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PostPosted: 29 Mar 2008, 20:24
by Krom
@TheKnight: You are right about GUI it's far from perfect. When I look at my old layout I catch myself on thinking I was blind LOL. I did a clean-up and moved all unnecessary stuff into menu, only buttons I don't kno where to put Undo/Redo, without them I could remove whole row of buttons on top.
Don't want to upset you, but I dislike wood panels in non-full-screen tools, this looks unfitting to me.
Take a look on new screen, suggestions are welcome :)

@Harold: PPPoe, sounds like me :) I did a quick look at source and realised how bad code looks without syntax highlight :D
I have copy/paste feature in plans, still it's unclear how to implement it exactly. Don't think I can handle copy/paste from two editors launched at the same time anyway.
Let's talk about hackers sometime later plz?

@ http://krom.rscsites.org/Downloads/ you can find fresh UI pic.

PostPosted: 29 Mar 2008, 20:47
by harold
Copy/paste is a real pain when it's between different instances of a program, lots of rather arcane windows api code :(
Unless you do it the "unofficial" way (saving it somewhere globally such as a file or the registry or shared memory)
So I agree, probably too much work for what it's worth

PostPosted: 30 Mar 2008, 01:39
by The Knight
Yes, it looks much better.
You musn't use a graphical GUI, you can use windows GUI, it's also ok. But remember, a wooden panel is also available in TPR 1280*xxxx screen resolution.
But i think you can set the last buttons in head directly under the mini map (like in the game). Understand?

And what is with multilanuage support? German language for young german guys? :wink:

...ah, i see. in "ABOUT" could you add a link to my or another fanpage? So the users, which get the editor from everywhere, could get support by one of our fansites. Understand?

A post from Lewin

PostPosted: 30 Mar 2008, 02:57
by Lewin
Hi Everyone,
Here is my opinion on the PRO/hacking thing:
1. I think the the original maps should stay unchanged. (I am now refusing missions to my site with original campaign maps)
2. I think that if someone makes a map with Kroms editor then other people should be able to edit it.
3. I think that the editor should be less confusing, having PROs and MAPs really confuses some people. Also, if you open an original map then a message box should say: "This is an original KaM map, saving has been disabled." All the terrain on the left should be disabled as well so as not to confuse people. Viewing maps however would be OK.

Copy and paste would be useful, even if only within the same instance of the editor. You could open one map, copy stuff, open another map, paste stuff. Multi instances would be nice, but not absolutely necessary. Surly saving copied data to a file in the folder where the editor is installed wouldn't be too hard?
Displaying the height of tiles when you have wires enabled would be nice (this is half implemented in 0.3e, but it always says 255)

@Krom: Something seems wrong with the new opengl rendering, there are lines of stuff in the wrong place (on the edge of tiles, I think) Example

@Harold: MrVV has a point, you should have a thread about TKE on this forum. BTW: When will you release another screen?

Lewin.

PostPosted: 30 Mar 2008, 07:42
by Krom
@TheKnight, Sure, I understand written word :wink:
I don't like making translations when tool is still in development, it adds lot of trouble for me as developer to keep everything wired together. I will try to use as few text as possible for now. Need to paint tab icons (terrain, objects, relief, etc..) maybe anyone can help?
Also, KaM Editor has help file included, it would be nice if someone could write few pages into it (English or other language). The help file can have those links to all fan-sites, if you make such list for me I will include it into help file.

@Lewin: Since we discussed everything by ICQ I'll write short.
Warning message included.
Rendering erorrs are due to mipmapping and I don't know how to remove them completely.

PostPosted: 30 Mar 2008, 10:52
by The Knight
@TheKnight, Sure, I understand written word :wink:
Need to paint tab icons (terrain, objects, relief, etc..) maybe anyone can help?
What exactly?

PostPosted: 30 Mar 2008, 11:37
by Krom
I need icons for these tabs: Terrain, Tiling, Objects, Relief, City planning.

PostPosted: 30 Mar 2008, 12:15
by The Knight
Easy, use Graphics Reader, there are some little Icons from the joymania editor. Try it and see, if these icos are enough.

PostPosted: 30 Mar 2008, 12:26
by Krom
Well, I was hopeing for something bigger, say 36x36px :wink:
Objects and Houses icons are simple - two small trees and a house, but others are not so easy to get.

PostPosted: 30 Mar 2008, 18:00
by The Knight
all graphics you need are in TPR inmplemented. :) But i can make these little icons larger, but i must know which size your icons must have and which backgroundcolor.

PostPosted: 30 Mar 2008, 18:14
by Krom
Thanks for suggestion :)
Can you make the icons in 32x32px size please?
Background can be any color. Don't use semi-transparency though.

Thanks

PostPosted: 30 Mar 2008, 20:04
by Krom
For those who want to compare KaM shading with Editors shading:
http://krom.rscsites.org/Downloads/Temp/kam_comp1.jpg
http://krom.rscsites.org/Downloads/Temp/kam_comp2.jpg
(I guess I don't have to say where's Kam and where's Editor :P )

I didn't bothered fine tuning or making shadows yet, maybe tomorrow. To be honest I'm quite satisfied with current view (until I want to make KaM remake :lol: ) Anyhow there are more important issues left to solve yet.

EDIT: @Lewin, I did reduced those render errors by more agressive tiles overlaping (if I can call 0.1% "agressive" at all :roll: ).

PostPosted: 30 Mar 2008, 20:16
by Merchator
(I guess I don't have to say where's Kam and where's Editor :P )
Yea, the view of your editor looks better than ingame. Don't know why...
Anyway, hold on, looks very good so far :wink:

PostPosted: 30 Mar 2008, 21:14
by The Knight
congratulations! perfect

PostPosted: 31 Mar 2008, 10:51
by Thunderwolf
Hey, looks good.

Now, this is what I think.
Original maps may be partly used, but not entirely, there should be definite changes in the map
Maybe there should be some kind of "Lock" in missions made by users, locking it with a password or something like that if the maker doesn't want it edited.


EDIT::
P.S. Do you know a way to run KM in a window
(first post)
This may be possible with a program called D3DWindower, I don't know if it works with KaM, but I've heard it does with most directx/direct3d progs