Starforge:Ultimate
Post #62
LoveLess
Aug 19 2009, 10:09 pm
Post #64
Clokr_
Aug 19 2009, 11:11 pm
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Custom brushes are supposed to be saved in files inside the .scm / .scx. Other stuff could also be saved there. We should add an option for saving a final release version of the map removing all the editor-related stuff to make the final map smaller... Also, for all of you talking about trigger comments taking up string space: ![]() ![]() ![]() ![]() ![]() ![]() |
Post #65
Falkoner
Aug 19 2009, 11:17 pm
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Wait, no way, so you guys can just add extra crap into the map as you please? Do people also download this when they download the map from you? And yes, I'd love to see the Final Release and such added again, it's a good idea, and if you can come up with some epic compression, that'd make it all the better Of course, now that I think of it, being able to extract that excess data and put it into an external file should also be possible. |
Post #67
Falkoner
Aug 19 2009, 11:21 pm
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Also about the Final Release, PROEdit had it and the problem some people reported is overwritting their own map and then not being able to edit it anymore. I'm not sure about how to avoid that. I think if you add like a confirmation, one where they have to like type some random text into a box to get past it, if they try to overwrite their map, and that problem should be solved. |
Post #68
Heinermann
Aug 20 2009, 7:27 am
Post #71 Commanda_Panda Aug 21 2009, 3:54 pm
Post #72
Syphon
Aug 21 2009, 4:36 pm
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When you say full isom support, have you figured out how it works well enough, and catalogue matching blends well enough, that you can define any type of ground transition isometrically? Like using the isom brush, paint high ground to high ground?
Cause if so, amazing, and if not, get working on it. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #73
Clokr_
Aug 21 2009, 4:45 pm
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Editor support for overlapping? Brilliant! Not yet, and I'm not sure if I will ever get the text overlapping the way it does in SC. When you say full isom support, have you figured out how it works well enough, and catalogue matching blends well enough, that you can define any type of ground transition isometrically? Like using the isom brush, paint high ground to high ground? Cause if so, amazing, and if not, get working on it. I disassembled the ISOM algorithm from staredit, so it works exactly the same way it does in StarEdit. Defining new edges the way it works is quite complex and won't be done. If I ever change the ISOM algorithm to another one which makes more sense I'll add the ability to define new terrain types. EDIT: Actually, all the isom data is saved into .isom files inside the starforge data mpq. If anyone wants can go ahead and try to make a tool to edit them and replace the existing edges with new ones. This post was edited 1 time, last edit by Clokr_: Aug 21 2009, 4:52 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #75 Heimdal Aug 22 2009, 11:58 pm
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Version 0.01 is away.
I picked a handful of people from the google group to try out the very first version. Check your email to see if you were one of them. I'm using a smaller group first in case there are any terrible crashing or setup bugs. As long as nothing horrible goes wrong, I expect to open up testing for everyone in the group in a day or two. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #76
Heinermann
Aug 23 2009, 6:25 am
Post #78
rockz
Aug 23 2009, 9:52 pm
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お や す み
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I think we need a slightly better way of reporting bugs, or else this is going to get ridiculously cluttered really fast.
![]() ![]() ![]() ![]() ![]() ![]() This is a great wallpaper to use if you want to go into an epileptic fit every time you sit down in front of your laptop, which I guess is a better option than watching Naruto.
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Post #80 Martin1994 Sep 10 2009, 3:42 pm
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