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Messages - TheBigSot

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31
Tools / Re: MAPVIEW upgrade
« on: January 24, 2015, 11:44:32 pm »
Wow that's a total fail on wine. I guess the drawing code is really only for windows....
Not even the menues are working properly...

Hi there, I'm not sure how to perform test for your environment, but I may be able to help if you attach some screenshots or videos of the problems.

You can find the code in 'https://github.com/TheBigSot/OpenXCOM.Tools'

32
Tools / Re: MAPVIEW upgrade
« on: January 24, 2015, 11:40:58 pm »
Should be fixed now, let me know if this fixed the issue. :)

33
Tools / Re: MAPVIEW upgrade
« on: January 24, 2015, 11:12:09 pm »
Good, Ill review the SaveGif method once my computer stops acting like an Idiot (upgrading then degrading the windows 8.1 installation)

Thanks for the info

34
Tools / Re: MAPVIEW upgrade
« on: January 20, 2015, 02:08:39 am »
Latest Version is available.  ;D :D

Added the console to mapview.
Improved how the errors are shown (now some are warnings that are shown in the console) [Invalid Alternate Tile, invalid Dead Tile]
Changed the way nodes connect in the "RmpView", now there are 3 options "Connect One way" "Connect Two ways" "Dont Connect", instead of autoconnect
Changed the text of "RmpView" to "Waypoint view"
Now the app wont crash or raise errors if the MCD contains a not defined "SpecialType" (higher than 14)
    ** (But they wont have a background, the MCD Viewer will show the number)
Added message when changing the map or closing the app and there are routes RMP not saved
Fixed some errors performing Copy or Cut in the Map Editor


(Next things that might be worked on in another time.)
   Changing the details of a RMP should raise the save message if necessary
   Improve the way floors are added   
   Issues with the palette

Thanks again for all the feedback.
GL HF

35
Tools / Re: MAPVIEW upgrade
« on: January 19, 2015, 06:56:19 pm »
...

System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at XCom.XCTile.set_Tiles(XCTile[] value)
   .....

Added the console window
Now it will shown a message in the console similar to 'WARNING: In the MCD file U_EXT02-C, the tile entry 34 have an invalid alternative tile (# 49 of 41 tiles)'

Now checking "SpecialType" so far i found some bugs. and here is the current options:

    public enum SpecialType
    {
        Tile = 0,
        StartPoint,
        IonBeamAccel,
        DestroyObjective,
        MagneticNav,
        AlienCryo,
        AlienClon,
        AlienLearn,
        AlienImplant,
        Unknown9,
        AlienPlastics,
        ExamRoom,
        DeadTile,
        EndPoint,
        MustDestroy
    };

36
Tools / Re: MAPVIEW upgrade
« on: January 19, 2015, 03:45:39 pm »
Hello, thanks for the feedback, and posting the error information.

I'll be reviewing the bugs and the feature requested, and I'll let you know when I'm finish.

37
Tools / Re: PCK View issues
« on: August 04, 2014, 12:12:11 am »
I posted an upgrade to MapView integrated with PckView.
PckView should have some bugs fixed in that version

https://openxcom.org/forum/index.php?topic=1321.45

38
Tools / MapView & PckView upgrade - New Version
« on: August 04, 2014, 12:08:23 am »
Basically
* Fixed some bugs
   * Scrollbar issues
   * Color issues
   * Etc
* Integrated PckView into MapView  (Havent done deep testing on functionality, but should be interesting)

39
Tools / Re: PCK View issues
« on: August 03, 2014, 08:26:14 pm »
The terrain limits for the original game are as follows:
* There's a maximum of 10000 squares (e.g. 50x50x4) on its total size when generating the battlescape. On OpenXCom this limit has been removed.
* Each terrain can have 256 tiles (the individual ground/walls/objects used on the squares) assigned. On OpenXCom this limit has been increased, but the .MAP file format still has the 256 tile limit.

Thanks for the info, I will review if possible

40
Tools / Re: MCD Edit by volutar
« on: July 23, 2014, 09:31:37 am »
I'll try to put it together in a MapView + PckView + MCD Edit  app

41
Tools / Re: PCK View issues
« on: July 17, 2014, 06:08:21 am »
Ok question:

1- The maximun limit Tiles allowed for UFO is 65536, and MapView has a bug that limits it to 256?

42
Tools / Re: There is a way to rotate a part of map ?
« on: July 17, 2014, 05:50:09 am »
Sounds like fun, but the worst part i think it would be rotating doors and walls cuz at least on "MapView" there are only 2 walls insteed of 4 per tile, so some items could be lost in the rotation, plus it would need a mapping of the tiles (Left door, Right door)

43
Tools / Re: MAPVIEW upgrade
« on: July 09, 2014, 08:20:43 am »
 :D
Hello there

I would like to contribute in the coding.

I saw
https://sourceforge.net/p/xcmapedit/code/HEAD/tree/trunk/dev/
svn checkout svn:https://svn.code.sf.net/p/xcmapedit/code/trunk xcmapedit-code
https://github.com/pmprog/OpenXCOM.Tools/trunk

I wanted to learn about how the routes are stored.. but there was too much hairy scary code.

I noted that the routes arent working in this new version, but like more the pmprog version

Reviewed the code and I think it needs some structural improvements like:
1- Error handling.
2- Organize some of the classes by functionality.
3- Separate and reuse code.

Anyway let me know if I can help

PS - Didnt experience any problem installing and running the code

44
Released Mods / Re: [MAPS] New Terror Mission Map Blocks
« on: July 06, 2014, 08:20:46 am »
 :D ;D ;D >:( :( >:(

Hi there, I'm having trouble when I hit a muton with a rocket,
it opens the ground and he falls from level 3 to level 0 and survives with 3+- fatal wounds and like 50hp.
Then i have to wait for him to bleed out, takes like 10 to 20 turns or kill him in the save file.

Is there a fix? or is it me that is doing something wrong?

-------
Edit: Im looking at some of the maps and
1- Note: I use height 2 for explosions, that explains why the ground breaks
2- The underground have content but doesnt have "Grd" this might be the reason why they keep falling.
3- I cant load 'FRNl83' into the MapView
4- Ill try to create a program to fill up the "Grd" of blocks that have a specific content, so I can test the theory and play without problems
5- I think the stairs need 2 open grounds over them to work correctly

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