aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DaiShiva

Pages: [1] 2 3
1
Tools / Re: MAPVIEW upgrade
« on: February 13, 2017, 06:02:24 pm »
Is that the "One True Upstream" now?

It could be. I would want to first get some collaborators on board to avoid repeating the current situation where the code goes years without any activity.

2
Tools / Re: MAPVIEW upgrade
« on: February 10, 2017, 05:13:58 pm »
Hey DaiShiva, long time no see. Nice to hear life is going well for you :)

MapView has allowed me (and others) to create amazing things for XCom over all these years, specially for OpenXCom and nearly all of my modded terrains wouldn't be possible without it, so thank you again :)

Long time indeed man! Hope things are going equally well for you also!

3
Tools / Re: MAPVIEW upgrade
« on: February 08, 2017, 06:49:30 pm »
I imported the history I had from the old sourceforge page to a new github repo.

https://github.com/ratzlaff/XCom-tools

Add your feature requests as issues. I have no idea what state the code is in yet. I only brought up the 'set your paths' dialog with Xamarin Studio (on my mac, no less) last night, so it compiles, yay!

Anyone want to be a collaborator?

4
Tools / Re: MAPVIEW upgrade
« on: February 06, 2017, 11:40:16 pm »
OK, many thanks. I did as you suggested.

I guess in the worst case scenario we could simply get his latest code and compile it, but I'd rather not do it blindly. ;)

What is the process for retrieving the 'current version' today?

Just read your notification message. You should change 'DaiShiva' to @ratzlaff, since thats who I am on github =)

5
Tools / Re: MAPVIEW upgrade
« on: February 06, 2017, 09:55:15 pm »
Well... That escalated quickly. :)
Good for you!

Hmmm, it appears kevL is actually still developing it. Are you aware of any way to contact this person, or download a newer version? I can't find much on Google.

And thanks! Without this program, modding X-Com would be pretty much impossible.

You're welcome!

Probably the easiest way to get kevL's attention is to open a new issue on the main project: https://github.com/pmprog/OpenXCOM.Tools/issues and reference @kevL in the message. he will get a notification that he's being mentioned in some other issue and he will (probably?) read it.


6
Tools / Re: MAPVIEW upgrade
« on: February 06, 2017, 09:04:00 pm »
Oh man, you all are still using MapView?

I feel kinda bad for abandoning it, but as Luke has postulated on the first post of this thread, LIFE has gotten in the way of everything.
Since then:
Got married
Bought a house
Had two kids

So apparently I'm living the american dream. The downside is that I cannot do anything for longer than 15 minutes without being interrupted. My development machine is still packed up in boxes - I barely use my laptop these days for anything but browsing the internet while we watch things from our Hulu queue.

It appears that kevL has taken over maintenance of the code? That's awesome, I am relieved to see that someone has tried to keep it going.
https://github.com/kevL/OpenXCOM.Tools

Glad to see the project (OpenXCOM) is still going alive and well. Ya'll have created something truly special here!

7
Offtopic / Re: Maps and city scapes
« on: February 22, 2012, 08:40:15 am »
Looks good, nicely done =)

8
Programming / Re: Which development tools do you use?
« on: November 15, 2011, 09:41:44 pm »
The thing I hated about scons was that it is a python script. As a win32 user this was a huge PITA in order to get it working and not something I wanted as part of my development environment. CMake was much better in this reguard (fairly lightweight).

The thing I *hate* about cmake is the developers' unwillingness to code in support to generate a build (makefile/visual studio/xcode) that wont try to regenerate itself (run cmake during the build process). I also dont like that when I change the cmake file and build (from VS) it has to reload itself about three times before it settles down. Maybe the newer revisions of cmake has fixed this. I never got the feeling from the mailing list that kitware had any interest in decoupling their generated solutions from their tool.

Despite all those issues I have with cmake, I still would use it over rolling my own build solution any day. It is excellent at making a makefile that does 90% of what I need, and its fairly trivial to add the missing flags for a specific platform.

Premake (https://industriousone.com/premake) is what I want to look into whenever I have time to see if I can replace cmake. I like that it uses lua for its input scripts, and I like that it just generates a project that contains no dependencies.

9
Programming / Re: Which compiler do you use?
« on: November 10, 2011, 09:24:02 am »
I use visual studio as my primary IDE but at work I have to compile the same codebase on win32, mac, linux and solaris, so CMake is my preferred tool of choice.

10
Suggestions / Re: Pathfinder
« on: October 12, 2011, 10:06:44 pm »
Yeah that was my thinking as well - adding it to the route viewer

11
Suggestions / Re: Pathfinder
« on: October 12, 2011, 08:39:48 pm »
From a map debugging standpoint, I think it would be useful if it showed the path and the total TU cost between two points. So that when your guy makes a move you dont think is reasonable, you can see why it goes around certain tiles instead of passing through them.

Thers a couple ways I can think of to interface with your executable to generate paths between two points of a map - a C-interface or parsing stdout from your exe.

12
Suggestions / Re: Pathfinder
« on: October 12, 2011, 07:54:11 pm »
Once the method of pathfinding is determined, it would make for good information to display in the map editor. What did you write the pathfind.exe in?

13
Offtopic / Re: Maps and city scapes
« on: September 25, 2011, 03:00:11 am »
Yes and no

You can make new tiles if you add them to the END of the tile list. If/When I made a tile editor, the program can enforce this for you.

14
Offtopic / Re: Maps and city scapes
« on: September 25, 2011, 12:32:24 am »
Its true, a new map format could be devised to fix all these issues

15
Offtopic / Re: Maps and city scapes
« on: September 25, 2011, 12:20:23 am »
Adding images to the PCK file does not make a new tile show up in the map editor.
The MCD file determines what tiles can be placed into a map (A tile can be made up of 4 images)

Adding a new entry to an existing MCD file has the possibility of messing up every map that uses it because of the way the map file is structured - again, the list of files used in the creation of a map is hardcoded, so adding one tile to one of these files has the possibility of shifting all subsequent tile indexes down by one.

For example

Lets say you want to add a new tile to U_WALL02. This is used by the Alien Base tileset. The file list of the Alien Base is U_BASE U_WALL02 U_PODS BRAIN
Adding a new tile will shift all the U_PODS and BRAIN indexes that the map uses down by one, thus making the endgame boss look really strange.

This is not to say that you cannot create new tiles, just that all of the above needs to be taken into consideration when doing so

One of the requests is for a MCD editor. This would allow you to make new tiles to be used in a map. This is the main barrier holding you back.

Pages: [1] 2 3