01 June 2023, 01:26 | #21 |
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screen shots, cos otherwise it never really happened
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01 June 2023, 01:31 | #22 |
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Looks good!
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01 June 2023, 01:38 | #23 |
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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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01 June 2023, 01:58 | #24 |
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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 |
01 June 2023, 02:06 | #25 |
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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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01 June 2023, 02:22 | #26 |
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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. |
01 June 2023, 02:47 | #27 | |
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Quote:
[ Show youtube player ] |
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01 June 2023, 02:57 | #28 |
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Top stuff
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01 June 2023, 03:07 | #29 |
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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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01 June 2023, 09:47 | #30 | |
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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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01 June 2023, 16:21 | #31 | |
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Quote:
Let me know how deleting control points pans out |
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01 June 2023, 16:24 | #32 |
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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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01 June 2023, 18:50 | #33 |
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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. |
01 June 2023, 21:42 | #34 |
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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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02 June 2023, 01:08 | #35 |
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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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02 June 2023, 01:42 | #36 |
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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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02 June 2023, 01:49 | #37 |
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03 June 2023, 02:00 | #38 |
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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) |
03 June 2023, 09:10 | #39 | |
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Quote:
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03 June 2023, 10:24 | #40 |
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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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