure of what you mean there...
You select the line tool and the line starts being drawn before you even click in the map?

and MGB... THANKS! Why didn't anyone tell me about that before? icon_sad.gif
tcsoccerman - Wed Jan 17, 2007 6:39 pm
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I mean that when i click on line, and then bring my mouse on the map it starts drawin the line automatically and unintentially. thanks for replying sa_tongue.gif .
Mine GO BOOM - Wed Jan 17, 2007 7:18 pm
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Samapico wrote:
Why didn't anyone tell me about that before? :(

I try to pump up the ASSS Wiki as a resource tool for anything advanced in the Subspace world, but there seems to only be around 10 people that touch it.

Feel free to load it up with anything interesting that deals with the Subspace world. Find out something weird about LVZ, LVL, or anything like that, throw it in there. Make a full article about your map editor, include some neat source code that you liked, etc. It is open to anyone, so use it and add things.
Samapico - Wed Jan 17, 2007 10:24 pm
Post subject:
Quote:
I mean that when i click on line, and then bring my mouse on the map it starts drawin the line automatically and unintentially. thanks for replying .

Does it draw a line or is it the tile preview that does not get undrawn? Like if you move around, will it draw tiles like pencil, or does it show you a preview of the line? You can also try turning off tile preview in the preferences.
Does the same thing happen with other tools?

That never happened to me... weird

Quote:
I try to pump up the ASSS Wiki as a resource tool for anything advanced in the Subspace world, but there seems to only be around 10 people that touch it.

Feel free to load it up with anything interesting that deals with the Subspace world. Find out something weird about LVZ, LVL, or anything like that, throw it in there. Make a full article about your map editor, include some neat source code that you liked, etc. It is open to anyone, so use it and add things.
Sure, I'll input what I can.

Bomb damage formula? Anyone has that? It should appear in the bomb damage settings and/or the physics section... (http://www.shanky.com/cgi-bin/ryan/bomb.cgi)
Mine GO BOOM - Wed Jan 17, 2007 11:17 pm
Post subject:
Samapico wrote:
Bomb damage formula? Anyone has that? It should appear in the bomb damage settings and/or the physics section...

Just the distance formula, nothing really tricky there.
tcsoccerman - Thu Jan 18, 2007 3:31 pm
Post subject:
Once again, thanks for replying. I mean what you said before...it draws like a pencil. i will try turning off preview anyways though just to see.
tcsoccerman - Thu Jan 18, 2007 3:34 pm
Post subject:
Thank you for that help. Even though it was pencil drawing problem, turning off preview worked. Now i will use this instead of clt. great map making system.
tcsoccerman - Thu Jan 18, 2007 4:59 pm
Post subject: another problem
Ok...well i did some editing on my map and then closed it after saving, which included a walltile set #1. Now when i try to open it again it says runtime error 9 and closes. sometimes it says that in a different way, opens it and shows it on radar but not main screen. here is my loggin for most recent.

Code: Show/Hide
Float tileset loaded
Float tileset unloaded
Float tileset loaded
Float tileset unloaded
public.lvl @ SaveMap, saving map... C:\Documents and Settings\Scott\My Documents\zone file\maps\public.lvl, SSMECompatible False
public.lvl @ SaveMap, bitmap header position: 1
public.lvl @ SaveMap, bfReserved1 set to: 49720 (49720)
public.lvl @    eLVL.saveRegionsFromMap, Saving Region(0) at 49733
public.lvl @       eLVL.saveRegionsFromMap, Putting Name at 49741
public.lvl @       eLVL.saveRegionsFromMap, Putting Tiledata at 49749
public.lvl @       eLVLdata.SaveRegionTileData, saving 491 empty rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 496 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 33 true tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 495 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 18 repeated rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 478 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 68 true tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 478 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 23 repeated rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 494 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 36 true tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 494 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 3 repeated rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 486 empty rows
public.lvl @       eLVL.saveRegionsFromMap, Putting No AW at 49785
public.lvl @       eLVL.saveRegionsFromMap, Putting No Flag Drops at 49793
public.lvl @       eLVL.saveRegionsFromMap, Putting Color at 49801
public.lvl @       eLVL.saveRegionsFromMap, End of region at 49813 - size was 72
public.lvl @    eLVL.saveRegionsFromMap, Saving Region(1) at 49813
public.lvl @       eLVL.saveRegionsFromMap, Putting Name at 49821
public.lvl @       eLVL.saveRegionsFromMap, Putting Tiledata at 49829
public.lvl @       eLVLdata.SaveRegionTileData, saving 517 empty rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 480 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 12 true tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 532 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 9 repeated rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 6 empty rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 502 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 21 true tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 501 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 2 repeated rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 488 empty rows
public.lvl @       eLVL.saveRegionsFromMap, Putting Color at 49857
public.lvl @       eLVL.saveRegionsFromMap, End of region at 49869 - size was 48
public.lvl @    eLVL.saveRegionsFromMap, Saving Region(2) at 49869
public.lvl @       eLVL.saveRegionsFromMap, Putting Name at 49877
public.lvl @       eLVL.saveRegionsFromMap, Putting Tiledata at 49885
public.lvl @       eLVLdata.SaveRegionTileData, saving 533 empty rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 502 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 21 true tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 501 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 2 repeated rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 488 empty rows
public.lvl @       eLVL.saveRegionsFromMap, Putting Color at 49905
public.lvl @       eLVL.saveRegionsFromMap, End of region at 49917 - size was 40
public.lvl @    eLVL.saveRegionsFromMap, Saving Region(3) at 49917
public.lvl @       eLVL.saveRegionsFromMap, Putting Name at 49925
public.lvl @       eLVL.saveRegionsFromMap, Putting Tiledata at 49933
public.lvl @       eLVLdata.SaveRegionTileData, saving 517 empty rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 532 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 12 true tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 480 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 9 repeated rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 497 empty rows
public.lvl @       eLVL.saveRegionsFromMap, Putting Color at 49953
public.lvl @       eLVL.saveRegionsFromMap, End of region at 49965 - size was 40
public.lvl @    eLVL.saveRegionsFromMap, Saving Region(4) at 49965
public.lvl @       eLVL.saveRegionsFromMap, Putting Name at 49973
public.lvl @       eLVL.saveRegionsFromMap, Putting Tiledata at 49981
public.lvl @       eLVLdata.SaveRegionTileData, saving 493 empty rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 502 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 21 true tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 501 false tiles
public.lvl @       eLVLdata.SaveRegionTileData, saving 6 repeated rows
public.lvl @       eLVLdata.SaveRegionTileData, saving 524 empty rows
public.lvl @       eLVL.saveRegionsFromMap, Putting Color at 50001
public.lvl @       eLVL.saveRegionsFromMap, End of region at 50013 - size was 40
public.lvl @ eLVL.PutELVLData, Rewriting total size: 292 at 49725
public.lvl @ SaveMap, total eLVL size returned: 292
public.lvl @ SaveMap, New bitmap bfSize: 50012 (50012)
public.lvl @ SaveMap, BMPData is stored into lvl, starting tile data at 50013
public.lvl @ SaveMap, saving map... C:\Documents and Settings\Scott\My Documents\zone file\maps\public.lvl, SSMECompatible False
***ERROR*** Error 75 (Path/File access error)

Any idea's.?????


Edit:by the way i get this problem on CLIT too.
Bak - Thu Jan 18, 2007 6:28 pm
Post subject:
does the path "C:\Documents and Settings\Scott\My Documents\zone file\maps\" exist? Is the public.lvl file write protected (open in another program, perhaps)? do you have write access to location? What error does CLT give you?
tcsoccerman - Thu Jan 18, 2007 8:07 pm
Post subject:
that does exist, and in CLT it says it's loading but it never shows the little time capsule loading symbol and it never is acutally loading it. I don't quite get what you're saying on the other two. Either that or i might not know what you're talking about. tyanks for replying
tcsoccerman - Thu Jan 18, 2007 8:20 pm
Post subject:
Here is the coding of Debug log too

Code: Show/Hide
1/18/2007 8:17:10 PM --- Drake Continuum Map Editor (v2.0.1) starting...

+++ OtherInstance 0
+++ openedMapByArgs False
Untitled 1 @ NewMap, path = '' usingDefaultTileset True
Untitled 1 @ NewMap, DefaultWalltiles =
Untitled 1 @ NewMap, DefaultTileset =
Untitled 1 @ InitTileset, tilesetpath= Default usingDefaultTileset True
public.lvl @ OpenMap, Opening Map... C:\Documents and Settings\Scott\My Documents\zone file\maps\public.lvl
public.lvl @ OpenMap, Tileset found
public.lvl @ OpenMap, Bitmap info header:
--- Color Depth: 8
--- Size: 304x160
--- BiSizeImage: 0
--- Compression: 0
public.lvl @ OpenMap, Bitmap info header:
--- bfType: 19778
--- bfSize: 50012
--- bfReserved1: 49720 (49720)
public.lvl @ Openmap, BMPData is read from lvl file
public.lvl @ OpenMap, eLVL data found
public.lvl @ eLVL.GetELVLData, eLVL header info:
                  --- magic: elvl
                  --- size: 292
                  --- reserved: 0
public.lvl @ eLVL.GetELVLData, Chunk loaded: REGN (72) at 49733
public.lvl @    eLVL.loadRegionInMap, SubChunk loaded: rNAM (8) at 49741
public.lvl @    eLVL.loadRegionInMap, SubChunk loaded: ¡ê!ï (-299818912) at 49757
public.lvl @    eLVL.loadRegionInMap, SubChunk loaded: Ñ!Ý` (-690151101) at 49765
public.lvl @    eLVL.loadRegionInMap, SubChunk loaded: !í`# (-1581060831) at 49773
public.lvl @    eLVL.loadRegionInMap, SubChunk loaded: Ã¥ (1463897714) at 49781
public.lvl @ Openmap, usingDefaultTileset False
public.lvl @ SearchWallTiles, Searching for: C:\Documents and Settings\Scott\My Documents\zone file\maps\public.lvl (walltilepath: C:\Documents and Settings\Scott\My Documents\zone file\maps\public.wtl)
public.lvl @ InitTileset, tilesetpath= C:\Documents and Settings\Scott\My Documents\zone file\maps\public.lvl usingDefaultTileset False
public.lvl @ OpenMap, tile data starting at 50013
+++ Last update: 18-01-2007 - Update period: 2
Float tileset loaded

Bak - Thu Jan 18, 2007 8:34 pm
Post subject:
do you have the most recent version of CLT (1.0.22)?
tcsoccerman - Thu Jan 18, 2007 9:00 pm
Post subject:
I dunno, maybe a url???
Cyan~Fire - Thu Jan 18, 2007 9:43 pm
Post subject:
tcsoccerman wrote:
but it never shows the little time capsule loading symbol

By the way, I do believe it's an hourglass. icon_razz.gif
Bak - Thu Jan 18, 2007 10:40 pm
Post subject:
http://sourceforge.net/project/showfiles.php?group_id=149992
Anonymous - Fri Jan 19, 2007 5:15 pm
Post subject:
v2.0 is out


Samapico - Fri Jan 19, 2007 7:55 pm
Post subject:
weird... look at the hex data from the corrupt map posted before...
all the names are missing... there is rNAM , then the lenght of the name, then the rTIL is right there... for all the regions he had.

weird... i'll see what could have caused that :S
Animate Dreams - Fri Jan 19, 2007 9:56 pm
Post subject:
Hmm, I just thought of a possible addition. A lot of people have mice with multiple buttons now, could it be possible to map extra tiles, or possibly other tools to these keys? That way I could have my two tiles, and eraser key, and maybe and 3rd tile placer? That'd be fairly cool.
Samapico - Fri Jan 19, 2007 10:40 pm
Post subject:
you can already use hand with the middle mouse button and zoom with the mousewheel... It wasnt in our plans to add anything more than that, and it would be something pretty hard to test (especially that I have not such a mouse) cause these things depend on drivers alot...
And we did put a couple of features to avoid people from having to switch tiles all the time, which is the most annoying part of mapping. TileText is one of those... The ability to select more than one tile at once in the tileset too, and walltiles. If your tileset is organized correctly (you can reorganize it in tileset editor as well) , you shouldn't really have to use more than 2 tiles at once
Animate Dreams - Sat Jan 20, 2007 3:17 am
Post subject:
Oh. Well, what about hotkeys? No driver issues there, I don't think. That's about as easy, if I could map a key to be my eraser key, hold or toggle, and then the hand tool, that would be awesome. Although I'm sure other people like might other things as well.

Anyway, this eLVL support is what I really wanted. This is amazing, I'm going to go play with it right now.
Samapico - Sat Jan 20, 2007 10:23 am
Post subject:
there are keys to switch tool too, move mouse over the tools button and the hotkey should appear
Samapico - Sat Jan 20, 2007 10:44 am
Post subject: Re: problem
tcsoccerman wrote:
Yo, drake, i found a problem..at least on mine. When you choose the line it starts the line before i click once i drag it on the map...like the older ssme i think. Anyway to manually fix it or could you update that???


I found what causes that bug... When you drag the scrollbars manually, its value isn't set correctly... it will be fixed.

And I forgot to mention something about test map, while flying, if you right-click the radar, you can use the 'Goto' to warp your ship
Mine GO BOOM - Sat Jan 27, 2007 2:23 am
Post subject:
You mention having a unique id stored within each map, based upon timestamp and volume id. If you don't mind making the unique id field a bit larger, you could go with the UUID idea instead.
Samapico - Sat Jan 27, 2007 1:13 pm
Post subject:
Well, when the map is autosaved, that ID is at the start of the filename... so yeah it would be kinda long tongue.gif
It's just so it always knows how many autosaves of that map there currently is, even if you save the map under another name or if you have 2 maps with the same name
Samapico - Wed Feb 28, 2007 8:36 pm
Post subject:
VERSION 3.0 IS RELEASED!!!

Guess what?

LVZ'S ARE NOW FULLY SUPPORTED!

The GUI is quite basic for now, but it works fine, and allows you to import any kind of files.

The first post was updated with the download and latest updates... But you can get it through auto-update as well.
Samapico - Sun Nov 02, 2008 4:18 pm
Post subject:
Since I don't update this here very much...

A lot has happened since that last post. If you want to try the new beta release, all rendering is 3 to 4 times faster than it used to be. ASSS regions are rendered very quickly, no matter how many of them. Hyperspace maps used to jam DCME for several seconds because of the number of regions, but it's smooth now.

Several improvements on LVZs were also made. And I'm still working on more good stuff for those. The ability to select multiple lvz's at once and change their properties is what I'm mainly working on, and I should be done soon.
The latest beta has some graphic glitches, like a few pixels don't get updated when you move around quickly, but that is being worked on, so stay tuned. And these glitches are nothing compared to the huge improvements done tongue.gif

http://dcme.sscentral.com for download

And bug reports / suggestions should be done on our forum @ SSForum.net. Guest posting is allowed there
Samapico - Thu May 07, 2009 8:55 am
Post subject:
Download here

Here's the list of what what done/fixed since last time I posted:


daresay - Thu Aug 13, 2009 8:18 am
Post subject:
I've run into a problem while using DCME to update some maps in Hockey Zone. I'm working with some LVZs, and while I didn't have a problem when I was working with them earlier, when I went to do some more work this morning, I got the following error when I tried to add a new MapObject:

Run-time error '35602':

Key is not unique in collection

Creating a new .lvz file allows me to add the new images to the map, but I'd rather not have to create a new .lvz every time I run into this problem. Is there a way I can fix it?

I'm using DCME 3.4.13, btw.

EDIT: Never mind, I was able to work around it by using the .lvz library rather than the Manage .lvz menu to add new MapObjects. Please disregard this post, thanks anyway.
Initrd.gz - Thu Aug 13, 2009 10:16 pm
Post subject:
Next time if anyone has any support questions post it in http://www.ssforum.net/index.php?showforum=277
HardBall69 - Wed Jul 27, 2011 2:48 am
Post subject:
The link in the first post brings me to a download page that contains 3 different "Continuum 0.40" files by Polix. A Little unsure of what to do o-o
Samapico - Wed Jul 27, 2011 12:32 pm
Post subject:
SSforum moved and the download section got reset, apparently...

But anyway, the latest DCME releases are available on sourceforge:

http://sourceforge.net/projects/dcme/

I updated the first post. Thanks for noticing icon_smile.gif
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