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  #41  
Old 03-01-2010, 06:17 PM
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Oh, editing an entire gmap would be fun, especially if you could zoom all the way out and kinda paint tiles on it.
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  #42  
Old 03-02-2010, 05:47 AM
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Quote:
Originally Posted by adam View Post
Oh, editing an entire gmap would be fun, especially if you could zoom all the way out and kinda paint tiles on it.
You can already do that with Graaleditor. It's not a function with Gonstruct, though.
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  #43  
Old 03-02-2010, 06:34 AM
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Well you can't zoom out :P and I highly doubt Gonstruct will have that ability either. You gotta remember it has to render all those tiles. In order to have gmap capability they'll have to add the surrounding levels to the buffer, and do some fancy clipping in order to keep speed's reasonable. Hopefully this does get eventually added as it's something that holds Gonstruct back somewhat as the gmap functionality is EXTREMELY useful when you're working on overworlds.

GraalEditor has it easy as it simply uses the game engine to handle all of that complicated stuff like the adjacent level buffering and clipping. If you haven't ever noticed, the blue + is actually your player you're moving around.
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  #44  
Old 03-02-2010, 01:44 PM
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Gmaps are kinda planned as soon as I clean up the terrible user interface for tilesets/layers a bit, which is pretty important I guess. If you have any ideas how to do that, that'd own, since I'm terrible at user interfaces~
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  #45  
Old 03-02-2010, 03:21 PM
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so you are still working on it ^____________^!
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  #46  
Old 03-02-2010, 08:07 PM
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Originally Posted by Fry View Post
Gmaps are kinda planned as soon as I clean up the terrible user interface for tilesets/layers a bit, which is pretty important I guess. If you have any ideas how to do that, that'd own, since I'm terrible at user interfaces~
Tiled does a good job with layers. Hope this helps.
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  #47  
Old 03-02-2010, 08:42 PM
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If you're up to it, could have layers be displayed in their own tab in a manner that photoshop does.


However, you can also leave what you have there now as it makes for quick navigation without moving away from the tileset tab and such.
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  #48  
Old 03-02-2010, 10:14 PM
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Originally Posted by zephirot View Post
They are up to date .
Okay I managed to reproduce the problem (somehow), and hopefully got it fixed. If you would like you could try this version here again, hopefully it also solves it for you.
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  #49  
Old 03-02-2010, 10:32 PM
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Originally Posted by Fry View Post
Okay I managed to reproduce the problem (somehow), and hopefully got it fixed. If you would like you could try this version here again, hopefully it also solves it for you.
Doesn't work , but don't bother if I'm the only one with that problem I will just use the regular level editor.
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  #50  
Old 03-02-2010, 10:37 PM
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This happen when I scroll the tiles bar.
I now have this problem...before it was just a grey block, but I guess it decided to upgrade to this. :P
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  #51  
Old 03-02-2010, 10:40 PM
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Originally Posted by oo_jazz_oo View Post
I now have this problem...before it was just a grey block, but I guess it decided to upgrade to this. :P
Do you have the problem with the version I linked above?
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  #52  
Old 03-02-2010, 10:55 PM
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I only have that problem from the version you linked. :P

Before, instead of showing the weird windows and tiles in the level section, it would just show a big grey block, like I said before.

Now, it displays that. But the windows link on the first page was broken, so I downloaded that one...
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  #53  
Old 03-03-2010, 11:27 PM
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Okay, please tell me this version works now, this is slowly driving me insane
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  #54  
Old 03-04-2010, 12:02 AM
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Okay, please tell me this version works now, this is slowly driving me insane
Hm, you built it in debug mode or something like that? The console window is being used.
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  #55  
Old 03-04-2010, 12:14 AM
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Hm, you built it in debug mode or something like that? The console window is being used.
That is fine, it's only a test version, what I'm interested in is whether the level displaying works for everyone, especially the two who posted.
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  #56  
Old 03-04-2010, 12:37 AM
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Did not fix it.

Still getting the exact same glitch.


~And just soemthing small, when creating a new layer, I think it should make the new layer all transparent tiles...rather than making it whatever tile you have selected.
That way, if you only want a few tiles on that layer, you dont have to search for the transparent tile and try to make it fill the layer. XD
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  #57  
Old 03-04-2010, 12:50 AM
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Originally Posted by oo_jazz_oo View Post
Did not fix it.

Still getting the exact same glitch.


~And just soemthing small, when creating a new layer, I think it should make the new layer all transparent tiles...rather than making it whatever tile you have selected.
That way, if you only want a few tiles on that layer, you dont have to search for the transparent tile and try to make it fill the layer. XD
... wait, do you actually see the level and can you edit it? Because you said you can't a few posts up, but in your second sentence you say you can see the level.

Also can probably add some kind of support for a transparent tile, which you can chose from the tileset.
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  #58  
Old 03-04-2010, 01:29 AM
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With the new version now I am having that issue, which I wasn't before.
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  #59  
Old 03-04-2010, 02:01 AM
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Where did I say I can't edit the level?

I never did. XD

I only see that glitch when scrolling the tiles. It goes away if I click on the level section a few times, but re-appears every time I scroll the tiles again.
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  #60  
Old 03-04-2010, 02:23 AM
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just a note,
i've managed to install gonstruct by source instead, figured that would be alot smarter.

oh and, why can't i have both pics1 and the layer pics that dusty made, but with different level prefix?
is it broke?
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  #61  
Old 03-05-2010, 05:51 PM
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Okay thanks to coreys I think I found the error you guys were having, and hopefully this version should fix it, now.
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  #62  
Old 03-05-2010, 10:04 PM
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That didn't really fix it.

Now, when you scroll the tiles, the error shows for a split second, then disappears.
But it still shows when you scroll...it just...goes away. xD

I also noticed, when first opening gonstruct, instead of showing the "multiple window" error in the screenshot posted, it shows the grey block I posted about.
Then, if you resize the window, the error with the "multiple windows" showing in the tile area appears...
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  #63  
Old 03-05-2010, 10:31 PM
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Originally Posted by oo_jazz_oo View Post
That didn't really fix it.

Now, when you scroll the tiles, the error shows for a split second, then disappears.
But it still shows when you scroll...it just...goes away. xD

I also noticed, when first opening gonstruct, instead of showing the "multiple window" error in the screenshot posted, it shows the grey block I posted about.
Then, if you resize the window, the error with the "multiple windows" showing in the tile area appears...
This.
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  #64  
Old 03-06-2010, 12:49 AM
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That didn't really fix it.

Now, when you scroll the tiles, the error shows for a split second, then disappears.
But it still shows when you scroll...it just...goes away. xD
That's because he's covering up a gtk issue. That's most likely the best he can do.

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I also noticed, when first opening gonstruct, instead of showing the "multiple window" error in the screenshot posted, it shows the grey block I posted about.
Then, if you resize the window, the error with the "multiple windows" showing in the tile area appears...
Hm, I don't seem to get this issue.
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Old 03-06-2010, 03:02 PM
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Okay I see what you mean, as far as I can tell that's a problem with the implementation of GTK on Windows. Hopefully the new version of GTK that's in the works fixes that.
However, what I really need to know is, and please be as specific as possible:
1) Does the error only stay for a split second?
2) Again, when you want to select tiles in the level display, does the rectangle draw fast, always staying near your mouse cursor, or does it lag behind, as if the framerate is very low?
3) A bit like 1): When the window is maximized and these "multiple windows" show when you scroll in the tileset display, do they pretty much instantly disappear, without you, yourself doing anything? As in, do you have to click or drag or whatever in the level display, or does it fix itself in a split second?

Sorry for being difficult, again, but there is a bunch of different causes here that have a similar end result, for example, if the level is laggy and slowly updates when you edit it, then that's one bug (a pretty annoying one I thought I took care of).
And thanks a lot again for the feedback! Hopefully I can get back to adding some new features once these problems are taken care of
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  #66  
Old 03-06-2010, 11:06 PM
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1) Yes, it only stays for a split second.
2) The rectangle draws fast, no lag.
3) It dissapears just as fast as 1, I dont have to click the level to make it disappear any more.

edit: As for #1&2, if I drag the tiles back and forth, the error just kind of flickers. I would assume its because as i drag it, it re-appears. But then as soon as I stop dragging the tiles, the error will disappear.
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  #67  
Old 03-15-2010, 01:57 AM
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Pretty much done with displaying editable GMaps, just need to integrate it back into the UI now.

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  #68  
Old 03-15-2010, 02:13 AM
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Old 03-15-2010, 10:32 AM
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Pretty much done with displaying editable GMaps, just need to integrate it back into the UI now.
Keep it up. Also, lol @ #gscript overworld. Memories. :<
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Old 03-15-2010, 04:28 PM
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Old 03-18-2010, 01:26 AM
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It kind of works right now, if someone wants, please give this a try:
  • GMap editing is done by opening the .gmap file directly. Level files are first searched for in the directory of the GMap and only if they can't be found will the Graal directory be searched.
  • When opening a level that is part of an already loaded GMap it should scroll to the level in the GMap instead of opening a new window for it.
  • Editing layers is working inside Gonstruct right now, and hopefully also in Graal. The way it works right now is that a layer is empty in the beginning and only tiles you add to it are actually saved to the file. Hopefully that is how Stefan intended for layers to work in the end, since it seems to display fine in Graal (thanks Dusty), but I don't really know, since he doesn't seem to talk much about layers and probably has different concerns at the moment.
  • Flood filling might be a bit dangerous on really big GMaps
  • Navigation with scrollbars is probably a bit annoying, so might add a minimap/cursor movement
  • Each level of the GMap needs to be saved individually at the moment, Dusty says it's better to save the entire GMap, so that's probably going to change
  • Loading of some PNG images seems to be broken at times
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Old 03-22-2010, 01:49 AM
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glibmm-ERROR **:
unhandled exception (type unknown) in signal handler

aborting...
Running windows vista, didn't run it in admin mode or anything. Not sure exactly how the error happened, seemed to be when I was working with copy/pasting tiles. I'll try to narrow it down if I can. Crashed the client. It was while editing a 3x3 gmap.
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Old 03-22-2010, 02:07 AM
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Pretty much done with displaying editable GMaps, just need to integrate it back into the UI now.

Dude, hell yes. Fry, you are the man!

By the way, could you make the scrollbars remain as an option? Graaleditor doesn't have scrollbars when you edit a gmap, and you have to find the little cursor to drag the map around. Personally, I find it a little easier to just use scrollbars or arrow keys to move around.
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Old 03-22-2010, 02:27 AM
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This is how gonstruct handles gmaps currently. I don't think Fry intends to implement the stupid char thing(thank god). Instead I believe he plans to add a minimap tab that will let you move around(think preview window from Photoshop) and arrow keys. I also suggested mouse click scrolling(like how a browser handles it), but never got a response about that.
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  #75  
Old 03-22-2010, 04:16 AM
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Originally Posted by adam View Post
Running windows vista, didn't run it in admin mode or anything. Not sure exactly how the error happened, seemed to be when I was working with copy/pasting tiles. I'll try to narrow it down if I can. Crashed the client. It was while editing a 3x3 gmap.
I get this error, but I dont even get as far as even opening a level OR a "New" level for that matter. These are the errors I get upon clicking the "New" button, or upon navigating to and trying to open a .nw file:

Click image for larger version

Name:	glibmm error.png
Views:	4761
Size:	20.4 KB
ID:	50687
Click image for larger version

Name:	MS Vis C runtime lib error.png
Views:	4768
Size:	23.0 KB
ID:	50688
Click image for larger version

Name:	Gonstruct has stopped working.png
Views:	4672
Size:	38.3 KB
ID:	50689
I have also attached the full error report in the 3rd screenshot here:
Gonstruct Error.txt
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  #76  
Old 03-22-2010, 04:25 AM
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Quote:
Originally Posted by DustyPorViva View Post
This is how gonstruct handles gmaps currently. I don't think Fry intends to implement the stupid char thing(thank god). Instead I believe he plans to add a minimap tab that will let you move around(think preview window from Photoshop) and arrow keys. I also suggested mouse click scrolling(like how a browser handles it), but never got a response about that.
Attachment 50683
I'd rather see push/pull scrollbars, similar to in Picasa and other programs.



The scrollbar is used to move up or down, but doesn't actually take you to a certain spot. For large (15x15, etc) GMAPs, it'd be really hard to navigate with regular scrollbars.

But the minimap thing sounds awesome too.
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  #77  
Old 03-22-2010, 10:07 AM
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very cool, once it's finished I'll be using this editor, thank you
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  #78  
Old 03-22-2010, 12:27 PM
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Quote:
Originally Posted by adam View Post
Running windows vista, didn't run it in admin mode or anything. Not sure exactly how the error happened, seemed to be when I was working with copy/pasting tiles. I'll try to narrow it down if I can. Crashed the client. It was while editing a 3x3 gmap.
That is odd, could you paste/link or PM me the contents of the gmap file if you ever get time? Also I'm uploading a version with (hopefully) better error messages and handling, maybe that's going to make errors less useless
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Old 03-22-2010, 12:29 PM
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Originally Posted by TSAdmin View Post
I get this error, but I dont even get as far as even opening a level OR a "New" level for that matter. These are the errors I get upon clicking the "New" button, or upon navigating to and trying to open a .nw file:

Attachment 50687
Attachment 50688
Attachment 50689
I have also attached the full error report in the 3rd screenshot here:
Attachment 50690
Hm, that should only happen if you have, like, a very very old graphics card (<2001 or something) or are running the thing in a VM. Does any of that fit, or do you have some kind of uncommon graphics card?

Uploaded a version with a bit more error handling (and cursor key movement on the gmap) here.
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Old 03-22-2010, 04:51 PM
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Quote:
Problem signature:
Problem Event Name: APPCRASH
Application Name: gonstruct.exe
Application Version: 0.0.0.0
Application Timestamp: 4ba74737
Fault Module Name: libglib-2.0-0.dll
Fault Module Version: 2.20.0.0
Fault Module Timestamp: 4ab67a48
Exception Code: 40000015
Exception Offset: 000483b6
OS Version: 6.0.6002.2.2.0.768.3
Locale ID: 1033
Additional Information 1: 6be1
Additional Information 2: 3439e5bc1061f117a7b87920a4e0216a
Additional Information 3: 46df
Additional Information 4: ce8160941adb150d1e71e0eab2d9ab5e

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Now it crashes when I open any gmap, and also is really slow when I open or even make a new .nw level. Unusable slow.

didn't get any error messages.
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