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Thread: A New Area Writer is here!

  1. #41
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    Cool area editor

    Greetings,

    Up front: I like it and now using it full time. Will let you know how it works etc

    Windows 7: installing the new version shortly
    Windows XP: Once I added java to the system, it installed and ran without issues.
    Windows 98 SE: For grins and giggles, I downloaded and installed the latest verson of java(1.6.20). I installed and ran the editor. It ran for the most part but with a few issues that are OS related. So for any of you who are running Win 98 SE, it will work.

    As for Win 3.1, Win 95, Win 2K or OS/2, although I have the OS's, you can figure them out on your own.

    We move forward, inch by inch ... dragging the area toward completion ...
    Boromir
    Lord of the Nexus

  2. #42
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    Thumbs up New Area Editor info etc

    Greetings,

    First things first:

    I really like this editor. Its so much easier editing, createing and updating.

    Thanks Thor!



    Suggestions for the next version:
    • save and cancel keys on detail edit forms
    • ability to close area without exiting editor
    • ability to view 2-D map of area
      • exit south shows S>
      • exit north shows N>
      • exit west shows W>
      • exit east shows E>
      • exit up shows U>
      • exit down shows D>
    • ability to copy eq (new - not in Sirak muditor)
    I like !
    Boromir
    Lord of the Nexus

  3. #43
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    Smile a minor issue

    Hi,

    I have noticed that when adding new mobiles or rooms or other objects, the names of the added object doesnt show up in the tree view until after you close and re-open the new muditor. I tried closing and reopening the tree view but that didnt change the displayed information.

    The mobiles, rooms and other objects are accessible but not fully identified in the tree view. You can see the number but not the name identifier

    i.e
    after the room initially added - I see
    34011 ........

    after shutdown and restart - I see
    34011 Thors muditor

    Comment: I'm no longer able to open the area up using the old muditor (Sirak's). I assume that this is designed that way and isnt an issue.

    Other than that, its working really well so far.

    Boromir
    Lord of the Nexus

  4. #44

    Default

    Quote Originally Posted by boromir View Post
    I have noticed that when adding new mobiles or rooms or other objects, the names of the added object doesnt show up in the tree view until after you close and re-open the new muditor.
    Yeah, this has to do with changing the values in the JTree. I haven't figured out how to fix this yet.

    Quote Originally Posted by boromir View Post
    Comment: I'm no longer able to open the area up using the old muditor (Sirak's). I assume that this is designed that way and isnt an issue.
    No, this was not intended. If I can figure out a way to reproduce this, I'll see if I can fix it.

  5. #45
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    Cool area stuff items

    Hi,

    Been hitting it pretty hard.

    a couple of things:
    room rpsec list - missing 's' in first rspec item .. shows as pec etc
    room rspec list - no race only specs like elf or dwarven etc
    Mob resets - able to add reset with out specifying mob
    - shows as 'Null => 12345 some room
    - able to delete without crashing muditor

    Still working away with it.
    Will keep you updated!

    Boromir
    Lord of the Nexus

  6. #46
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    Cool Almost there

    Hi,

    Some issues have cropped up with the new Mudtor that require additional research on Thor's part.

    I'm restarting the area at the last point where I was using the old Muditor. I will wait on using the new Muditor until these issues are worked out. If there is anything I can do to help resolving those issues, let me know.

    Go Thor!!!
    Boromir
    Lord of the Nexus

  7. Default Comparison of two test areas

    Below are two very small area files. I made it with the Muditor, and then copied the file so I could open it in Thor's editor. The two files do not match up.

    For example, the mob in the new editor has some extra data in it. At the end of the mob record is the following:
    L

    0 65535

    I am not sure what this is, but it is not in the Muditor version.

    For the object in the file, the extra description is totally missing from the new editor.

    Also, the area header is different in the new editor. I'm not sure if this makes a difference but I thought I would not it.

    I'll put the files here in two follow up posts so you can compare them.

  8. Default Muditor file

    #AREA { 1 50} Tokugawa Tester~ F 0


    #MOBILES
    #10000
    name names~
    short description~
    long description
    ~

    ~
    0 0 0 S
    1 0 0 0d0+0 0d0+0
    0 0
    8 8 1
    #0


    #OBJECTS

    #10000
    name names~
    short description~
    long description~
    ~
    5 32769 8193
    0 0 0 0
    5 1000 0
    E
    weapon~
    This is the extra description.
    ~
    #0


    #ROOMS
    #0


    #RESETS
    S


    #SHOPS
    0


    #SPECIALS
    S


    #RSPECS
    S


    #TRIGGERS
    S


    #$

  9. Default Thor's Editor File

    #AREA 1 50 TokugawaTester~ F 0
    #MOBILES
    #10000
    name names~
    short description~
    long description
    ~

    ~
    0 0 0 S
    1 0 0 0d0+0 0d0+0
    0 0
    8 8 1
    L
    0 65535
    #0
    #OBJECTS
    #10000
    name names~
    short description~
    long description~
    ~
    5 32769 8193
    0 0 0 0
    5 1000 0
    #0
    #RESETS
    S
    #SHOPS
    0
    #SPECIALS
    S
    #TRIGGERS
    S
    #RSPECS
    S
    #$

  10. #50

    Default

    Well, I think I know what happened to the areas that were messed up by the editor. It didn't handle whitespace very well between the start of a new section and the first mob, object, or room. So if you had:
    #OBJECTS

    #10000

    for example then the whole thing would be thrown off and the editor would match things way wrong. This has been fixed for the next version.

  11. #51

    Default

    A new version 1.0.3

    http://kirbyprogramming.railsplaygro...fc/install.jar

    This version should be much more stable, but please be careful. It was able to load a large, complex area file and save it again and it still loaded on the test port. I think I have fixed most of the area file destroying bugs, but the editor has been known to destroy an area file and make it totally useless. I recommend backing up a lot. If you happen to use a version system like Subversion CVS, putting it in there wouldn't be a bad idea. Special thanks to Tokugawa and Boromir for helping me find major issues.

    Changelog:

    Code:
    NEW FEATURES
    BUG FIXES
        * Fixed a spacing problem in the area header and put the brackets back
        * You could not exit the program if you did not have an area file open
        * Fixed lots and lots of loading bugs (things like triggers, spells, resets, etc..) that ruined area files

  12. #52
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    Cool area writer!!

    Greetings,

    just downloaded it and will be do the install dance shortly.

    Will uninstall the last release and install this one. Will use a copy of the area I'm working on to check it out.

    Go Thor!!
    Boromir
    Lord of the Nexus

  13. #53

    Default

    A few more fixes for version 1.0.4

    http://kirbyprogramming.railsplaygro...fc/install.jar

    Changelog:
    Code:
    NEW FEATURES
    BUG FIXES
        * More fixes on handling whitespace
        * Exits to nowhere still had some problems
        * Areas with area numbers of less than 2 digits didn't load correctly

  14. #54
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    Thumbs up step by step, inch by inch !!

    Greetings,

    Initial Testing results: Very Good !

    Edited area with new and old editors successfully.

    Checked area file for differences - nothing of immediate consequence

    Plan is to edit the area using the old editor first and then edit the area with the new editor. Will then send the area file to Tokugwa for loading on the test port for evaluation.

    Moving forward !
    Boromir
    Lord of the Nexus

  15. #55
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    Thumbs up moving forward !

    Hi,

    Have been working with both the old and new editor lately.

    Have found a glitch or two but no show-stoppers. At present, I am spliting my time between both with the old editor used to establish the next base line. (i.e. backup copy) It is taking more time than I had ever anticipated doing it this way. However I feel the final result will more than outweigh the drawbacks of testing/ validating the new editor in this manner.

    I will keep you appriased of progress
    Boromir
    Lord of the Nexus

  16. #56
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    Talking and so it continues ..

    Hi,

    Have moved through most of the RL issues at this point so the area is back on.

    Have created a GMail account for Boromir. Once I figured out how to use GMail Docs (i.e. find the link ); I'll start working the new editor and seeing what else I can find. If there are issues, I will share the info with Thor using .... GMail docs!!!

    Current plan is:
    Work area with new editor
    - adding mobs/eq
    - updating rooms/eq/mob desc
    Check for issues using old editor
    - open area for editing of new items /updated existing items
    - use old area walkthrough to check out changes

    Will be getting an area to Tokugawa this weekend (probably Sunday) for loading on the test mud. Hopefully the issues that plagued us last time have fallen by the wayside.

    Games afoot Watson!!
    Boromir
    Lord of the Nexus

  17. #57

    Default

    I'd like to be able to look at the extra descriptions in the rooms when in walkthrough mode... Would that be hard for you to code in?

  18. #58

    Default

    One more thing, the word wrap needs to be looked at because it word wraps perfectly in the edit mode but when you walkthrough it strings it all out.

  19. #59

    Default

    yet another thing... I am trying to set the damage type for a weapon and it says to check the flag listings for the values but I have no idea where to find that. Also I would like to be able to control
    the range for the bottom end and top end of a weapon. For example make the bottom end 5 to 7 and the top end 8 to 11 but it just gives you the option to input one number for the bottom and one for the top.

  20. #60

    Default

    ugh... yet another thing I either can't figure out or perhaps it's just not possible. I can't set an item reset so that the item pops inside a container, it only lets me set it to pop in rooms.

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