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mcgrue

...jiggity jig.

We're back on the new server. All of the user accounts have been meshed. However, the last few weeks of forum posts are in need of a little php script to merge them back into the database correctly. If only I'd've set the autonumbers on the user and message board post tables up a thousand or so counts, we'd've had no overlap between the two boxes. C'est la vie.

Anyways, we're back. Hopefully for good this time.


A question: Is anyone presently on a mac or on linux following the mac/linux verge developments, or has the lack of mapeditor turned all y'all away in bitter tears of disappointment?

Overkill has volunteered to add map, vsp, and chr-saving functions into v3's vc itself! So, we may have a universal v3 resource editor in a realistic timescale, and it'd be a verge-based program itself. The mind boggles.

Anyway, that should be neat. Even if I exaggerated about the volunteering bit. But you'll all encourage him to do the right thing, right?


Finally, I added the svn information to the about page. If any of you guys have C++ experience and want to fool around with the source, have at it. Free like your mom, and all.

Posted on 2006-05-07 14:08:04 (last edited on 2006-05-07 14:09:37)

Interference22

Overkill's ideas are genius! With map saving, I'll be able to let players make lasting changes to in-game locations without having to write huge, long-winded functions to recall where a particular object is supposed to be and which tiles it's made from. Instead, a copy of a map is saved along with their game and warped to instead of the default one if it exists.

Something akin to The Sims would also be possible, being able to save whole building layouts.

Plus, what Tatsumi et al fail to implement in Maped3 I can code myself without requiring a degree in computer science and a working knowledge of the V3 source. In short: yay!

Posted on 2006-05-19 17:42:29

Overkill

Quote:Originally posted by Interference22

Overkill's ideas are genius!


Quote:Originally posted by mcgrue

Anyway, that should be neat.

Even if I exaggerated about the volunteering bit.

Posted on 2006-05-20 08:21:48

mcgrue

Quote:Originally posted by Overkill

Quote:Originally posted by Interference22

Overkill's ideas are genius!


Quote:Originally posted by mcgrue

Anyway, that should be neat.

Even if I exaggerated about the volunteering bit.

Can't wait for you to get started! :D

Posted on 2006-05-20 12:30:53

Interference22

Go Overkill! Go!

....

GO!

....

Oh for chrissake..

Posted on 2006-05-20 18:51:45

creek23

Quote:Originally posted by Interference22

Plus, what Tatsumi et al fail to implement in Maped3 I can code myself without requiring a degree in computer science and a working knowledge of the V3 source.
where is he anyways? I'd also like to help further develop MapEd3. I've seen some map editor of other game engines and I'd say, MapEd3 is more intuitive...

Posted on 2006-05-21 07:42:41

anonymous

Quote:Originally posted by Interference22

Plus, what Tatsumi et al fail to implement in Maped3 I can code myself without requiring a degree in computer science and a working knowledge of the V3 source.
where is he anyways? I'd also like to help further develop MapEd3. I've seen some map editor of other game engines and I'd say, MapEd3 is more intuitive...

Posted on 2006-05-21 07:44:00

Overkill

In other news, I've been awesome and totally started writing file format writing routines. Most of the chr, map and vsp stuff is saved properly now.

The only real stuff that needs fixing is the map writing, as well as runtime compilation/execution of the map that was just written. Then the rest is adding a bajillion builtin variables and functions.

Areas of concern in the map area are mainly:
  • Actually writing each map's entity data.
  • Getting CompileMap() to not like break the map, so that it CompileMap() fulfills its purpose in that we want to be able to switch to the map we just made without crashing because that map was never compiled.


Only other area of concern I really see is that... well, curmap.tileset is a fixed handle always equal to 2, rather than an assignable handle. Which means, you can't create a new image and set it as your map's tileset. One solution could be to change it so the handle is actually assignable. Another solution would be to add a ResizeImage() function which is useful anyway, but would allow you to alter the image dimensions without changing the handle.

Posted on 2006-05-21 12:10:38

Gayo

Dude, you totally put a bulleted list in your post! That's awesome.

Bulleted lists are

  • Bulleted
  • lists
  • awesome

Posted on 2006-05-22 22:09:43

Syn

Overkill will never finish his game now. Woe is me. ;_; Although if what interference says is true, this might add cool ass features to verge. Hmmm...

Posted on 2006-05-22 22:42:42

resident

This is potentially too awesome to let go right now though.

Posted on 2006-05-24 10:42:54

Gayo

"You're Potentially Too Awesome to Let Go" is my favourite love song.

Posted on 2006-05-27 17:25:04

Akujin

Linux developments? What?

You just caught my attention.

Posted on 2006-06-03 16:48:19

rosh.r03

Go Overkill. Woop!

Posted on 2006-06-22 06:50:48

zeromus

Actually THIS is the example plugin api that I asked you guys to think of for me but you were too stupid to. I swear the very next thing I code will be plugin api examples.

Regarding maped3, I will put that on a subversion this weekend.

Posted on 2006-06-23 00:36:47

Overkill

Well, I've already got Maped3's source code, but I'm sure lots of others want it too! Coolness.

Can you put up CHRMAK5's source as well? I was planning on extending the chr format to include eight-directional animation scripts, and possibly custom animations.

Posted on 2006-06-23 09:33:10

mcgrue

What the hell, overkill? Did you travel back to 2000 and eat vecna to gain his power?

Posted on 2006-06-23 12:43:47

Overkill

Quote:Originally posted by mcgrue

What the hell, overkill? Did you travel back to 2000 and eat vecna to gain his power?
Yes.

Posted on 2006-06-24 07:54:37


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