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PostPosted: Tue Nov 15, 2005 9:17 pm 
 Post subject: Re: ds1edit (questions & answers during development)
 
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DarthDevilous wrote:
when the editor creates a new ds1edit.ini, it uses
(...)
So which is the default value?

Ha yes, an error. It should be like in the .ini in the zip, so it should be 'NO' the default value. I changed my mind between coding the default value, and the editon of the .ini :oops:

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secondly, in the ini_read() output, you don't print the values of the two new settings.

Yep, another little error.

I'll fix them in few days, when I'll have some time.

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PostPosted: Thu Nov 17, 2005 8:25 am 
 Post subject: Re: ds1edit (questions & answers during development)
 
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Hmm, one question. I has Andy3.ds1 and file size was 220kb, I opened it with new version, added one door, and saved it. Now size of Andy3.ds1 is 87kb. :?: Is it normal? Looks like map works good. Just to clarify. :)

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PostPosted: Thu Nov 17, 2005 9:10 am 
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Probably last time you edited it you got this in Ds1edit.ini:

; minimize file size of saved ds1 ?
; ---------------------------------
ds1_saved_minimize = NO


And now it's YES, so it's minimized ;)

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PostPosted: Thu Nov 17, 2005 9:38 am 
 Post subject: Re: ds1edit (questions & answers during development)
 
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Wow! It is true. :) But how it is possible without data loss? :oops: Can I resave all my ds1s to shrink mod size? :)

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PostPosted: Thu Nov 17, 2005 9:48 am 
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It doesn't save the unused layers, that's why it's smaller.

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PostPosted: Sat Nov 19, 2005 6:15 pm 
 Post subject: Re: ds1edit (questions & answers during development)
 
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It works indeed like that. To be more accurate tough : the editor by default open all ds1 with maximum floors and walls layers. It creates them if necessary. Precedent version of the editor saved the ds1 with this additional layers, without checking if they were used or not. So, take a simple original ds1, open it with the precedent version, don't edit anything and save immediately : the ds1 is bigger than the original. The last version in fact fix that behaviour, by saving only the minimum layers required... So it's not really that the new version compress the ds1, it's more that it correct the unneeded oversize made by the precedent versions ;)

anyway :
NEW VERSION (just error fix)

get it as usual here

:arrow: options in ds1edit.ini are now corrected : the order is now all the same (creation of ini, display in debug log, and reading order). Option 'center_zoom' don't appear twice in debug log anymore. Default value for the lowering of speed when zoom out is now fixed (same when creating the ini than what it is in the zip).

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Last edited by Paul Siramy on Sat Nov 19, 2005 6:18 pm, edited 2 times in total.

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PostPosted: Thu Dec 08, 2005 2:12 am 
 Post subject: Re: ds1edit (questions & answers during development)
 
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Great work, Paul. Absolutely superb. We'd be practically nowhere without you.

However, I'm experiencing some oddities on exit. I'd class it as 'minor', as there's no data loss, but it's extremely annoying. I'll try to be specific. If i'm too lengthy and pretentious, tell me, but I figured that omitting information would be even worse.

I'm using the latest version (Nov 19 2005) from your site. The error occurs when I save and exit ds1edit (I've never seen it happen when I "quit" instead of "save & quit". Regular CTRL+S save works fine.).

It'll hang indefinitely, but the hangup (appears) to be after saving, as if I alt-tab out and close the controlling console it exits (but I think that's a forced kill, never been sure on Windows) and next time I open the file all looks fine (and the information DOES get saved).

The error only shows up in the output log.
ds1edit_error() :
ds1save(), ds1_name < 4 chars :

I glanced at your source (I have very rudimentary knowledge of C, but good knowledge of other languages), and tracing that line of code down was a cinch, but I'm not very certain as to why it's happening. If I had to take a guess, I'd say it's because you have both "name" and "filename" in the DS1_S struct, and my file is somehow getting the wrong one filled or the entry gets emptied too soon when exiting. The path given in the batfile is tiles\expansion\Siege\newbarrBA2.ds1, which is only 37 chars but does have a path entry. I'll stop here, this is probably more than enough information for your wizardry to fix the problem.


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PostPosted: Thu Dec 08, 2005 1:25 pm 
 Post subject: Re: ds1edit (questions & answers during development)
 
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I traced the bug, and it's a simple mistake. Fixed. It'll be released in short time. It indeed happen only when you "save & quit", because it was processing all ds1 one by one, and it forgot to skip the slots where no ds1 were loaded :roll: (nothing to do with having 2 filenames).

I couldn't reproduced the hangup tough, but normally it should have clean up the memory.

Anyway, thanks for the help :)

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PostPosted: Thu Dec 08, 2005 11:55 pm 
 Post subject: Re: ds1edit (questions & answers during development)
 
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Dang, my guess was off. Oh well, the bug is fixed. Thanks. For now, the 'workaround' is just to save normally then quit without saving, so it's pretty simple.


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PostPosted: Sat Dec 10, 2005 12:30 am 
 Post subject: Re: ds1edit (questions & answers during development)
 
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NEW VERSION (just error fix)

get it as usual here

:arrow: That's just the bug fix we talked above (save all & quit)

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PostPosted: Fri Jan 06, 2006 2:53 am 
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Not a bug fix, but...
One option I'd really like is to hide the object labels, the text boxes above the object that tell you its name, number, etc. Because If I put one object, then another above it (behind the label) I can't modify the second unless I delete the first. Minor annoyance, until you have 60 objects in a tight cluster. :(
Also, can you add a drag-area object selector? Like the tile selector. Hate having to copy it one-by-one, or shift-click on them.

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PostPosted: Fri Jan 06, 2006 9:23 am 
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brappy";p="254244 wrote:
Not a bug fix, but...
One option I'd really like is to hide the object labels, the text boxes above the object that tell you its name, number, etc. Because If I put one object, then another above it (behind the label) I can't modify the second unless I delete the first. Minor annoyance, until you have 60 objects in a tight cluster. :(


You can move the objects' labels by Alt-clicking on them.

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PostPosted: Sat Jan 07, 2006 3:19 am 
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Ah. Put it in your readme next time, Paul :) Besides, the readme's really outdated, it still says you can't edit the paths, yet tells how at the bottom. ;) Plus it doesn't mention the insert key for objects, either.
Another thing I'd like to see is a key confguration screen, dunno how hard it'd be to make though.

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PostPosted: Sat Jan 07, 2006 10:11 am 
 Post subject: Re: ds1edit (questions & answers during development)
 
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The README wrote:
Insert : insert (add) a new object

Left Click : select an object / label, or deselect all if not over an
object / label

Shift + Left click : add an object / label to the selection, but you can't
select objects AND labels, that's one or the other.

Ctrl + left click : remove from the selection


Posible actions to the selection are ...

Alt (or AltGr) + Left Click on the selection : start moving the selection,
you can release the Alt just after. Left click to drop it.


Ctrl + X : delete the selection (only if objects)

Ctrl + C : copy the selection (only if objects)

Note : right after an unwanted modification, you can Undo it : Ctrl + U. It
works after a move / delete / copy / insert, but not a selection modification.
there's just 1 step of undo for Objects, multiple undo don't works for them (yet).

F3 : still toggle the animation layer state

I : like in Tile Editing Mode, you can select all identical Label / Objects
in the map with just 1 click.

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PostPosted: Sat Jan 07, 2006 12:01 pm 
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brappy";p="254244 wrote:
Also, can you add a drag-area object selector? Like the tile selector. Hate having to copy it one-by-one, or shift-click on them.

I tought of that, but decided to not implement it for various reasons. For instance, does the area have to select the feet (object), the label, or both ? Does it have to be a rectangular area or a diamond area ?

But you can quickly select a bunch of object or/label. You select 1 object (or 1 label), then press shift, *maintain it pressed*, and *move* the mouse onto the screen to select the other objects (or labels) you want. Not as fast as a rectangular area selection, but still faster than clicking on each individual objects / labels.

Quote:
Besides, the readme's really outdated, it still says you can't edit the paths, yet tells how at the bottom

Just a small documentation left-over. Now, the readme IS the most up-to-date reference. The on-line documention, despite having far more help/images/tutorials... still lacks the objects handling section.

Quote:
Another thing I'd like to see is a key confguration screen

I tough of that also, but it's not that easy to make, because the program is reading the keyboard keys with their *position* on the keyboard (their "scancodes"), not their actual "ASCII" values. In additioin, I tried to choose keys logically and, tough they're hardcoded, they should be easy to remember after some little time of use. If I wanted to write such a configuration screen, I had to rewrite (and test) many many lines of code, and since I'm not having so much time now as before, it's not on my to-do list.

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PostPosted: Mon Jan 23, 2006 8:48 pm 
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is it just me, or is the link to download it dead?

if anyone has is, please mirror it


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PostPosted: Mon Jan 23, 2006 9:19 pm 
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Url to the bad link please, check paul's signature, the link on hes site works

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PostPosted: Sun Mar 05, 2006 11:34 pm 
 Post subject: Re: ds1edit (questions & answers during development)
 
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NEW VERSION

get it as usual here

:arrow: WARNING : The CTRL + X keys (deletion of tiles and objects) are now mapped to the DEL keys (keyboard and keypad keys).
:arrow: CTRL + X is now a a CUT'N PASTE, or if you prefer : it's a MOVING TILES feature.

Updated ZIPs, README.txt, and on-line docs. Improved Readme.txt by fixing spelling erros, and removing the sentences where it said that the paths were not yet editable.

Extracts from README.TXT :
Quote:
CUT'N PASTE (same as *MOVING* Tiles)
------------------------------------
CTRL + X = Cut and Copy the selection.
This works almost the same way as the COPY / PASTE, except that instead of CTRL + C
you use CTRL + X. You'll move the SELECTION OF TILES around with the mouse : this time
it isn't a *COPY* that you're moving, it's the original selection of tiles. There are
still green and red tiles to indicated where are conflicts.


DELETE
------
DEL (keypad)
DEL (keyboard) = delete tiles
select some tiles, even in different layers, then press a DEL key to delete them.

Quote:
DEL (keyboard)
DEL (keypad) : delete the selection (only if objects)


Like for Copy/paste, you can Cut'n paste Tiles from 1 ds1 into another.

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PostPosted: Mon Mar 06, 2006 2:07 am 
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While you're adding new commands, can you remap undo onto Ctrl+Z? In 99% of other programs it's that, it's also much easier to reach.

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PostPosted: Mon Mar 06, 2006 2:19 pm 
 Post subject: Re: ds1edit (questions & answers during development)
 
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'Z' is either the 'Z' or the 'W' key. I'm using scancodes.

I have set the keys in order to avoid the keys that changes from 1 language to another. So, unless many users ask for it, I won't implement it.

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Last edited by Paul Siramy on Mon Mar 06, 2006 2:20 pm, edited 1 time in total.

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PostPosted: Mon Apr 23, 2007 10:08 pm 
 Post subject: Re: ds1edit (questions & answers during development)
 
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After more than a year without any update or bug fix :

NEW VERSION

get it as usual here (you may have to press F5 to refresh the web page)

In summary, there's not any obvious differences :

:arrow: change the compiler and the Allegro library version
:arrow: removed 2 crash bugs that may happens on some systems (hello Hellfire)
:arrow: no more flickery of the mouse on screen
:arrow: as often as possible, show errors to user via pop-up windows
:arrow: make detailled walkable infos not so much cpu-consuming anymore. It's just like the simple walkable infos now
:arrow: many minor tweaks and mofifications to the code, that don't necessary have a direct impact for the user

Well, at least it should be a more stable version, and a bit nicer to use ;)

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PostPosted: Tue Apr 24, 2007 3:16 am 
 Post subject: Re: ds1edit (questions & answers during development)
 
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Great news! :mrgreen: We have the download mirrored at the Keep.

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PostPosted: Sun Jan 13, 2008 4:39 pm 
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Hi, i've a question:
When I want to load act2/ruin/ruin4.ds1 it says that the lvltypes.txt-act is different than the one in the ds1. The ds1 states 1, lvltypes states 2. It should be 2, sure. What can I do? The file is unmodified, and eg ruin5.ds1 works perfectly. I'm using ds1_loader for this, but this shouldn't matter. ruin3.ds1 doesn't work either, but the rest is fine. What can I do?
Corni

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PostPosted: Sun Jan 13, 2008 5:45 pm 
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If you have only one file open you can select the Don't Check Act parameter. You may need to use the Force Palette param for it to display correctly. (This is all in the loader)

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Last edited by DarthDevilous on Sun Jan 13, 2008 5:46 pm, edited 1 time in total.

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PostPosted: Sun Jan 13, 2008 7:13 pm 
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but isn't this an error of blizz?

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