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Old 18 May 2023, 22:09   #321
abu_the_monkey
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@Karlos

as you are the most familiar with levelED, would you be able to put together a snag list of things that could be improved?
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Old 18 May 2023, 22:14   #322
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@Karlos

as you are the most familiar with levelED, would you be able to put together a snag list of things that could be improved?
Sure. Do we want a new thread for that? We can take over the board, one topic at a time.
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Old 18 May 2023, 22:17   #323
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I don't think it requires a thread of its own, you could just send it to me via pm or email and if I get anything I will leave an update for you here.
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Old 18 May 2023, 22:18   #324
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First gripe, it's written in AMOS...

On a more serious note:

Control points can't be moved or removed (you just get a crash for your trouble) if they have any links (physical or visual). It's often next to impossible to try and remove the links manually because turning on visual links in a level tends to create an impenetrable purple web.

Ideally, you should be able to select a control point and press something to show only the visual links it has and something else to remove them all. It would also be handy if there was a global option to just remove all visual links in the whole level in the same way you can automatically calculate the visual ones.

Last edited by Karlos; 18 May 2023 at 22:30.
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Old 18 May 2023, 22:21   #325
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First gripe, it's written in AMOS...


yes that is very true, but in the shorter term it would be nice if it was more user friendly before moving it to something better.
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Old 18 May 2023, 22:24   #326
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Lol, I've added a more serious defect in an edit to the post.
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Old 18 May 2023, 22:26   #327
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2. The level check tool identifies non convex zones but the option to show the zone doesn't seem to work.
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Old 18 May 2023, 22:28   #328
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3. RTG works, which is awesome, but equally, it doesn't really adapt to higher resolutions. I tend to run it at 800*600 as the closest RTG mode that can fully contain the hires laced draw area it seems to use. It would be great if the editor could actually just scale the level plot area to fill the available screen even if the toolbox wasn't scalable.
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Old 18 May 2023, 22:29   #329
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cool,

hit me up with anything else you can think of and I will look into them (no promises, as AMOS is new to me and I will probably have to read the docs to all the extensions but it should keep me out of trouble)
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Old 18 May 2023, 22:29   #330
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4. Editing level texts associated with the invisible collectable is screwy, maybe a dodgy null termination or something.
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Old 18 May 2023, 22:41   #331
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right I better get started then

please do give the version I uploaded a test and let me know if there are any 'new' issues as I am using some different extensions to the ones listed in version 303
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Old 18 May 2023, 22:45   #332
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I'll try to have a go after all the kids are in bed and I've had dinner. I do tend to hit a wall soon after that though lol.
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Old 18 May 2023, 22:54   #333
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Maybe it we create a repo for the code in its current state we can enlist someone more familiar with AMOS Pro to help. I'm not sure I'd want to go down that rabbit hole,
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Old 18 May 2023, 23:01   #334
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that might not not be a bad shout.

I did read (in the AMOS compiler manual I think) that it (the compiler) could take plain ascii, tokenise and output an executable, I was only skim reading mind so may have misinterpreted what it actually meant (the limits regarding extensions etc)

I will have to give it a go.
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Old 18 May 2023, 23:06   #335
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Still on the subject of control points (primarily because they are far and away the biggest pain in the arse to work with), being able to highlight all the zones that are associated with a control point would be very useful. This is a feature completely separate from point to point links which is what the editor renders. Basically you can have more zones that control points in a level, so more than one zone can be associated with a control point.

When these associations get messed up, you waste a lot of time trying to fix alien wallhumpers.
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Old 19 May 2023, 08:37   #336
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@abu_the_monkey

As predicted, I crashed out last night. Will give it a spin today.
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Old 19 May 2023, 15:38   #337
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I am not going to lie, this has not been the smoothest experience. I've had a fair few random crashes and what appears to be at least one corrupted level build with v304
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Old 19 May 2023, 16:24   #338
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I am not going to lie, this has not been the smoothest experience. I've had a fair few random crashes and what appears to be at least one corrupted level build with v304
Interesting, maybe the extensions I am using have subtle differences to the ones used to build v303?

Maybe I will try building v303 and compare the size of the binary produced with the original from aminet.
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Old 19 May 2023, 16:48   #339
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Interesting, maybe the extensions I am using have subtle differences to the ones used to build v303?

Maybe I will try building v303 and compare the size of the binary produced with the original from aminet.
I was about to say, it's a perfect reconstruction of the 303 experience!
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Old 19 May 2023, 16:53   #340
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Just as a sanity check I think I will build and compare the original code.
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