1
More Forks / Re: [Documentation] [Feedback] Map Editor
« on: December 06, 2024, 09:40:05 pm »Thank you so much!
I'm using your map editor extensive, may I provide some more feedback?
Route editor shows the number of the node as one of three numbers on it. But the number itself is really pointless info to me. Instead, I would like to see patrol priority right on the node, not in its property only. Sometimes on making ufo-like map I miss route node with patrol priority 0, and when alien hit it, it runs away from ufo; this is unwanted behavior.
I'm really looking for new features - saving and file browsing looks promising (found it in test build), playtesting the map would be super useful. Also, I looked at your globe editor - it would be a mind blower once done.
And again, I love your tool, using it a lot.
I'll look into making which numbers are shown on the nodes a user option; I think my original decision was to match the information shown in the MapView program.
The globe editor was mostly just a proof-of-concept/academic exercise, don't know if I'll actually pick it up again.
D you have a stable source code version? I'm facing multiple errors trying to compile it by my own using VS 2019 :'(
You'd have to go back a commit or two. I'm working on finishing up the loading by file browser and will push that once it's complete.
Hello,
I just wanted to let you know that i forked your -fantastic- editor to add some features I'm working on. Specifically I wanted to add support for map files which use tile's IDs > 255 (so you can include A LOT of tiles for terrain designing)
I've forked your project here: https://github.com/FlaubertNHR/OpenXcomPruebas/tree/battlescape-editor_MAP-MAP2
I have made sure to make clear your original authorship of the project. Thanks for your work!!
Good to hear that you find the editor worth forking! I will warn you that anything in it is subject to change; I consider it maybe an alpha version at best right now.
Are you aware of the verticalLevels feature? https://openxcom.org/forum/index.php?topic=5316.0
I designed it in part to help circumvent the 255 MCD limit by layering maps on top of each other.