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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Tue Aug 15, 2006 8:33 pm Post subject: DCME, Drake Continuum Map Editor |
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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:- LVZ files are fully supported. Even for non-image files.
- eLVL attributes and regions fully supported, with quick region-drawing tools.
- Complete Tileset editor with Tile editor
- Test you map directly within the editor after you import your own settings
- Stay up-to-date with the automatic updater
- Maximize workspace by taking advantage of popup-tileset and popup-radar features once you've hidden the sidebar.
- Non-rectangular selections supported, with possibility of transparency.
- Switch/Replace tiles quickly.
- TextToMap makes writing big text easy, while TileText makes typing text with tiles representing characters quick as notepad.
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]. _________________ (Insert a bunch of dead links here)
Last edited by Samapico on Wed Jul 27, 2011 12:35 pm, edited 11 times in total |
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BDwinsAlt Agurus's Posse
Age:34 Gender: Joined: Jun 16 2003 Posts: 1145 Location: Alabama Offline
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Posted: Tue Aug 15, 2006 8:47 pm Post subject: |
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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. |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Tue Aug 15, 2006 9:27 pm Post subject: |
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You're missing ELVL support. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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xsp0rtsfanx Seasoned Helper
Age:35 Gender: Joined: Dec 27 2004 Posts: 168 Location: California Offline
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Posted: Tue Aug 15, 2006 11:03 pm Post subject: |
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Dr Brain wrote: | You're missing ELVL support. |
is there anything for ASSS regions? because if not please implement that as well |
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Animate Dreams Gotta buy them all! (Consumer whore)
Age:37 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Wed Aug 16, 2006 10:22 am Post subject: |
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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. |
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Wed Aug 16, 2006 10:54 am Post subject: |
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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
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
Last edited by Samapico on Wed Aug 16, 2006 11:19 am, edited 1 time in total |
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Animate Dreams Gotta buy them all! (Consumer whore)
Age:37 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Wed Aug 16, 2006 11:17 am Post subject: |
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Well, you could always ask Grel, he'd probably be happy to discuss ELVL with you. |
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Purge Episode I > Eposide III Jar-Jar is kool
Age:35 Gender: Joined: Sep 08 2004 Posts: 2019 Offline
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Posted: Mon Aug 21, 2006 1:32 am Post subject: |
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Add some LVZ adding easiness to it. |
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Elnino Newbie
Joined: Aug 10 2006 Posts: 14 Offline
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Posted: Mon Aug 21, 2006 10:20 am Post subject: |
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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 ! =)
/cheer |
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Fri Nov 10, 2006 11:30 am Post subject: |
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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. |
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Wed Nov 15, 2006 7:21 pm Post subject: |
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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 Stay tuned... |
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Thu Dec 28, 2006 7:45 pm Post subject: |
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DCME 2.0 is about to be released!
The 2 main features of this next version are
-eLVL supportDraw regions quickly and edit properties easily. Python code can also be pasted in.
-Quick map testingFly your ship around directly from the map editor!
This feature will probably not be completed for 2.0 as it still has quite a few bugs, but it's still fun.
Eventually the user will be able to load his own settings file, along with a built-in settings editor.
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. |
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Animate Dreams Gotta buy them all! (Consumer whore)
Age:37 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Fri Dec 29, 2006 12:34 am Post subject: |
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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. |
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Mon Jan 08, 2007 8:30 pm Post subject: |
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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) |
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Doc Flabby Server Help Squatter
Joined: Feb 26 2006 Posts: 636 Offline
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Posted: Tue Jan 09, 2007 9:27 am Post subject: |
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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... _________________ Rediscover online gaming. Get Subspace | STF The future...prehaps |
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Tue Jan 09, 2007 6:58 pm Post subject: |
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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...
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)
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newSpeedX, newSpeedY and curSpeed are all doubles, ship.vx and ship.vy are long integers... |
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Bak ?ls -s 0 in
Age:25 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Tue Jan 09, 2007 9:45 pm Post subject: |
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thanks i'll try that out |
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Tue Jan 09, 2007 9:50 pm Post subject: |
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atan2? why the 2? |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Tue Jan 09, 2007 10:06 pm Post subject: |
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Because that handles all of the sign conditions, rather than having to do it yourself. |
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Tue Jan 09, 2007 10:17 pm Post subject: |
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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 |
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Tue Jan 09, 2007 10:22 pm Post subject: |
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lol... it keeps bouncing... bleh... stupid signs |
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Samapico No, these DO NOT look like penises, ok?
Joined: May 08 2003 Posts: 1252 Offline
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Posted: Tue Jan 09, 2007 10:32 pm Post subject: |
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it does the same thing =/ |
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