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-   -   Gonstruct Feedback (https://forums.graalonline.com/forums/showthread.php?t=134258190)

Loriel 07-14-2010 05:15 AM

Cannot wait until playerworlds are under an accessible revision control system.

Enchanted Wolf XxX 07-14-2010 07:57 AM

Quote:

Originally Posted by fowlplay4 (Post 1587516)
I just counted this, and at least 30 to 40 accounts online were staff and their RCs.


Yeah they just hired like 8 ET's, and they all get RC or something.

Fry 07-14-2010 10:34 AM

Quote:

Originally Posted by xXziroXx (Post 1587493)
I'm having the following issue with the latest version, also saw it being posted in the beginning of the thread.



EDIT: Seems posting a YouTube video doesn't work? Here's the URL: http://www.youtube.com/watch?v=-xY-79Iiu6c

EDIT x2: Apparently there's a 0.2.1 version that there's a link too on page 4 of this thread. I tried it, and it's still happening altough with one difference. The drawing error only happens while you are actively dragging the scroll bar, the moment you release or stop moving it, it displays the level as normal.

Yeah that was the fix for that problem. Blaming GTK for it, it only seems to occur that badly on some systems :(
Just wondering whether the dragging of tiles is always that sluggish or whether that's because of the recording software?

Fry 07-14-2010 10:41 AM

Quote:

Originally Posted by Enchanted Wolf XxX (Post 1587504)
First time I launched it, I directed it to my Graal directory.

Second time I launched it, I figured it was automatically directed to Graal, and I ignored it and tried to launch it to a different directory.

Now it's broke.

"Could not start editor: boost::filesystem::basic_directory_iterator constructor: Access is denied: "C:\Windows\system32\config\systemprofile\AppData\ Local\Application Data""

I've reinstalled several times.

It was probably set to a wrong directory, but yeah it should probably catch that error instead of crashing.
You can delete your preferences by going into C:\Users\YourName\AppData\Roaming\Gonstruct and deleting the "preferences" file. Then make sure to set the directory to the Graal directory.

xXziroXx 07-14-2010 01:42 PM

Quote:

Originally Posted by Fry (Post 1587544)
Just wondering whether the dragging of tiles is always that sluggish or whether that's because of the recording software?

It's always like that, which is why I recorded it for you to fix it (or so I can hope ^^)!

xXziroXx 07-14-2010 02:24 PM

By the way, I can't seem to delete selected tiles anymore? I select some tiles, press the Delete button, and nothing happens. It also seems like you can efficiently drag tiles out of the screen to remove them, and that causes the Gonstruct to save the level like this (this is 2 layers, only did it on layer 1 and not on layer 0):

PHP Code:

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BOARD 10 16 40 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 17 40 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 18 40 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 19 40 1 AAAAYHYIYIYIYIYIYIYJAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 20 40 1 YfYfYXYZYcYcYcYcYXYZYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfAAAAAAAAAAAAAA
BOARD 10 21 40 1 hEY
/YXYZAAAAAAAAYKYLY/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/YfYfAAAAAAAAAA
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/Y/AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY/Y/YfYfAAAAAA
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/YfAA
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/Yf
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/Y/AAAAAAAAAAk4
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BOARD 28 28 22 1 k4AAAAAAAAAAk4AAAAAAAAAAAAAAAAAAAAFKFLAAAAhE
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/
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/AA
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/AAAA
BOARD 10 36 40 1 YvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvY
/Y/AAAAAA
BOARD 10 37 40 1 YvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvYvY
/Y/AAAAAAAAAA
BOARD 10 38 40 1 Y
/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/AAAAAAAAAAAAAA
BOARD 10 39 40 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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BOARD 0 60 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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Should be able to see where I've dragged tiles out of the level. Had to remove layer 0 since post was too long. This messes up the level in-game and makes weird tiles randomly appear in the "deleted" section(s), like this

Fry 07-14-2010 03:08 PM

Quote:

Originally Posted by xXziroXx (Post 1587557)
By the way, I can't seem to delete selected tiles anymore? I select some tiles, press the Delete button, and nothing happens.

Oh, good point, must've forgotten to associate Delete with the hotkey. You can still delete through Edit/Delete.

Quote:

Originally Posted by xXziroXx (Post 1587557)
It also seems like you can efficiently drag tiles out of the screen to remove them, and that causes the Gonstruct to save the level like this (this is 2 layers, only did it on layer 1 and not on layer 0):

PHP Code:

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BOARD 0 2 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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BOARD 0 4 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 0 5 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 0 6 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 0 7 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 0 8 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 0 9 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 0 10 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 0 11 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 0 12 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 13 40 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 14 40 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 15 40 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 16 40 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 17 40 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 18 40 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 19 40 1 AAAAYHYIYIYIYIYIYIYJAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
BOARD 10 20 40 1 YfYfYXYZYcYcYcYcYXYZYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfYfAAAAAAAAAAAAAA
BOARD 10 21 40 1 hEY
/YXYZAAAAAAAAYKYLY/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/YfYfAAAAAAAAAA
BOARD 10 22 40 1 hEAAYXYZAAAAAAAAY
/Y/AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY/Y/YfYfAAAAAA
BOARD 10 23 40 1 hEAAYXYZAAAAAAAAAAjckoAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY
/Y/YfAAAA
BOARD 10 24 40 1 hEAAYXYZAAAAAAAAAAjcjcAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY
/YfAA
BOARD 10 25 40 1 hEAAYXYZAAAAAAAAYHYJjcAAAAAAAAkoidknkoAAAAAAAAAAkoidknkoAAAAAAAAAAAAAAFKFLAAhEAA
BOARD 10 26 16 1 hEAAYXYZAAAAAAAAYKYLkoAAAAAAAAk4
BOARD 28 26 22 1 k4AAAAAAAAAAk4AAAAAAAAAAAAAAAAAAAAFaFbAAY
/Yf
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/
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/AA
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/AAAA
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/Y/AAAAAA
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/Y/AAAAAAAAAA
BOARD 10 38 40 1 Y
/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/Y/AAAAAAAAAAAAAA
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BOARD 0 63 64 1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 

Should be able to see where I've dragged tiles out of the level. Had to remove layer 0 since post was too long. This messes up the level in-game and makes weird tiles randomly appear in the "deleted" section(s), like this

Not sure what is wrong with that level? What the newer version of Gonstruct does is only add BOARD lines for "non-invisible" tiles (the transparent tile is a special tile that is used internally, to remove the need for a transparent tile in the tileset).
This is what I gathered about the functionality of the NW level format from the newfeatures text file. I tried a small level using that way of storing tiles and it seemed to work in v5/v6.
Maybe Stefan can chime in to comment on whether this is the correct usage?

xXziroXx 07-14-2010 03:29 PM

Quote:

Originally Posted by Fry (Post 1587561)
Oh, good point, must've forgotten to associate Delete with the hotkey. You can still delete through Edit/Delete.



Not sure what is wrong with that level? What the newer version of Gonstruct does is only add BOARD lines for "non-invisible" tiles (the transparent tile is a special tile that is used internally, to remove the need for a transparent tile in the tileset).
This is what I gathered about the functionality of the NW level format from the newfeatures text file. I tried a small level using that way of storing tiles and it seemed to work in v5/v6.
Maybe Stefan can chime in to comment on whether this is the correct usage?

I think a transparent tile in the tileset is very much required. The way Gonstruct saves levels right now makes the Graal client draw the levels oddly like in the video I linked in my previous post. I fixed it by filling the entire unused tiles in the level with the transparent one I have in the tileset.

fowlplay4 07-14-2010 05:10 PM

Quote:

Originally Posted by Fry (Post 1587561)
Maybe Stefan can chime in to comment on whether this is the correct usage?

Your method works properly in V6 (latest client) but not V5.

Fry 07-14-2010 05:43 PM

Quote:

Originally Posted by xXziroXx (Post 1587562)
I think a transparent tile in the tileset is very much required. The way Gonstruct saves levels right now makes the Graal client draw the levels oddly like in the video I linked in my previous post. I fixed it by filling the entire unused tiles in the level with the transparent one I have in the tileset.

The reason that placing a transparent tile everywhere is not desirable is, because it stops the engine from doing its own optimizations about tiles that aren't displayed and most certainly wastes a lot of spaces in the worst case (imagine an entire layer filled with all but one transparent tile).

If it works in v6 then that is great :)

Loriel 07-14-2010 06:30 PM

Quote:

Originally Posted by fowlplay4 (Post 1587574)
Your method works properly in V6 (latest client) but not V5.

Clearly that means it is the one true way.

Enchanted Wolf XxX 07-14-2010 11:28 PM

Thanks Fry, it works now.

LordOfPi13 07-15-2010 05:25 AM

Would be great if someone made a Mac build >.> or even a tutorial on how to compile it on Mac XD Some of us who aren't familiar with compiling would love to use this on Mac :)

cbk1994 07-15-2010 06:01 AM

Quote:

Originally Posted by LordOfPi13 (Post 1587677)
Would be great if someone made a Mac build >.> or even a tutorial on how to compile it on Mac XD Some of us who aren't familiar with compiling would love to use this on Mac :)

Skyld tried once and ran into some problems. He can probably elaborate.

napo_p2p 07-15-2010 08:02 AM

Quote:

Originally Posted by LordOfPi13 (Post 1587677)
Would be great if someone made a Mac build >.> or even a tutorial on how to compile it on Mac XD Some of us who aren't familiar with compiling would love to use this on Mac :)

I've gotten gonstruct working on a Mac. I basically just used MacPorts to install all of the dependencies. I didn't use it extensively, so it's possible it could have been missing some functionality. But, from what I can tell it was working.

Fry 07-15-2010 10:44 AM

Quote:

Originally Posted by napo_p2p (Post 1587686)
I've gotten gonstruct working on a Mac. I basically just used MacPorts to install all of the dependencies. I didn't use it extensively, so it's possible it could have been missing some functionality. But, from what I can tell it was working.

Yeah that's really all you need to do, it compiles as easily on Mac OS as it does on Ubuntu. It just takes a while to install the dependencies through MacPorts. The problem with providing a binary is packaging these dependencies, not exactly sure how to do that on a Mac. Maybe someone else knows?

napo_p2p 07-15-2010 10:44 PM

Quote:

Originally Posted by Fry (Post 1587700)
Yeah that's really all you need to do, it compiles as easily on Mac OS as it does on Ubuntu. It just takes a while to install the dependencies through MacPorts. The problem with providing a binary is packaging these dependencies, not exactly sure how to do that on a Mac. Maybe someone else knows?

I don't know much about packaging for Mac either. But, one option could be to create a macport for it.

I could attempt to make one... I've done a lot of FreeBSD porting so hopefully MacPorts won't be too hard to pick up. The documentation isn't nearly as good as FreeBSD's though :p.

xXziroXx 07-19-2010 04:43 AM

So Fry, could you add a 0.2.2 with the Delete button bound please? It's reaaaally frustrating to make levels right now. :(

Enchanted Wolf XxX 07-19-2010 06:16 AM

Hey Fry.

Was just making a level, could you make it to where the image is clickable by itself, rather than the full height and width? I try to place tiles right up next to an image, and if I want to move it or delete it, it clicks the NPC.

Or just add a button, not Hide NPC, but make them unselectable.

xXziroXx 07-20-2010 01:31 AM

Fry, could you make it so that when you select tiles in the level and move them somewhere, the space that it was moved from is automatically filled with your "fill tile" instead of a blank space? Also, ever since 0.2.0, when you select some tiles in the level on layer 1 and above, right click them to copy + move, you just move the original tiles instead of copying. Right now you actually have to right click them twice and then move in order to create a copy. Layer 0 works as intended though.

Loriel 07-20-2010 03:06 AM

C++ is not that hard, guys. fry has a university to pass or something!

xXziroXx 07-20-2010 05:31 AM

Quote:

Originally Posted by Loriel (Post 1588579)
C++ is not that hard, guys.

Then why don't *you* go ahead and fix the things mentioned on the last few pages instead of waiting a few weeks for us to learn a new programming language and feel somewhat comfterable using it? :)

I believe Mallard (DrakilorP2P) wanted to fix these things, but he hasn't been able to compile a Windows version.

Loriel 07-20-2010 08:47 AM

Quote:

Originally Posted by xXziroXx (Post 1588593)
Then why don't *you* go ahead and fix the things mentioned on the last few pages instead of waiting a few weeks for us to learn a new programming language and feel somewhat comfterable using it? :)

Because I personally do not give a **** because I do not use the program.

xXziroXx 07-20-2010 10:39 AM

Quote:

Originally Posted by Loriel (Post 1588618)
Because I personally do not give a **** because I do not use the program.

Then at least stop nitpicking at us for posting suggestions to someone who might give a ****.

Loriel 07-20-2010 11:40 AM

Quote:

Originally Posted by xXziroXx (Post 1588628)
Then at least stop nitpicking at us for posting suggestions to someone who might give a ****.

fry is just too polite to tell you guys to **** off for being freeloaders.

xXziroXx 07-20-2010 12:31 PM

Quote:

Originally Posted by Loriel (Post 1588635)
fry is just too polite to tell you guys to **** off for being freeloaders.

I doubt it. You on the other hand seems to be an angry little kid in every single post you've made the past weeks. Anger management issues or just very bad trolling? Who knows.

WanDaMan 07-20-2010 12:43 PM

You're both probably right; what is the point in improving something which will never get supported officially as apart of the development packages?

xXziroXx 07-20-2010 12:59 PM

Gonstruct is the one and only reason that layers are getting proper support in the v6 client. Stefan has debugged it numerous times with the levels on Maloria, and as a result there's practically zero lag related issues to them in v6 at the moment. If Fry's suggestion with "blanks" in the level gets implemented it'd be an even more amazing step.

Loriel 07-20-2010 01:01 PM

Quote:

Originally Posted by xXziroXx (Post 1588644)
Gonstruct is the one and only reason that layers are getting proper support in the v6 client. Stefan has debugged it numerous times with the levels on Maloria, and as a result there's practically zero lag related issues to them in v6 at the moment. If Fry's suggestion with "blanks" in the level gets implemented it'd be an even more amazing step.

And yet fry is the only one bothering to work on it, everybody else is just posting about how meaningful contribution is beneath them.

xXziroXx 07-20-2010 01:07 PM

Quote:

Originally Posted by Loriel (Post 1588645)
And yet fry is the only one bothering to work on it, everybody else is just posting about how meaningful contribution is beneath them.

Quote:

Originally Posted by xXziroXx (Post 1588593)
I believe Mallard (DrakilorP2P) wanted to fix these things, but he hasn't been able to compile a Windows version.

..

Fry 07-20-2010 01:16 PM

I am not doing more than adding the issues to the issue tracker on GitHub, I'll see about a few of them when I have time again in a few weeks. If someone needs help with compiling it feel free to ask. The current autotools build setup is kind of terrible right now, might create a CMake file at some point.
Not sure really what to do about the slowing problem, I spent a lot of time trying to fix that already but I kind of ran out of ideas for the cause of it. Blaming it on GTK seems a bit cheap but it does look like that's the problem. I'll try to compile it with that really new GTK version at some point but it apparently has a lot of issues on Windows.

Loriel 07-20-2010 01:19 PM

Quote:

Originally Posted by xXziroXx (Post 1588646)
..

Well that is really nice, I tried to fix them too but then I could not because my compiler's flux capacitator was emitting too many bogons because of the solar radiation

Loriel 07-20-2010 01:21 PM

Maybe if he could not get it to compile on Windows he could make it compile and consider that his first contribution

Or just use, you know, Linux, much like anyone who has programmed anything useful for Graal recently :cool:

Enchanted Wolf XxX 07-20-2010 02:24 PM

Quote:

Originally Posted by Loriel (Post 1588635)
fry is just too polite to tell you guys to **** off for being freeloaders.

It was Fry's choice to make it, and post it for FEEDBACK, do you know what feedback is? He's the one who posted it for everyone to use and comment on.

Crono 07-20-2010 02:48 PM

Alright settle down kiddies.

Fry 07-21-2010 10:29 PM

Okay hopefully this version fixes the layer editing/selection issues.

WhiteDragon 07-21-2010 10:31 PM

Fry coming through in the clutch

Enchanted Wolf XxX 07-21-2010 11:48 PM

How do you update it? I uninstalled, reinstalled with your link and it still shows 0.2.1

Fry 07-22-2010 01:05 PM

You just need to run the new installer, I just forgot to update the version for the editor, sorry.

Enchanted Wolf XxX 07-22-2010 04:27 PM

Oh, okay.

It's still 0.2.1


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