That would be nice to seeTradeMark wrote:Ah, yeah i guess it should be something like File -> edit -> zones ? I'll change it to that next release. But the "add zones" etc. buttons are in the main render window for now. Maybe i add some text "press ctrl to create zone" or something.
Yeah I can see where you are coming from with that. Well if the above is implemented (with the file menu) then that would solve that problem! Still familiar with the official GTA2 editor locations in the file menu for adding zones and lights etc...TradeMark wrote: Been thinking about right click menu, but the problem is that right click is used to select zones, and im not going to change that because i see it easiest way since you cant mess up the other zones, because different keys select and edit the zones. (i always hated how i could mis-click some selection in other editors and then i have to do it again >_<). Maybe i add other keyboard configurations later
Perhaps an option to switch between them maybe? Didn't take long to get used to it, but then remembering to use arrow keys for normal map editor is fun!TradeMark wrote:Well, since most shortkeys are at left side of the keyboard, i find it more useful to use WASD than arrow keys, also would feel weird to use mouse and arrow keys at same time... hands can rest on keyboard easier at WASD placement
The FPS currently says it is 060/064 when I am just viewing the map and not doing anything (not zone editor). When I move just the mouse it goes up to 060/~141 at times for some reason. Of course, this is with VSync set to ON, without it it shows as ~264/~3200+ (the numbers go up and down slightly, hence the ~ sign and not your editor, so don't panic!).TradeMark wrote:What is your FPS in the editor? And no, it doesnt have fancy rendering stuff Its really basic renderer, probably thats why its causing lots of CPU usage when its sending stuff to GPU all the time, im not sure whats causing it, but my editor doesnt do much calculations at all. Hmm, 64-bit windows so it actually works on 64-bit computers, good to know. BTW when zone editor is on, the CPU usage goes even higher (or was that where you recorded that CPU usage percents?) and this is caused by the GPU, not CPU. Its on my TODO list to fix that zone editor CPU usage for good.
When I enter the zone editor, the FPS is still the same (060/065 but does not spike when the mouse is moved) and the CPU is about 29%-33% in the zone editor but the CPU usage on CPU 1 (since I have quad core it goes CPU 0, CPU 1, CPU 2 and CPU 3, not 1 to 4 as one would expect) is pretty high (80%+ while other cores idle normally much lower). This does not happen when not in the zone editor.
Let me know if you want me to run some more tests!
This is what I have in my maplist.txt...TradeMark wrote:Ah, yeah, didnt make it into editor yet because nobody has mentioned it, and mostly when you make maps, you have to make .mmp file anyways, so it easies things a lot, also you can just click mmp file and open it directly in editor later, so its even faster to edit then
"maplist.txt" should work though, maybe you entered the GMP and STY file in wrong places? or maybe you had some extra spaces there. Hard to guess, could you show your "maplist.txt" to me? Actually, i think the error can be fixed when you add a name for your map, maplist.txt supports map name too, i think its fourth "parameter". read the "readme maplist.txt" to see the format. I will investigate it
Code: Select all
[DIR] C:/Documents and Settings/Administrator/My Documents/GTA2 - Light/data
C:/Documents and Settings/Administrator/My Documents/GTA2 - Light/data/ste.sty
C:/Documents and Settings/Administrator/My Documents/GTA2 - Light/data/ste.gmp
This is the bit of code where the power generators are involved...TradeMark wrote:Hmm, could you show the part of the script that places those generators? And perhaps send the map too? Sounds like there is a bug, but i cant fix it without map/script
Yeah cranes arent supported yet, i have to re-write the object renderer/script reader to be more flexible than what it is now.
Yeah i think this is the most reported bug I will fix them! just wait
Code: Select all
OBJ_DATA generator01 = ( 103.5 , 112.5 , 4.0 ) 0 POWERGEN
Code: Select all
CRANE_DATA dockcrane01 = ( 114.5 , 103.5 ) 315 NO_HOMECRANE
Also, I notice that when "Sound objects" is ticked under Options > Script ojects it shows them on the map (correctly) but the interesting thing to know is that I create the sounds when the level starts (so I "reserve" the sound names in main script and gets executed after the levelstart command - this is because I have plans for them later on!), so interesting to see it reads both pre-created items (e.g. PARKED_CAR_DATA) and future objects (CAR_DATA car01 in the main script and after level start using the car01 = CREATE_CAR command). Nothing really to mention but thought it might be interesting for you (and others) to know
No problem! Let me know if you need more details or need further testing done as I'm happy to help!TradeMark wrote:Thanks for testing/commenting!