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#21 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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screen shots, cos otherwise it never really happened
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#22 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,961
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Looks good!
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#23 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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it would be better if it automatically adapted the the selected resolution but it early days. In that test like I said, I just extended the screen size, but, if you select a lower resolution it still scrolls the screen just like normal, just as bit further.
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#24 |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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@Karlos
if you are happy that the changes I have made are an improvement on the previous build and show no obvious issues, I will merge them into the main branch later and upload a version with the extended screen for you to test some time tomorrow ![]() |
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#25 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,961
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I've not found anything yet. I thought there was an issue grabbing a wall texture but I think UAE had gotten confused about the state of the caps loc key.
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#26 |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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that's cool, I will leave it a day, and have a play with the 800*600 version, build and edit a few levels to see if there is anything more to it.
the only concern I have is a 'yres' crops up from time to time in the code, hoping that is just interlace vs non interlace. |
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#27 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,961
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Quote:
[ Show youtube player ] |
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#28 |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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Top stuff
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#29 |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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Guess there is no reason to wait, I will merge that in the morning and upload you a new version to test in the evening.
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#30 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,961
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Quote:
I'm going to test deleting control points, after all, my mod is under version control so as long as everything is committed, I can always revert a bad build if removing a control point has issues. |
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#31 | |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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Quote:
Let me know how deleting control points pans out ![]() |
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#32 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,961
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You could consider moving to semantic versioning, LevelEd 3.0.5, increment the middle digit only for new features, and the last for bugfixes. The first would only change for something that breaks compatibility with the existing level format.
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#33 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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@Karlos
here is the version with 800*600 support. enjoy ![]() I will think about moving to semantic versioning, but it can wait till after this first round of quick mods, not much has changed in the code so is easy to follow when comparing the ascii to v303. Last edited by abu_the_monkey; 11 June 2023 at 23:37. |
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#34 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,961
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I'll give it a spin once the kids are in bed. I only just wrapped work for the day. Gotta love crunch time.
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#35 |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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it would seem (and I am no expert) that there is a limit to the screen resolution that amos programs (or its extensions) will allow me to open them in. selecting anything bigger that 1280*1024 in the screenmode requester does not work, so obviously I tried that as the hard coded screen size and it all seems to still play nice.
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#36 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,961
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I think that's high enough though. The UI gets a bit hard to read at those resolutions.
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#37 |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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#38 |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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Had another play with the screen mode stuff today and implemented a 'CanvasWidth' and 'CanvasHeight' tooltype to enable the user to select the size of the screen from the icon info.
This is independent on the resolution selected from the asl screen mode selector. So if you were to set the canvas to 1920*1200 and the resolution to 800*600 it will auto scroll the view across the set canvas size, and if not set in the icon tool type, default to the standard 664*532. also I can now open the editor in all the available resolutions. don't know what was going on the other day ![]() edit: added a screen shot @ 1920*1200 (unusable as everything is tiny, but it works) |
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#39 | |
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Join Date: May 2020
Location: Figueira da Foz
Posts: 461
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Quote:
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#40 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,093
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@pixie
I have not run into this issue ![]() does the original v303 from aminet work on your setup? http://aminet.net/package/game/edit/AB3Dedit what is you configuration in winuae? the 'CanvasWidth' and 'CanvasHeight' options are only on an experimental build I have on my locale machine. |
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