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#281 | ||
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Quote:
Quote:
Or maybe 'tab' to cycle mode forward and 'shift+tab' to cycle mode backward instead of 'Grave Accent' and F1-F6 for tool shortcuts with F10 as "no tool view"? Last edited by abu_the_monkey; 05 August 2023 at 01:09. |
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#282 |
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re mapped the shortcut keys
F1 cycles to the mode previous mode F2 cycles to the mode next mode F10 selects the empty button between the background sfx and info buttons "no tool view" mode 1. geometry keys F3 = +/- points F4 = define zones F5 = define heights F6 = define doors F7 = define lifts mode 2. textures keys F3 = lower roof graphics F4 = lower wall graphics F5 = lower floor graphics F6 = upper roof graphics F7 = upper wall graphics F8 = upper floor graphics mode 3. lighting keys F3 = upper point brightness F4 = lower point brightness F5 = upper wall bright offset F6 = lower wall bright offset mode 4. objects keys F3 = add object F4 = move object F5 = delete object F6 = place player mode 5. control points keys F3 = add control points F4 = move control points F5 = link control points F6 = link lower zone to control points F7 = link upper zone to control points Last edited by abu_the_monkey; 01 October 2023 at 16:53. |
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#283 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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That sounds good. I'm out at the moment but will give it a spin later.
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#284 |
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cool beans
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#285 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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305... 305...
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#286 |
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It really should be 305 or even 3.1.0
I will get round to version control proper at some point, honest ![]() |
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#287 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
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If you go for SemVer it's probably 3.25.0 by now
Last edited by Karlos; 05 August 2023 at 21:24. |
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#288 |
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stared work on issue #28 Save Protection/Validation
the current level is displayed in the top left of the screen, above the edit mode. load functions as before but sets the current level after load is successful. selecting save from project pulldown menu saves to the current loaded slot. clip, link and make also only use the current loaded slot as target for output. added a 'save as' option which brings up the slot menu, saves to the option selected and makes that the current target slot. if you have started from a blank slate the 'save' and 'save as' bring up the slot menu, clip, link and make are disabled till there is a current slot active (after a load or save). still testing, but seems to function as intended. Last edited by abu_the_monkey; 09 August 2023 at 20:54. |
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#289 |
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just thinking about it ,
maybe there should be an 'empty' line between 'save' and 'save as' and/or a requester to over write if you hit 'save' just in case you meant to hit 'save as' ? |
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#290 |
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the only issue I have come across so far is, if I start the editor (so have a blank canvas, no points, zones, etc) and save it to a slot, when I try to load that slot it crashes the editor back to workbench with an 'illegal function'.
An extra check to ensure that at least 1 zone has been defined before saving should hopefully fix this. |
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#291 |
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here is a build with the project menu changes thus far.
requester to confirm overwrite for 'save' option NOT implemented as yet and NO 'empty line between 'save' and 'save as' either all else seems to be working (famous last words) ![]() Last edited by abu_the_monkey; 26 September 2023 at 00:28. |
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#292 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
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I'm not able to test yet, I've had a very busy and demotivational time in recent days. Hope to get back in the saddle soon.
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#293 |
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#294 |
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so, had some time to prat about with this today.
have 'tidied up' the version strings so that there is only 1 and c:version also reads it correct (as long as it is Y2K compliant) added a blank line between 'save' and 'save as' pulldown options and file overwrite warning requester for 'save as' if the slot selected is not the same as the current and is already populated. and corrected the alien/enemy initial target control point option (it is a bit quirky) works quiet well then defining different 'teams' of alien/enemies. to use it, place an alien/enemy (lmb) select the initial target control point (rmb) and paste (p) to the alien/enemy. welcome to LevelED version 3.1.0 (rc) (not on github yet) Last edited by abu_the_monkey; 26 September 2023 at 00:28. |
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#295 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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Great stuff!
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#296 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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Just taking it for a long overdue spin now!
Does the initial control point association for an enemy work only on initial placement or can it be pasted in any time? |
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#297 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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Answering my own question, it works with already placed enemies. The Target control point value updates in the Add Object window when right clicking any CPT.
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#298 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
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Made some token edits to level C (including a control point target assignment) and it's all loaded back fine in game. It was nice to see the level save just save directly to the target level and the fact that the level being edited is permanently displayed.
The editor hotkey groups work as advertised. Overall, a solid update! I really need to get back into the saddle. |
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#299 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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There is a curious issue I have found, but checking previous versions shows it happens at least as far back as the first group hotkeys were added.
If I load level F of my mod, I am not able to select most of the zones outside of the main chasm with the RMB when using tools like zone heights etc. It's very peculiar. This level reports as having a single point outside a zone, but running optimise points doesn't remove it, either. |
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#300 | |
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Quote:
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