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PostPosted: Tue Nov 11, 2003 12:07 am 
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It's horribly inefficient, no error handling, slow, and will likely crash your computer if you're not a super-genious.

Still, it's powerful. Does everything but shores.

Enjoy.

http://www.sydius.com

Under Software. New version will come out occasionally. Enjoy.[/url]

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PostPosted: Tue Nov 11, 2003 3:20 am 
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Gee, thanks for the docs..
oh...
yeah, I'll get right on that...
NOT

-Ryandor


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PostPosted: Tue Nov 11, 2003 11:06 am 
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Well nothing is firm in place, so no reason to write docs until it is.

This is a very scratchy "kinda get my feet wet" version. Sure, it works, but it leaves much to be desired.

I need some suggestions about how I'm going to go about making a more powerful transition script system...

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PostPosted: Tue Nov 11, 2003 1:59 pm 
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Ok, I've played around with this, making just a simple test map, and I must say that this does show quite a bit of promise. If completed, and everything gets worked out, this could be a potential Dragon killer. Technically, right now, this can do everything Dragon can do, except coasts. The 256 color limitation is not an issue with this program.

That being said there are some things that need to be worked out yet, such as the coastline scripts.

Hopefully, this program will continue to be worked on and improved quickly.

-Ryandor


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PostPosted: Tue Nov 11, 2003 2:15 pm 
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Hrmm I think I will try it tonight, ok syd if you are looking for ways to improve look around at complaints people have about dragon and avoid things or improve on things that spawn those complaints. I am sure you are already doin this but ya kno :D

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PostPosted: Tue Nov 11, 2003 3:05 pm 
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Well this is one of those make-it-work-without-much-thought programs. I wrote it at 1 AM in a couple hour's time without any planing or organization or even the slightest regard as to good coding style or habbits. There are dozens of places I know I could easily optimize and improve this program, but that?s not my goal currently. I want to make sure I have everything *WORKING* properly, THEN I?ll rewrite the whole thing optimized with a GUI and all that other fun stuff.

There are three areas that I?m unhappy with:

1. Item placement. ?OBJECTS? can be multiple items (as many as you want, in fact), but TSMC just places all of them in the exact same place (same x, y, z). This works fine for trees (which is why I did it), but I need to figure out how I?m going to add offsets so that you can do fallen logs and Yew trees etc. I?m pretty sure it won?t be THAT hard to implement, just a matter of doing it.

2. Transitions. Right now the transition ?scripts? are as basic as they can be. They are just a list of different tiles to place in different circumstances. This works fine for all transitions except for shores and ledges. Making it work for ledges is easy, but shores are a different story because they involve statics and possible altitude differences. I could simply include a list of statics to place in each potential circumstance, but I haven?t figured out how I?m going to deal with beaches as apposed to traditional shorelines. What I would personally like to see is a customizable scripting system that allows for which type of shore to place dependant on the altitude difference between the water and the shore. Implementing THIS isn?t nearly as easy. Having this capability also allows for more interesting transitions in other places.

3. The config files work, but they?re going to be very unruly if I don?t figure out how to make them a lot easier to read. Once they are huge, if they remain as they are, it will be chaos trying to edit them.

So that?s where I stand. I?ll work on it some more tonight after I get off work.

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PostPosted: Tue Nov 11, 2003 6:32 pm 
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For coasts what about another terrain group for shores. So you just expand selection on the coast a few pixels, paint in the shore group. Then go back and in places you want an alternate shore you paint that in. If your program can handle that it would probably help smooth things out. It could be done with Dragon as well but the water2x transitions are a little more of a gray area.

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PostPosted: Fri Nov 14, 2003 6:57 pm 
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New version out: 4.01A. Only a few very minor changes. Slightly faster.

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PostPosted: Sun Nov 16, 2003 7:13 pm 
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New version out: 4.02A. Slightly more optimized. Allows for commenting in config files, and has a lot more error-handling when dealing with them. I did put in a few comments in each file to help people at least understand how to edit them.

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