[OLD] Editor Bugs / Suggestions

Started by namida, January 02, 2015, 01:35:33 PM

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mobius

Quote from: namida on June 12, 2015, 03:05:25 AM
Re: currently noted suggestions
Quote> Quicker changing of terrain piece / object types
IIRC, Mobius suggested this one. So, Mobius - or anyone else - what would you like to see in this regard? I'm happy to look into it, but I'd like to know what exactly you'd like to see.

well, 1 simple idea is to have the mouse wheel scroll through the list [without opening the list or with idk] and change the piece automatically with each scroll. Since mouse wheel is also used for zooming maybe hold down control or something. Personally I don't need the wheel to zoom in the editor. [Normally that's an important thing for me but in this case for some reason it isn't]

idea 2; make the pop up menu larger so more pieces can fit inside and you can look at more at a time. Currently looking through the list is dumb and time consuming.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


Wafflem

If I playtest a level in NeoCustLemmix, it saves a "temptestlevel" in the same folder as the editor and NeoCustLemmix.

The test mode I am using is "Preview + Postview".
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

Have level designer's block right now? Have some of my incomplete levels for LOTS of ideas!

mobius

this happened before on an older version of the editor.

I just tested it now but I didn't have this problem. I have version 35 C.
I don't know what version of player but it's not the latest.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


namida

Quote from: DynaLem on June 26, 2015, 03:15:45 PM
If I playtest a level in NeoCustLemmix, it saves a "temptestlevel" in the same folder as the editor and NeoCustLemmix.

The test mode I am using is "Preview + Postview".

Yes. NeoLemmix Editor has no way to detect when playtest mode stops running, so it just leaves the level there (the file is saved so that the player can load the level, as I'm not entirely sure how to communicate between the two otherwise). While I could make the player delete the level once it's loaded, there's been more than a few times that I personally have been glad the file was still there, and it's a 10KB file at most so it shouldn't really be a huge deal?

I could possibly look for some way to get rid of its persistance if anyone feels it's really a major problem.

Quote from: möbius on June 26, 2015, 09:10:14 PM
this happened before on an older version of the editor.

I just tested it now but I didn't have this problem. I have version 35 C.
I don't know what version of player but it's not the latest.

Not sure what you're referring to here?
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

mobius

nevermind I was being stupid as usual. This isn't a problem.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


607

Would it be possible to have the editor remember which window panels are placed where? I always have the same setup (left square skills, middle bar inspector, right bar room settings), and it'd be very convenient if you could set a standard setup like that.

Wafflem

Whenever I Validate Level, it always sas "Object X/Terrain X refers to an object/terrain piece not found in the current graphic set" for every single object and terrain piece. When I click "Fix All", everything gets deleted. I have no idea why it does this, when the level actually works very fine.
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

Have level designer's block right now? Have some of my incomplete levels for LOTS of ideas!

namida

Will check that out. I haven't tested that feature in quite a while, so it's very possible something's broken in one of the updates.

@607: I'll look into it. I don't know if I can make them snap back onto the panels, but I should at least be able to set their on-screen coordinates to what they were last time the editor was used.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

GigaLem

#83
The hot keys don't want to work, they work until i put in the tools for editing the levels

GigaLem

i want to use the cheapo set for Resident GigaLems so added preplaced lemmings into those tileset would be perfect

exit

DynaLem: Are you building Lemmini levels? I had this problem, too. I think it has something to do with how Lemmini graphic sets work in that it uses multiple images for the different tiles, and uses masks for which parts of the tile are actually solid.

Suggestion: I'm not sure how easy this would be, but maybe allow the inspector window and such things to be changed in size(e.g. you can stretch it and the input boxes would move with the stretching). I seem to have a hard time having to move all of the windows around instead of being able to just dock them(if I dock them I can't see half of the options, and if I pull up the place where you do dock them it covers almost half of the level). If that would be too hard/time consuming to do, could you possibly simply rearrange the input boxes/labels so that it wouldn't be so vertical?

Could you maybe also make the trigger areas show up for Lemmini objects? It's really hard not to be able to see if a trap will work or an exit trigger.

These are just things that would be nice to have; they aren't necessary.

Wafflem

Quote from: exit on July 30, 2015, 04:04:54 PM
DynaLem: Are you building Lemmini levels? I had this problem, too. I think it has something to do with how Lemmini graphic sets work in that it uses multiple images for the different tiles, and uses masks for which parts of the tile are actually solid.

I'm actually building NeoLemmix levels. Looks like the Validate level affects all tilesets, whether (Neo)Lemmix or (Super)Lemmini.
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

Have level designer's block right now? Have some of my incomplete levels for LOTS of ideas!

exit

That's interesting.  :-\ But namida did say that he hasn't used/tested it in a while(and I don't think he's changed any of the code behind it), so if NeoLemmix has a different graphic set format, which I think it has, the tool probably doesn't know how to handle the new graphic sets.

namida

The code for handling graphic sets within the editor is format-independant once they're loaded; but there's definitely something not working correctly with the validate level.

I haven't updated the editor in quite a while, but that doesn't mean I don't plan to - once V1.35n-C of the player is out of the way, fixing up these issues with the editor is the next task.

In regards to trigger areas in Lemmini sets - this should be doable as long as they're rectangular shaped. I'm not entirely sure if Lemmini requires them to be (although all graphic sets so far, they are rectangular); it'd be more hassle than it's worth to make the editor handle non-rectangular ones. I'll look into that.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

GigaLem

I have no experience in in ripping sprites from games but...
Can we see a set that has all the Lemmings plus tilesets(plus doomsday)
or one with all copycat lemmings tileset (not the custom converted sets)