Topic: A few issues
DaggeTeo Topic Opener |
Posted at: 2012-04-08, 22:41
Hi, The other day I started an attempt to create my own map. I noticed a couple of things that can be improved with the editor:
Edit: forgot one...
Thanks guys! Edited: 2012-04-08, 22:48
Top Quote |
wl-zocker |
Posted at: 2012-04-09, 13:54
Great that someone is looking after the editor. Here is what I think:
I hope I could help a bit. If you want, you can add a bug report at Launchpad for point 2. "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |
DaggeTeo Topic Opener |
Posted at: 2012-04-10, 13:07
This is exactly what I want.
When you are working on a huge map this would be really helpful, the minimap is not enough. I understand though that this is probably difficult to implement.
I agree that if 2 is implemented this would not be needed.
Well I guess that if 2 is implemented 5 wouldn't be required.
Thanks, tried it out and it was very useful! Addition. I noticed that when I place fish on water and accidentally put some land terrain over the fish you are unable to remove the fish without first converting the land to water. I suggest that if you place land over fish resources that they are removed. Top Quote |
renke |
Posted at: 2012-04-10, 17:36
it shouldn't be too hard. as a not-even-proof-of-concept I reduced in b17rc2 the triangle size to 32x16 - the needed basic functionality (like Graphic::get_resized_picture()) is already implemented. the hardest part was finding all [1] places with hotspot calculation, a better programmer than I [2] should be able to implement zooming with dynamic calculation of the factor instead of constants and some controls (e.g. PgUp, PgDw) without too much hassle. http://gss-konstanz.de/8-kerne-und-nen-typ/wp-content/uploads/2012/04/original_und_faelschung.png Left - original, right - my ugly static hack; map editor of Atoll.wmf focused on the blue player files I touched: Files src/graphic/graphic.cc and ../widelands-build17-rc2-src-orig/src/graphic/graphic.cc differ Files src/graphic/graphic.h and ../widelands-build17-rc2-src-orig/src/graphic/graphic.h differ Files src/graphic/render/animationgfx.cc and ../widelands-build17-rc2-src-orig/src/graphic/render/animationgfx.cc differ Files src/logic/worker_descr.cc and ../widelands-build17-rc2-src-orig/src/logic/worker_descr.cc differ Files src/profile/profile.cc and ../widelands-build17-rc2-src-orig/src/profile/profile.cc differ Files src/ui_basic/progresswindow.cc and ../widelands-build17-rc2-src-orig/src/ui_basic/progresswindow.cc differ Files src/ui_fsmenu/base.cc and ../widelands-build17-rc2-src-orig/src/ui_fsmenu/base.cc differ Files src/wui/mapviewpixelconstants.h and ../widelands-build17-rc2-src-orig/src/wui/mapviewpixelconstants.h differ Files src/wui/overlay_manager.cc and ../widelands-build17-rc2-src-orig/src/wui/overlay_manager.cc differ Files src/wui/waresqueuedisplay.cc and ../widelands-build17-rc2-src-orig/src/wui/waresqueuedisplay.cc differ [1] or "most", I think I didn't catched all... [2] i.e. everyone Top Quote |
DaggeTeo Topic Opener |
Posted at: 2012-04-10, 18:33
That was quite interesting. Impressive that you managed to do it that fast. This is what I was requesting, very cool! Renke, do you think it would be possible to get in to build18? Top Quote |
renke |
Posted at: 2012-04-10, 19:21
to be honest: no idea, but more likely not. Both SirVer and nha (and they ARE programmers ;)) arguing in the feature request (https://bugs.launchpad.net/widelands/+bug/536461) that zooming will be a lot of work. In a way, I cheated: The zoomed versions as pictured above is really really ugly - every time an image is loaded it is more or less duplicated in memory and converted to a lower resolution. Millions of processor cycles completely stupid burned... if I were you I would add a line to the mentioned bug, maybe with a link to this topic: The issue was last time touched in May 2010, it could be helpful to push it at the top of the last-changed-list. Top Quote |
QCS |
Posted at: 2012-04-10, 19:26
Just a very very very stupid idea... but shouldn't a 3D system make it easy somehow to "zoom" by moving the camera position? Maybe this can be exploited somehow in the code, even if this does not work for the old SDL software renderer? CMake is evil. Top Quote |
DaggeTeo Topic Opener |
Posted at: 2012-04-11, 00:47
It is my understanding that they will keep Widelands stricly 2D. Top Quote |
SirVer |
Posted at: 2012-04-11, 10:03
QCS is not suggesting moving Widelands to 3D. He is just suggestion to use 3D technology to enable zooming. Something along those lines will it likely be - e.g. by using Stretching using OpenGL with filtering. Top Quote |
DaggeTeo Topic Opener |
Posted at: 2012-04-11, 21:29
That sounds more reasonable! Top Quote |