Pyro wrote:The clicking for co-ordinates is quite useful although as I've mentioned before they don't need to be at two decimal places, one decimal place will suffice!
You can change the output in "settings.cfg", search for "coord_pattern". %.1f makes it 1 decimal (as i wrote in the changelog...).
Pyro wrote:When clicking an object for the first time so it shows the outline box around it it automatically copies the details to clipboard, surely it should be click first to highlight and then click again for details? Not essential really but a minor point.
What do you mean with details, the variable name / object type? Or the code line that gets copied to clipboard? IT highlights it by pointing with mouse and clicking (yellow when clicking, white when pointing).
Pyro wrote:Like above, that feature isn't actually that useful if you think about it. I need to code the object/vehicle/whatever first for it to appear, then I click on it only to tell me its co-ordinates and other details which I already know because I coded it 10 seconds ago!
I think its useful when you look others maps, and you want to copy some objects, or if you forgot how to write some object you just click and it copies it for you. Combined with the coordinate copy feature, you can easily click new location for the object you previously copied
Pyro wrote:Not all object types seem to be rendered, example would be a briefcase. Not sure if there are more but I remember you added a few more before.
Hmm, mind giving the script code line to me that doesnt show up? Since i've tested, and briefcase is visible in the editor
Pyro wrote:Showing characters is rather cool, I like it!
The editor has showed characters since the first time i made the objects visible
Pyro wrote:perhaps you could maybe update the icon for a player's starting position from the big white stick man to something else?
You can edit the player start position image in the "data/gfx/" folder. But it is 32 bit TGA, which no known program supports (i had to make own program for saving that

) But you can make the image in two parts: graphic, and opacity map (grayscale image) And send them separately to me, and i'll look if i will include them in the editor by default

The player start positions are big as hell on purpose so you can find them easily on the map.
Pyro wrote:Any news on the renderer showing true colours of cars (and now characters!) rather than the default remap (the ugly brown for cars)?
Havent focused on this yet, but it will be done some day!
Pyro wrote:Again for aesthetic purposes, would it be possible to show scripted characters patrol routes, marked by an arrow? Perhaps link this to the clicking and dragging/moving bit (click and drag arrow head?) so it will update the script for certain character and co-ordinates? Maybe the arrow when mousing over it will say who the patrol point belongs to and highlight the character in question as well?
Oh, i didnt know GTA2 supported patrolling for chars. It can be possible, but not atm, because i still need to rewrite the script parser for any advanced features (like put_car_on_trailer etc).