It's the same editor....Davidio wrote:What is different by the TM's Map editor and this?

It's the same editor....Davidio wrote:What is different by the TM's Map editor and this?
Oh...... That have i know! :DD But the video is good. All is easy for understand (for the begginers, as example ABA ^^)... RESPECT TO THE EPIC MAP EDITORT.M. wrote:It's the same editor....
What is 3D blender?Galactic Boy wrote:Is there a 3D blender in Epic GTA2 Map Editor (0.6.6) Beta?
Fixed.Shrooblord wrote:Noticed the warranty agreement has the verb form 'backupped' in it. I don't want to be a know-it-all, but the correct English phrase would be 'backed up'. I thought you might want to know.
Can you send the bug report via the editor? By the looks, it looks like you are out of memory. Try if the bug reappears even if the editor is the only program on at that moment? If its still black, then try creating "lowmem.txt" file in the editor folder and see if it works.Shrooblord wrote:I found what may be a bug: when entering the Zone Editor, my whole screen goes black and I don't see the zones. Here's a screenshot. By playing around with it, I noticed I could add the Navigation Zones by using the menu. So there's a bit of a fail on my part. However, the map should still be rendered while in Zone Edit mode, right? I don't see anything here:
http://i45.tinypic.com/2q36m34.jpg
Provide more information about the bug, or i cant do anything about it.Galactic Boy wrote:I can't save screenshots on Epic GTA2 Map Editor (0.6.6) Beta.
Changelog wrote:------------------------------------
0.6.6.6 Beta (12.12.12)
------------------------------------
- added better measures detecting if program had crashed or not.
- added lights as objects in the 3d model exporter, note: im not sure if the lights appear correctly, so if you see they arent 100% match to GTA2, inform me!
- added link for online GTA2 text generator i made with Cuban-Pete. tools -> gta2 text generator.
- made the screen to update while resizing the window.
- added screen refresh rate into hardware info.
- added settings.cfg to the crash log.
- added script preview height 100 option for low resolutions.
- enabled prettier Windows buttons etc, styles.
- fixed crash when selecting warp_from_car_to_point object.
- fixed possible crash in the jpg saving function.
- fixed bug reporting system not sending longer than 8kb of text.
- fixed jpg saving on screenshot and big map image! nobody told it was broken for over a year! bug found accidentally a minute before release! please report bugs if you find them.
Oh? I cant recall that. Yep, forum is better.Sektor wrote:Cool. I remember mentioning a JPG saving issue to you on MSN or somewhere but at the time I thought it was related to not having enough free hard drive space/RAM. Next time I'll post in the forum.
Same.Sektor wrote:Adding new objects just by drag and drop is still on my wish list.
So basically you want a feature which would allow modifying the coordinates from functions IS_POINT_ONSCREEN() and IS_CAR_IN_BLOCK() ?Sektor wrote:Changing a vehicle to a respawning vehicle or moving many to new coordinates takes a lot of effort to do manually. There's a lot of vehicles in Water Slow Race that I want to change to safe respawning code but changing 10 of them was tedious and there's about 35 more to go. I'm sure it would still take longer to code the feature into your editor than for me to make the changes in a script editor but maybe someone else could make use of it after.
if you use codesmith and my template you can declare respawning vehicles in one lineSektor wrote: Changing a vehicle to a respawning vehicle or moving many to new coordinates takes a lot of effort to do manually. There's a lot of vehicles in Water Slow Race that I want to change to safe respawning code but changing 10 of them was tedious and there's about 35 more to go. I'm sure it would still take longer to code the feature into your editor than for me to make the changes in a script editor but maybe someone else could make use of it after.
Code: Select all
new respawn_vehicle( "car03", new pos( 130.5, 80.5, 255.0 ), 315, "PICKUP", 10 ),
It does save some of the settings already. I dont (and wont) make it to save every click, because some of the settings are just temporary settings you probably change randomly depending on the map. You can always suggest me which settings it should save!BenMillard wrote:Please make the menu ticking work and have it saved in a settings file! An INI file with one line per menu item, loaded when the program first starts and saved when it exists would be fine. If each menu item has a unique name or 'key' then the INI property name can use that verbatim.
Which editor version you are using? Which OS you have? Does it crash even if you just open the editor and instantly close (without loading map or doing anything with it) ?CarThief wrote:Hm, everything's working fine here though every time i exit the editor it just crashes and has to be shut down the hard way.
And due to that every time i start up the editor it said it didnt exit properly and allows sending a crash report though i never really bothered with that outside of the first 1-2 times it happened.
You are right. I just tested. When you edit a map which has multiple scripts and change the script from menu, it does ask if you want to load it and lose changes made to it, but if you press "dont load", it still changes the script file path! So when you save the script next time, it will overwrite it to the currectly selected script (which is not the same script currently loaded). Thats what happened to you, i assume.CarThief wrote:Though i did once inconveniently managed to overwrite my main script while switching to the main script from a mission file and i think the prompt to save the changes didnt pop up, or perhaps it did but only when the mission was selected, and it simply put the mission file's text into the main script file upon selecting yes. Good thing there was a backup though... Or something along those lines of changing script files, which can happen if you're trying to see if mission stuff doesnt overlap with main script stuff. Perhaps there should be a function to display all items from all scripts or just a few selected ones?