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XCOMUFO & Xenocide

DaiShiva

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Everything posted by DaiShiva

  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)
  16. Yeah, im looking at a few sectoids right now
  17. Oh wow, thats gota be the largest one ive seen yet nice job =)
  18. Weird....did you remove any terrain files? If you did so, unless the file you removed was the last one on the list, it will mess the rest since you are changing the loading order. Ah.....just remembered one something, with Map Editor you are still bound by the 255 mcd entries limit. If you go over that limit, the program overwrites the extra entries over the first ones. Yeah, the editor will have no problem, you can have millions of different tiles, but once you save the map, anything over 255 gets wrapped around (limitations of the .map format) and we are stuck with that until some other project comes along and comes up with a better way of doing things. I have not restricted the editor to only have 255 tiles because there are future projects of mine that i will probably need the extra space =)
  19. Well, when I port it, I will probably write it in php with GD, so compatibility is up to the webadmin
  20. the program isnt on 'my' server so i have no idea who links to it. I do know that I link to it and it seems to change on a daily basis =) See it here :happybanana:
  21. yeah, space isnt a problem, its a server that runs asp.net =) Thanks though, this wasnt originally a plea for 'i need hosting', just a 'heads up, this is whats going to happen', since based on the ever changing avatar, at least ONE person seems to use it almost everyday.
  22. The webhost that is hosting the online avatar creator is going to stop being free at the end of august. They will give me 30 days to move, and then its bye-bye sooooo, get your units now! I have plans to make a php version, but nothing's been coded yet. Get em while you can!
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