Author Topic: MAPVIEW upgrade  (Read 73490 times)

Offline kevL

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Re: MAPVIEW upgrade
« Reply #420 on: April 12, 2019, 11:14:10 am »
Hey, just checked out MCDEDIT, looks very nice, not sure if you plan on doing the art edit side of things or not to replicate VOutars version?

i have no plans for it at present... my sentiment is that pixel-editing is best suited to a dedicated pixel-editor (a real image editing program). Granted, i'm not an artist so it doesn't occupy much of my thoughts...

some time ago I adapted PckView with the ability to touch-up sprites that have rogue pixels, which is sorta common in the stock resources. So, if i need a project in future, am leaning toward handling sprite-editing in PckView. idk

Quote
I do have a feature request for it though,I am always merging MCDs from different sets to create my own, what would be good would be if open a separate view window on the side of the main window,  Select another MCD set and copy over the  MCDdata and MCDimage from the secondary MCD into the main one.

this sounds more interesting. Like a new command: File|Open copy panel...

- shows an overview of a secondary MCDset and allows multiple records to be copied to McdView's internal copy-buffer

( have gotta get keyboard navigation sorted first tho )

EDIT: whackloads of keyboard-shortcuts incoming ...


EDIT2:

2019 April 22
- keyboard shortcuts: see keyboard_cheatsheet.txt or the CHM Helpfile
- several UI changes, insubstantial (mechanically) but noticeable
- the Maptree gets double-buffered to stop flicker (non-Mono build only)

https://github.com/kevL/OpenXCOM.Tools/blob/master/Distribution/README.md

Reminder to backup yer stuff.


EDIT3:
next... the Copypanel (see screenshot)


EDIT4:
2019 April 27
- add CopyPanel to McdView + tweaks. The CopyPanel is a subsidiary window that can open an MCDset, from which records may be copied for insertion into McdView proper.


EDIT5:
screenshot#2 - InsertAfterLast (alpha, not in master branch yet) - an operation that inserts tileparts from the CopyPanel along with their sprites and sub-parts to Main. (note: a regular copy/insert from the CopyPanel transfers MCD-data only, that is sprites and sub-parts usually need to be tweaked up after insertion).


EDIT6:
2019 May 10
McdView's CopyPanel gets InsertAfterLast: optionally inserts sprites as well as death/alternate parts to the terrainset.


EDIT7:
screenshot #4 -- calculate on-the-fly TabOffsets in PckView (not in master branch yet)


EDIT8:
2019 May 12 - PckView upgrade.
- arrow-keys navigate sprites
- [Delete] selects next sprite (allowing quick deletion of a range of sprites)
- shortcuts have been re-assigned
- update CHM helpfile
- confirmation on save if spriteset has changed
- and the selected sprite's TabOffset is printed to the statusbar along with the offset of the 'next' sprite.
« Last Edit: May 13, 2019, 07:09:46 am by kevL »

Offline kevL

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Re: MAPVIEW upgrade
« Reply #421 on: June 24, 2019, 10:41:23 pm »
(new post to hit the new post flag)

2019 June 24
MapView2_190624.7z

- possible fix for intermittent exception related to MCD Info, caused by discrepancy between the way MCD records load in MapView and (external) McdView (after being invoked via TileView).

reported by Kato /thks

https://github.com/kevL/OpenXCOM.Tools/blob/master/Distribution/README.md

Offline Roxis231

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Re: MAPVIEW upgrade
« Reply #422 on: July 03, 2019, 09:36:30 am »
Hi KevL

I've downloaded the latest copy - but when I try to run it I get this error.



Any Ideas? Error file Included.

Offline kevL

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Re: MAPVIEW upgrade
« Reply #423 on: July 03, 2019, 07:54:24 pm »
The error is simply saying that MapView.exe can't find XCom.dll (or one of its dependent .dlls -- DSShared.dll, YamlDotNet.dll)

I get errors like that when i try to run the .exe either
a) without the .dll(s) in the same directory
b) when it's still inside the archive

possible fixes:
a) keep the program's .exe and .dll files in the same directory together
b) unzip the archive ...


Or i guess it could be a funky new security feature MS came out with, in which case i rly din't have a clue,

(other than to /not/ install to the "Program Files" folder)


ps. I notice that the pic says "XCom, Version=3.1.2.0" but Error.txt says "XCom, Version=3.0.0.0" ... so i suppose you tried an earlier version. These are the (correct/compatible/should-all-work-together) versions for 2019 june 24:

MapView.exe - 3.1.3.0
XCom.dll - 3.1.2.0
DSShared.dll - 3.0.0.1
YamlDotNet.dll - 0.0.0.0

McdView.exe - 3.2.1.0
PckView.exe - 3.1.0.0
« Last Edit: July 03, 2019, 08:16:42 pm by kevL »

Offline Roxis231

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Re: MAPVIEW upgrade
« Reply #424 on: July 04, 2019, 05:07:12 am »
Downloaded the June 9th version - got that working

June 24th seems to be missing DLLs

Offline kevL

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Re: MAPVIEW upgrade
« Reply #425 on: July 04, 2019, 07:52:08 am »
MapView2_190624.7z looks okay t'me and seems to run fine,
:|


I can think of two people who (i hope) would have mentioned it ...

Offline Roxis231

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Re: MAPVIEW upgrade
« Reply #426 on: July 04, 2019, 08:55:28 am »
Just re-downloaded it to check.

Seems the first time I got a copy without DLLs - not sure how, but they are there now.

Offline kevL

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Re: MAPVIEW upgrade
« Reply #427 on: July 04, 2019, 09:58:43 am »
good :)

i think it's a good version.


( tho i'm working on a new, anti-pasta version at present <g> )

EDIT: wip ->

Feature request: some kind of report or indicator for unused mcd entries. I've got some overly large terrain sets right now, and that would help me edit them down a bit without having to click on the tiles to try and figue it out by eyeballing it.

four yrs late ... (see screenshot1). I'm working on a subsystem that opens via File|MapInfo. Sort of a "show detail" dialog.

// TODO:
// - MapDetail      (Terrains in the Tileset: label + count)
// - RouteDetail    (routenodes, spawnnodes + ranks, attacknodes in the Tileset or Category)
// - CategoryDetail (Tilesets in the Category)
// - GroupDetail    (Categories + Tilesets in the Group)
// - TerrainDetail  (all Tilesets that use a Terrain or all Terrains used in the Maptree)

but those are just thoughts about it ... the underlying code isn't really set up for this (the MCD records aren't actually stored as independent collections; at present, the Tileset only grabs what it needs and disregards the rest)


EDIT2: SpawnInfo (screenshot#2)
« Last Edit: July 13, 2019, 07:37:04 pm by kevL »