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2dragons Novice
Joined: Feb 17 2004 Posts: 95 Offline
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Posted: Fri May 14, 2004 7:14 pm Post subject: |
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Can you expand on 'Asss region support?'
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Fri May 14, 2004 8:22 pm Post subject: |
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region.h:
/* dist: public */
#ifndef __REGION_H
#define __REGION_H
/* structs */
typedef struct coord_t
{
int x,y;
} coord_t;
typedef struct coordlist_t
{
coord_t *data;
int count, allocated;
} coordlist_t;
typedef struct rect_t
{
int x, y, w, h;
} rect_t;
typedef struct rectlist_t
{
rect_t *data;
int count, allocated;
} rectlist_t;
/* functions */
coordlist_t init_coordlist(void);
void add_coord(coordlist_t *l, int x, int y);
void delete_coordlist(coordlist_t l);
rectlist_t init_rectlist(void);
void add_rect(rectlist_t *l, rect_t rect);
void delete_rectlist(rectlist_t l);
char val_to_char(int val);
int char_to_val(char c);
void encode_rectangle(char *s, rect_t r);
rect_t decode_rectangle(char *s);
#define HEADER "asss region file version 1"
#endif |
_________________
region.c - 1.89 KB
File downloaded or viewed 20 time(s)
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Mine GO BOOM Hunch Hunch What What

Age:42 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Fri May 14, 2004 8:37 pm Post subject: |
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CVS is good. If you need access to a resource for this, SourceForge is a nice free place to get unlimited hosting for your project.
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Fri May 14, 2004 8:54 pm Post subject: |
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ASSS uses a file (region.conf) to define named regions of rectangles.
For example, a module can check if a player is in the "noanti" region. The server checks the region.conf in the arena's folder, and uses the rectangle lists to determine if they are indeed in the region.
All the source is in region.c _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Fri May 14, 2004 9:25 pm Post subject: |
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Noanti? Is that anywhere near Dantooine? _________________ 4,691 irradiated haggis!
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Fri May 14, 2004 11:12 pm Post subject: |
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No, noanti is closer to Endor and Bakura.
Ask a stupid question... get a stupid answer.
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MATTtheWAZ Newbie
Age:39 Gender: Joined: May 12 2004 Posts: 8 Offline
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Posted: Sat May 15, 2004 6:25 pm Post subject: |
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Well good luck with it.... can't wait for the completed project
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Ag Guest
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Posted: Sun May 16, 2004 2:14 pm Post subject: |
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Rotate tool is what we need
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-Smong- Guest
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Posted: Sun May 16, 2004 3:47 pm Post subject: regions |
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I thought it was mapname.rgn, also that some stuff was actually in the .lvl file using invalid tile types (although I may just be pulling an mi2g).
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-zig- Guest
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Posted: Mon Jun 07, 2004 11:23 am Post subject: |
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how goes this? yuns wouldnt happen to have figured out the tile draw routines would ya, like circle mainly...... hehe. serioulsy tho,....mines in VB(using directdraw7). it performs.
i have to agree tho, VB is not good for games, but for making editor using DirectX.....its totaly fine
do you have yers layering yet? thats my current mission. hehe.
just lettin it be known. some good friendly competition always makes things better
suks all the ppl making editors now are using diff langs.
the purple are lvz images.
http://www.sscentral.com/zignotzag/conted5.jpg
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Guest
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Posted: Mon Jun 07, 2004 7:38 pm Post subject: |
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wEaViL wrote: | How about a fill tool that when used in a closed tile outline will fill the inside with the curent tile selected.. Kinda like mspaint when you draw a box with black then you can fill it in with red just by using the paint bucket tool but the black outline stays. |
It's done in SSME
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Mon Jun 07, 2004 7:52 pm Post subject: |
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Anonymous wrote: | [..]
It's done in SSME |
no it isn't - perhaps you meant CLE
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Mon Jun 07, 2004 8:16 pm Post subject: |
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My gripes/desires with map editors:
- renders too slow
- floating windows suck (tiles, radar)
- overuse of vertical space, don't have toolbar under menu, bottom status bar, or scoll bars
- need key to toggle everything on/off to view as much of map as possible
- "erase" should not be a tool, it should be a tile
- mouse panning, photoshop style
- single key tool/action selection, photoshop style
- need brushes (sets of re-usable tile arrangements)
- need more than 1 level of grids, different color or thickness
- grids must have selectable origins
- layers of course (this requires a new file format other than lvl, export to lvl files)
- reference layer (load a different map in background that is not editable, and draws faded)
- guide lines (as in photoshop), and guide points
- mirror drawing (using guide lines/points)
- alphabet tiles, type to drop letter tiles into map, requires user setup with tileset (this may exist in some newer editors)
- random fills by percentage (eg draw a big circle, randomly fill with 5% of the space with a tile)
- fills by brush (drop a repeating pattern of tiles into a selected region)
- selection modification like photoshop (expand/contract, smooth)
- better selection choices like photoshop wand (eg all touching tiles, all touching like tiles, all touching blank space, entire row/col)
- snap to grid/guide
- snap to nearby (or offscreen) tile edge by row or column
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nintendo64 Seasoned Helper

Age:39 Gender: Joined: Dec 01 2002 Posts: 104 Location: Dominican Republic Offline
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Posted: Mon Jun 07, 2004 8:41 pm Post subject: |
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Mr Ekted, what happened to your map editor project? did it become boring?
-nintendo64
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CypherJF I gargle nitroglycerin

Gender: Joined: Aug 14 2003 Posts: 2582 Location: USA Offline
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Posted: Mon Jun 07, 2004 8:43 pm Post subject: |
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I agree w/ most of those, but I strongly encourage the toolbar/status bar (for ez click actions, and location XY etc etc info in status) _________________ Performance is often the art of cheating carefully. - James Gosling
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Mon Jun 07, 2004 9:19 pm Post subject: |
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Mr Ekted wrote: | My gripes/desires with map editors:
- renders too slow
- floating windows suck (tiles, radar)
- overuse of vertical space, don't have toolbar under menu, bottom status bar, or scoll bars
- need key to toggle everything on/off to view as much of map as possible
- "erase" should not be a tool, it should be a tile
- mouse panning, photoshop style
- single key tool/action selection, photoshop style
- need brushes (sets of re-usable tile arrangements)
- need more than 1 level of grids, different color or thickness
- grids must have selectable origins
- layers of course (this requires a new file format other than lvl, export to lvl files)
- reference layer (load a different map in background that is not editable, and draws faded)
- guide lines (as in photoshop), and guide points
- mirror drawing (using guide lines/points)
- alphabet tiles, type to drop letter tiles into map, requires user setup with tileset (this may exist in some newer editors)
- random fills by percentage (eg draw a big circle, randomly fill with 5% of the space with a tile)
- fills by brush (drop a repeating pattern of tiles into a selected region)
- selection modification like photoshop (expand/contract, smooth)
- better selection choices like photoshop wand (eg all touching tiles, all touching like tiles, all touching blank space, entire row/col)
- snap to grid/guide
- snap to nearby (or offscreen) tile edge by row or column |
translation: Photoshop with an "export as .lvl" feature
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Mon Jun 07, 2004 11:15 pm Post subject: |
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SuSE wrote: | [..]translation: Photoshop with an "export as .lvl" feature  |
Kind of yes, but more specific to tiled maps (no offense to FACTS). Photoshop is a little too generic and low-level for map drawing. It isn't meant to deal with individual pixels (although it can). It is made to deal with larger graphic elements, blending, etc. When you are editing SS maps, you generally work at 1:1, setting individual tiles.
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this is my first post Guest
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Posted: Thu Jun 10, 2004 2:19 am Post subject: |
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I dont know how hard it would be.. but i think it would be nice to be able to import lvz into a map file, i mean.. not for them to stay, but to see its effect, suh as a background or something... -shrugs- you get the idea
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Qndre's Metaspace Guest
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Posted: Sun Jun 13, 2004 8:27 am Post subject: |
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wEaViL wrote: | Left click to place a tile and right to erase sounds good..
How about a fill tool that when used in a closed tile outline will fill the inside with the curent tile selected.. Kinda like mspaint when you draw a box with black then you can fill it in with red just by using the paint bucket tool but the black outline stays. |
Great ideas!
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Sun Jun 13, 2004 12:14 pm Post subject: |
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Don't tell me... you're making a map editor too?
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KrynetiX Seasoned Helper

Gender: Joined: Jan 06 2003 Posts: 137 Location: Poconos Offline
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Posted: Mon Jun 14, 2004 12:16 pm Post subject: |
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I have to say Left-Click=Tile1 RightClick=Tile2.
Keep all the buttons the same as SSME becuase most of us have grown efficient with them.
Suggestions:
Ablility to select more than one tile. (for numerous reasons)
Holding in shift with line tool = Straight line. (same for pensil)
Holding in shift with circle tool = Perfect circle. (same for square)
Possible "black=notiles", so you can overlay selected portions of the map onto another, instead of having it cut out a quare within it.
90 degree rotation, i'm tired of counting the tiles and re-drawing
A text tool would be usefull, but not uless you are able to use any font in your wondws/fonts folder.
Thats my 2 Cents.
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Mon Jun 14, 2004 2:18 pm Post subject: |
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KrynetiX wrote: | A text tool would be usefull, but not uless you are able to use any font in your wondws/fonts folder. |
A text tool has to lay tiles with the letters already on them. You can't drop arbitrary graphics onto a map in an LVL. The trick is you need to tell the map editor which tile is which letter. If someone wants to impress me, write code to auto-detect the letters on the tiles by character recognition.
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Mon Jun 14, 2004 2:22 pm Post subject: |
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Mr Ekted wrote: | A text tool has to lay tiles with the letters already on them. You can't drop arbitrary graphics onto a map in an LVL. |
of course you can - just have it build the tileset afterwards or something
would be a pain, of course...
...or you could go the route of SOS and just use lvz to "tile" stuff
that way you can do whatever you want
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Guest
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Posted: Tue Jun 15, 2004 9:31 am Post subject: |
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Mr Ekted wrote: | [..]
A text tool has to lay tiles with the letters already on them. You can't drop arbitrary graphics onto a map in an LVL. The trick is you need to tell the map editor which tile is which letter. If someone wants to impress me, write code to auto-detect the letters on the tiles by character recognition.  |
how about you impress us and do it yourself? haha.
anyhow, making such a thing would almost promote wasting your tiles on text. im working on a lvz feature like this. using lvz you can use text of any size, and put it anywhere, and its transparent. by simple naming the files A, B, C.jpg. the program allready knows what is what. making any sort of enumeration a moot point. so all one will have to do is click a text tool, click the map, type...hit enter. done. cound also have both cases that way as well. the benifits of using lvz to do this are many. and the drawbacks of using tiles to do it are great(26 of your 190 tiles) at the very least.
if you use tiles to do it, what is the good of even having lvz ?
imho.
-zig
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Tue Jun 15, 2004 10:32 am Post subject: |
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Anonymous wrote: | [..]using lvz you can use text of any size, and put it anywhere, and its transparent. by simple naming the files A, B, C.jpg. |
You do realize that you actually have write out valid JPG files? You can't just rename a BMP to JPG and have the file magically change format. But why do this? You can get transparency with BMP's in Cont as long as you make the background black.
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