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New D3Edit version D3Edit_V_P_0_1_2_p

 
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Atan
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Joined: 27 Jul 2001
Posts: 876

PostPosted: 22.08.2005, 16:31    Post subject: New D3Edit version D3Edit_V_P_0_1_2_p Reply with quote

New Modifications in Version A03 Beta 10 | Atan P.0_1_2

World View:
Room View:
PopupMenu:
Added: On/Off animated textures.
State is saved inside Registry.

//===========================================================

New Modifications in Version A03 Beta 10 | Atan P.0_1_0

Dialog:
added Resizing to:
ShowInfo, ScriptCompile, ShortCuts

Editor:
Delete temp hog files inside default TEMP folder at Editorstart.
Each crashed level leave ~20MB otherwise

//===========================================================

New Modifications in Version A03 Beta 10 | Atan P.0_0_8

World View:
Room View:
Objectbar:
Fix: Animated Object textures are correctly shown now.

ToolBar:
added: Added Buttons to quickly maximize Grid Views to max size
and to restore all 4 Views again.
Last Grid Views size are stored (Registry) and loaded during Editor-Start again

added: Buttons to arrange World and Room Views. Horizontal. Vertical, Cascade.
State is stored inside Registry and loaded during Editor start again.

RoomDialogBar:
added: Generate a new room out of marked faces and open a new Room Window for it.

ExtrudeBar:
added: Extrude Steps input for automaticly Extrude x times.
added: generate the End-Cap to be a point (needle)
added: generate the End-Cap to be 'round# (rounded)

Level View:
added: Save and Restore View-Dist and View-Angle. (Registry)

Perspective View:
added: Save and Restore View-Dist and View-Angle. (Registry)

Room View:
added: Save and Restore size of the Window. (Registry)

Ortho View:
added: Save/Load ShowRoomCenters state. (Registry)
added: Save/Load ShowValidMineArea state. (Registry)
Fixed a Display bug

Verify Mine:
added: Check for RoomCenters outside rooms

Dialogs:
Matcenters:
Name-Input is working now
Show Matcenters Room Number or Terrain Cell number
Hide Room/Object-ComboBox in Dialog if no Matcenter is assigned
Refresh ComboBox while cycling through Matcenters
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Floyd
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Joined: 20 Mar 2001
Posts: 2912
Location: Dresden, Germany

PostPosted: 22.08.2005, 19:00    Post subject: Reply with quote

afaik, the TAB-key isn't taken yet. can you make it switch between vertex mode and face mode? thanks grinsen
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DwnUndr
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Joined: 16 Jun 2002
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PostPosted: 22.08.2005, 19:27    Post subject: Reply with quote

Great work Atan!
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Atan
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Posts: 876

PostPosted: 22.08.2005, 20:16    Post subject: Reply with quote

@Floyd
I will take a look, in the meantime you can quickly switch this using the toolbarbuttons.

@Dwnundr
Thx, I hope D3Edit is working better with W2k now?
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pipsqueak
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Joined: 18 Feb 2003
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PostPosted: 23.08.2005, 01:13    Post subject: Reply with quote

As usual, excellent work Atan!
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NightmareUSA
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PostPosted: 23.08.2005, 03:53    Post subject: Reply with quote

can't you still use "ctrl" 'R' and "ctrl" 'f' to do that. Oh and thanks for the updates Atan! I have posted this on Game Edit.Net as well.
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Floyd
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PostPosted: 23.08.2005, 04:07    Post subject: Reply with quote

my ctrl-key is already worn out from this (it was about 8 months old when i finished my first level. logitech promised that it would last 10M hits, though) zwinkern
plus, tab is faster than ctrl+f and ctrl+r. (and more comfortable, i assume)

give me the name of the function that switches modes, and i'll write that little tab-function lächeln

edit: found the variable for the mode. now i just need to find the switch statement for the keys. (this is a pretty old version of the d3edit source, but this should work as well with atans version)


Last edited by Floyd on 23.08.2005, 04:24; edited 1 time in total
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Atan
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PostPosted: 23.08.2005, 18:23    Post subject: Reply with quote

@Floyd
implementing it is an easy task, no need searching around.
What I mean is, that I have to think about
if this feature will be useful for all
and if, if it should toggle through ALL modes then.
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Floyd
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PostPosted: 23.08.2005, 18:51    Post subject: Reply with quote

ok. my experience was that faces and verts are used most of the time, and alternating between these two was constantly necessary, whereas object mode was very rarely used. i haven't made anything for single player yet, so i don't know about the paths and nodes.
i am shocked that i didn't think of that tab-feature earlier zwinkern
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Atan
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PostPosted: 24.08.2005, 22:50    Post subject: Reply with quote

@Floyd,
I uploaded a 'TAB' testversion and pm you a dl-link.
TAB toggles between Vertex and Face, it overrides any other mode ( if selected ) to vertex first.
Please test this feature if it works like you requested.
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Floyd
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PostPosted: 25.08.2005, 01:36    Post subject: Reply with quote

works like a charm, thank you very much. grinsen
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pipsqueak
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PostPosted: 11.09.2005, 23:50    Post subject: Reply with quote

Woa, Just noticed that extrude x steps feature. That is incredibly helpful.
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pipsqueak
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PostPosted: 13.09.2005, 01:54    Post subject: Reply with quote

Oops, starting to have some problems. Dont know if its my machine but the program seems to crash a little easier than the previous version. When clicking the box to check out a different view it has crashed several times. Also this version seems to be a little sluggish. When trying to rotate a room or level there seems to be some hesitation before the room actually moves.
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Atan
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PostPosted: 13.09.2005, 17:09    Post subject: Reply with quote

Yes, true.
I made several bugfixes last days, but it's not good enough up to now.
I thought latest version (D3Edit_V_P_0_1_12_p) would be fine,
but a new error was stated today.
I'll try to find and fix that soon and place next version for a test then.

Thx for the feedback.
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Atan
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PostPosted: 13.09.2005, 22:11    Post subject: Reply with quote

@pipsqueak
please test version D3Edit_V_P_0_1_14_p if it works for you
and which new problems poss. come up now.
BTW, a good idea would be to deaktivate 'Show Animated textures', this will save cpu time.
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pipsqueak
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PostPosted: 15.09.2005, 01:02    Post subject: Reply with quote

Not much better luck with p o 1 14. The program crashes constantly when trying to mark a room so I can paste it to another room. I think I might go back to one of your older version Atan. BTW just had one of those room center not in center error messages. Quite an amazing discovering regarding homing missiles not being able to home in certain rooms.
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Atan
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PostPosted: 15.09.2005, 17:16    Post subject: Reply with quote

ok, it's inside ToDo list, may take some time...
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Atan
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PostPosted: 15.09.2005, 20:17    Post subject: Reply with quote

uhm, I'm not sure what you excatly doing Traurig
Are you working in Worldview and try to add a loaded room?
Or do you try to create 'Room in Room' ?

Nevertheless, I found a bug and deleted this one, but I'm not sure if I hit the one you are talking about.
I added some more 'fuses' and delete an other minor issue too
but as I said I'm not sure if this all will fix your problem now.
Please help out and try the newest version.
If you crash is gone now, ok, if not please email me a step by step discription please how to generate your bug. TIA
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