poking mapped 3
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gannon

I am hear to poke mapped 3 into activity. Dreams of brushes will not leave my head. Your tool is great but the lack of brushes slows down the game making and saps energy that could be better used to make the rest of the game.

Thank you for your time and if you want you can poke mapped 3 too.

Posted on 2005-02-06 16:43:12

Overkill

Quote:Originally posted by gannon

I am hear to poke Maped 3 into activity. Dreams of brushes will not leave my head. Your tool is great but the lack of brushes slows down the game making and saps energy that could be better used to make the rest of the game.

Thank you for your time and if you want you can poke Maped 3 too.


I too would really like to see Maped 3 finished. I think that one way this utility would get done a lot faster is if Verge 3 and Maped 3 both became open-sourced. This way, someone other than the main v3 devs can improve v3. Of course, we'd want to watch out so to not repeat the Verge 2 era that had 230945 billion versions. And, whenever we make a release, we could be sure to call it 'unofficial', so that the dev team doesn't get blamed for erroneous additions to the engine. I'm sure that many skilled coders of the community would help improve the engine if Verge was open-sourced. I bet with some outside help, the compiler could optimized greatly, to make such additions as nested structures and speedy string handling.

Posted on 2005-02-06 17:20:49

Kildorf

I don't see Maped3 or Verge ever being open-sourced, and honestly I'm not really convinced that there would be that much benefit from it. Open source projects almost always come with a restrictive, damn-the-man license and the flavour of Verge seems to be 'let the developer do what they actually want'. And I imagine, if there's anyone who actually has the time, inclination, and skills to code anything useful, the dev team probably wouldn't make fun of them publically for offering to help or anything.

That's not saying that I don't hope for a release of map/vsp/chr file formats at some point, but I know vecna has explicitly said that he hasn't done this because they're not finalized yet. Even if they're not though, again, I'm guessing they wouldn't look down on offers to help. With the way things are now, they can keep a quality control on things and make sure that 'Verge' doesn't become synonymous with 'bad' and 'incompatibility'.

Hopefully I haven't put too many words into the devs' mouths. :)

Posted on 2005-02-06 18:13:36

gannon

chr file format is known and the vsp and map formats are mostly known.

Posted on 2005-02-06 19:30:23

Kildorf

Quote:Originally posted by gannon

chr file format is known and the vsp and map formats are mostly known.
... Really? I am obviously living under a rock. I'd ask where I could find them, but a brief perusal of the documentation led me to a half-answer, and having them would probably just give me an excuse to procrastinate on my game.

Good to know either way, though.

Posted on 2005-02-06 19:59:06

TomT64

I swear that once I make VOpenCHR have more tools (not all that high on my priority list right now) then I'll use the framework to make a tile editor, which will basically give you VSPs. That is, unless Maped3 does it first. Well maybe I'll do it anyway but I doubt anyone would use it when it's built into maped3.

Posted on 2005-02-07 00:55:51

Omni

Er, is open sourcing something itself inherently unreliable? Certainly just tossing the source onto the internet and saying 'Have fun' would be a big problem (Verge 2kX9000.5, though I thought the V2kj and V2.6 variants were well done), but aren't there ways to do this that actually coordinate effort? Can't SourceForge do something where every coder can contribute to the main source tree of a program, and then the leaders decide what code is assimilated and what isn't?

Certainly there wouldn't have been so many V2 variants if the main dev team had met the need for V2 features sooner, I bet. Correctly managed open sourcing might allow them to contribute effectively to the main engine rather than having to create their own spin-offs.

Anyway, just some comments. I'm sure there's a downside to almost everything.

Posted on 2005-02-07 09:33:35

Tatzen

It's a time thing. You just can't be a working stiff coding 60 hours a week for $$$ and then try and squeeze in that free code on the weeknights and weekends. It's unbearably difficult. Either someone else on the devteam will pick up maped3 and make it not suck, or it will have to wait until like.. I dont know. a while. when work settles down.

Currently I'm putting in a lot of hours because of a new API rollout and I really dont have the time. Sorry.

Posted on 2005-02-09 15:45:32

TomT64

Well open source itself doesn't promote spinoffs. vecna doesn't like it because of the spinoffs, and of course that did confuse community members. However my idea for open source of VOpenCHR and anything else i make is this: If you want to help improve it, you are welcome to do so, but I strongly encourage you to improve it, compile it, and show me the result and the source. If it really is an improvement I have no problem incorporating it into the main project.

Even if V3 was open source, it would take someone like andy to do anything with it. Maped3 is a different story. I don't like .NET personally. However some people would probably take that and run with it if it was open source. But I could be wrong. After all, no one has done that with VOpenCHR, and I still have features that need to be implemented.

I was serious about a tile editor. However I would gladly (tat!) take the source code of maped3 and write it into that instead. I'd have to learn .NET more first though. It wouldn't be difficult but it would require time I don't have at the moment. I don't even have time to work on VOpenCHR right now.

All that said, anyone who want s to help me finish VOpenCHR or at least get some features done is welcome to join up. Get a sourceforge account if you don't have one and I'll help you understand how to work with the code and with sourceforge.

Posted on 2005-02-10 18:35:42

Tatzen

It's not only an issue of splintering. No offense, but I don't want inexperienced people touching a codebase that is rather large and complicated. ME3 will get touched someday and I don't want it all buggered up when that time comes.

Posted on 2005-02-15 18:10:47

gannon

Maybe an independent project would be best then. Kind of like VOpenChr. That way ME3 would not have to be touched until Tatzen gets to it and the independent one can make the open source people happy.

Posted on 2005-02-15 19:19:53

janus

If somebody can hook me up with format documentation, I might be able to do something.

Maybe.

Posted on 2005-02-16 13:45:06

KilloZapit

I say don't open source it, but make the code available anyway. Best of both worlds. But seriously, there is a big difference between saying 'Here, feel free to look at this and fiddle around a little and show me if you do anything neat with it' and 'I renounce all rights to this! Use it however you see fit, and I'll 100% support you no matter how many people take it and screw it up beyond any ability to recognize it!' Having the source available and having the source open are two entirely different things. I mean, closed source works good too sometimes, but at this rate I am not sure verge 3 or maped 3 will get anywhere unless they have a slightly more open approach. But full out Open Source is just crazy no matter how you look at it.

Posted on 2005-02-16 18:31:00

TomT64

I'm curious, what's on the todo list for maped3?

I have said in other posts that if someone else makes the interface in wxwidgets that I'd be happy to contribute a tile editor and code that edits the map, etc. That still applies. Also if you're not comfortable with open source that's fine with me. It's just really hard to compete with the interface in maped3 (it's really good tat!). .NET is the trouble. Although I have nothing against it being used in principle, I don't want to learn it or use it myself, and so would totally be useless on such a project.

Posted on 2005-02-18 01:39:35

rpgking

If brushes are ever put in to Maped3, I'll actually be completely satisfied with Maped3's features(since this will speed up game development considerably). I mainly just use Maped3 to create the maps themselves, while I use external programs to create the tilesets.

Posted on 2005-02-18 02:07:27

locke

I'd like to see a tile 'mover', allowing the user to re-order individual tiles. Perhaps a simple drag-and-drop tileset editor would do.

I think a simple tile editor would be nice too, with a multi-tile preview. Like the old one. That was fine.

It would be great to have custom pre-built assemblies. Like an assembly of a 3x3 set of tiles in the shape of a house, that could be easily picked up and dragged onto the map. Would be good for things like trees, buildings, large landscape segments, etc. A simple tool to assemble the sets, and store them on their own 'preview sheet' from which they could be easily dragged and dropped onto the map...? I can't seem to come up with good terminology.

I'd like to be able to switch it to different resolutions, but that's not to terribly hard. Higher res maps might make the 'pre-builts' thing I mentioned above a little more important.

Perhaps a direct image-to-map feature, where you could import a graphic and drop it right on the map directly. I know you can pretty much do this now by converting an image to a tileset, but it might be nice to be able to go straight from a graphic to the map. This might be related to the 'pre-builts' thing I mentioned above.

Going along with a few other people's comments, I'd love to see a cross-platform Maped. I use a Mac a lot, and would love to use it for building maps. Even if the engine didn't run on it, it can't be that hard to build a map-editing tool that could work on it. OpenGL might be a good solution here. zlib is available for every platform under the sun, so that shouldn't be an issue.

Also, just a note on porting with .NET... anyone ever looked at MONO? http://www.mono-project.com/about/index.html

Posted on 2005-02-18 11:26:49

rpgking

Quote:Originally posted by locke


It would be great to have custom pre-built assemblies. Like an assembly of a 3x3 set of tiles in the shape of a house, that could be easily picked up and dragged onto the map. Would be good for things like trees, buildings, large landscape segments, etc. A simple tool to assemble the sets, and store them on their own 'preview sheet' from which they could be easily dragged and dropped onto the map...? I can't seem to come up with good terminology.


In other words, you also want to see brushes make it into Maped3. ;)

Quote:Originally posted by locke


Perhaps a direct image-to-map feature, where you could import a graphic and drop it right on the map directly. I know you can pretty much do this now by converting an image to a tileset, but it might be nice to be able to go straight from a graphic to the map. This might be related to the 'pre-builts' thing I mentioned above.


aen created a utility to convert Adobe Photoshop PSD files to Verge3 maps. It's available for download here: http://www.verge-rpg.com/files/detail.php?id=483

Posted on 2005-02-18 12:44:53 (last edited on 2005-02-18 12:46:14)

TomT64

I want map to psd!

Anyway... MONO is ok in the porting sense, but I'd still have to learn the language to make a map editor, I don't have the maped3 source, AND I wouldn't be surprised if tat and the dev team don't want it ported.

Posted on 2005-02-19 16:07:34

Zip

Format doccu! ahahaha. Gannon helped me workout the chr formats from hex for chrmak and I passed on the code to Tom for his chr thing. Also did the basics on the map format, which I know that zonker had some fun with.
At any rate, the the formats themselves are embarissingly simple, the only problem is coding the interface. Tat chose .NET for maped3, Tom used a whole raft of widget libs and stuff for the chr thing. Just takes someone who's got the time to put into it.

Zip

Posted on 2005-02-20 23:01:37

Bitmonkey

This is my impossible dream: VSPs with tiles larger than 16x16. I hate having to paint four tiles just for one 32x32 tile.

Posted on 2005-02-23 23:10:08


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