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XCOMUFO & Xenocide

DaiShiva

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  1. Before people start writing a codec for a new map format, there are some things to consider first - How do you want to open your file. File-> open -> display map in editor? File -> open -> add a list of maps to the map list? Click on one to display in the map editor? (This is the way I would go, just open the tileset's .lua file) - How similar to the original xcom format do you want your maps 4 pieces per tile? (north, west, content, ground) If they arent similar enough, the current editor windows might not be able to display the information you desire ufo2000 specific features and code should go in their own .net assembly and be loaded as a plugin at runtime. The map editor is designed for the original xcom games as well as to be extensible into other formats. (ufo2000 map developers dont need the ability to load fallout maps for example)
  2. Get the latest version at https://sourceforge.net/projects/xcmapedit/ on the todo list: Use subversion for source control The project was created in VS.net 2005. Dont know how compatible it is with VS.net 2005 Express Edition. I'd think it pretty silly if Express couldnt open the project file.
  3. https://sourceforge.net/projects/xcmapedit/ All development questions/suggestions/gripes/complaints should be directed at http://www.xcomufo.com/forums/index.php?showforum=192 since this forum here is not the place for it
  4. edit - figured it out, nevermind. Now we wait for project approval
  5. It is moving in that direction. I've opened up a sourceforge account and once I'm happy with the organization of the code and its ease of extendability it will be opened up as a project there.
  6. the blanks directory is to speed up the display operation of the map editor. It contains information that tells the engine which tiles dont need to be drawn when on certain levels.
  7. I do? What makes you say this?
  8. Hopefully the changes ive been making to mapview and pckview will make implementing this much easier. It should also allow the ufo2000 team to make changes on their own schedule instead of waiting for me.
  9. What is the error message? (thers a lot of those) actually its funny that you mention that you are running xp. Did you just now upgrade to service pack 2? (if so you will be the second person running this program to do so) There was an issue afflicting only sp2 users, most definetly a bug, should have crashed everyone but strangely enough, does not. I'll update the progNow link here shortly, hopefully that will fix your problem
  10. Changing the extension does not change the file format. Depending on the players you have installed, they may or may not be able to play the files again.
  11. Thanks, I will try it in a couple of days. I am finishing a map and tileset for UFO2000 and that bug caused some problems (they are fixed now), so I prefer to stick to old and reliable until i finish them Since both Map View and PCKView 1.4 use a xcom.dll, what's the best solution not to mix them? Simply running the programs from separate directories? for now, yes. Because of the mixup ill release a new recompile of both in the next day or so. I hate source version control =)
  12. There, i believe its fixed, try that =) Yeah, I wouldnt mix the xcom.dll files just yet. I just realized that im using an older version of the code and thats what caused the problems in the first place.
  13. hmmm, nothing was changed (that im aware of) in reguards to the bitmap encoding/decoding procedure, ill have to look into this
  14. no, i have not forgotten about this =) I believe i have the beginnings of a programmable unit skin interface written in c++ and lua. It doesnt use allegro, but porting it *shouldnt* be too bad
  15. PckView 1.4.1 released Update: Fixed issues with bmp blocks not importing correctly. Please continue to report any other issues (no, bigobs probably doesnt save correctly yet)
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