![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Also I find a isometric view of even the largest of the GTA2 maps very useful.
Haters gonna hate ;]
I understand perfectly well, you don't need to be a programmer to say what you've said. I make maps and script for "free" in my own time. The only difference is you are programming something else while I "program" the scripts - while the scale of programming is different, its really two sides of the same coin. And before you ask, yes I did use to program small things years ago in VB6 and (rarely) some C++. Anyway...T.M. wrote:well, yeah, i could use all my time for only "useful" stuff, but i dont feel like it... i guess its something you would understand only if you were a programmer who is doing programming on his free time, for free. its not that simple as just telling myself to do something... i need to want it myself too.
This is the biggest question - when?T.M. wrote:i will make the block editor, in time.
Really now? Because I made a comment about this new feature I automatically hate it? You might want to re-read itDrSlony wrote:Haters gonna hate ;]
i dont think you would truly understand, until you build up your own project of this size. to be honest... i didnt either, before this project. I wouldnt even compare map making to programming at all, even how big script it will be, the work is done purely for your own satisfaction, its like making art, painting or writing, relaxes your brain. and nobody is gonna tell you "PAINT IT BLUE, I DONT LIKE RED!" or "IS THE PAINTING DONE YET?? I WANNA SEE IT NOW!" or "PAINT A CAR IN IT, I LIKE CARS!" etc, there isnt any kind of demands for you to do what others want you to do. Programming is the opposite of that. programming is mostly just more problems and problems to fix, and answering to all kinds of demands, it can be very stressful, and that is just the tip of the iceberg...Pyro wrote:I understand perfectly well, you don't need to be a programmer to say what you've said. I make maps and script for "free" in my own time. The only difference is you are programming something else while I "program" the scripts - while the scale of programming is different, its really two sides of the same coin. And before you ask, yes I did use to program small things years ago in VB6 and (rarely) some C++. Anyway...
Maybe tomorrow, maybe next year, i cannot say.Pyro wrote:This is the biggest question - when?
Thanks for your sympathyB-$hep wrote:I know how it feels. So i understand T.M.
Nice to hear!BenMillard wrote:TradeMark, your zone editor has a really good GUI! I used it to re-work all the zones in the GTA1 London 1969 conversion.
Hmm, you are right, luckily the editor will ask confirmation if you exit! It is a bit inconvenient though, i will try to add "save all" button. It could be something like: if you press "save all changes" it would pop up a window where you can choose which data will be saved, and by default it would have selected those data's which you have edited. What do you think?BenMillard wrote:But the menu item File > Save > Compressed Map nearly made me lose all my zones work! It doesn't compress and save the whole map, just does the terrain or something. Clicking File > Save > Zones did save them but that's weird and inconvenient.
About the CTRL+S... i cant use those shortkeys because camera is moved with ASDWBenMillard wrote:If it works reliably, just have File > Save (Ctrl+S) with no submenu and save all the data. Like any other application would.
you would like to save all, sty, gmp, mis, and compile mis to scr when you only edited zones? as i said before, the dialogbox would select by default only those which you had edited. but you can click them manually too (unlikely, since the settings would be most preferrable by default).Cuban-Pete wrote:I don't know what it all means. How about also just a "save all" button next to save selected?
Ticking/unticking menu items and persisting those settings between sessions are the most important missing features, currently. Rationalising all those menu items into a set of panels, like DMA Editor has, would be the subsequent step.
- File
- Save >
- Map data (filename.gmp)
- Mission script source (filename.mis)
- Compiled mission script (filename.scr)
- Textures and sprites (filename.sty)
- Multiplayer map package (filename.mmp)
- Save As >
- Map data (filename.gmp)
- Mission script source (filename.mis)
- Compiled mission script (filename.scr)
- Textures and sprites (filename.sty)
- Multiplayer map package (filename.mmp)
Noooo!BenMillard wrote:Sektor thinks like me, now.
Always compressed and optimised is probably a good idea. Always removing hidden faces shouldn't be forced.BenMillard wrote:However, map should always be compressed and optimised. Also, it doesn't matter whether you've changed a particular section of the data. If you changed any part of a file, save every part of that file.