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Old 05 August 2023, 00:52   #281
abu_the_monkey
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Quote:
1. It would be nice to have an option to switch to "no tool view"
not a bad shout.

Quote:
I think the best way to do that is to perhaps use the other function keys rather than the number line.
maybe use the 'Grave Accent' to cycle the mode, F1 for 'no tool view' and F2-F7 as the shortcut keys?
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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Old 05 August 2023, 19:15   #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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Old 05 August 2023, 20:09   #283
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That sounds good. I'm out at the moment but will give it a spin later.
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Old 05 August 2023, 20:10   #284
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cool beans
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Old 05 August 2023, 20:13   #285
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305... 305...
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Old 05 August 2023, 20:19   #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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Old 05 August 2023, 20:47   #287
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Quote:
Originally Posted by abu_the_monkey View Post
It really should be 305 or even 3.1.0

I will get round to version control proper at some point, honest
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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Old 09 August 2023, 20:41   #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.
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Last edited by abu_the_monkey; 09 August 2023 at 20:54.
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Old 09 August 2023, 20:57   #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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Old 09 August 2023, 23:45   #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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Old 10 August 2023, 00:34   #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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Old 10 August 2023, 02:53   #292
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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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Old 10 August 2023, 17:21   #293
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Originally Posted by Karlos View Post
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.
sorry to hear that chap. Remember, there's no rush
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Old 17 August 2023, 20:40   #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)
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Last edited by abu_the_monkey; 26 September 2023 at 00:28.
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Old 17 August 2023, 23:58   #295
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Great stuff!
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Old 18 August 2023, 20:01   #296
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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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Old 18 August 2023, 20:05   #297
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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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Old 18 August 2023, 20:25   #298
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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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Old 18 August 2023, 20:56   #299
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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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Old 18 August 2023, 21:33   #300
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Quote:
Originally Posted by Karlos View Post
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.
a most odd bug, I will be away hiking in the lake district for a week or so from tomorrow, but will look in to it when I get back
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