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  #121  
Old 07-14-2010, 05:15 AM
Loriel Loriel is offline
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  #122  
Old 07-14-2010, 07:57 AM
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Quote:
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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.
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  #123  
Old 07-14-2010, 10:34 AM
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Quote:
Originally Posted by xXziroXx View Post
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?
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  #124  
Old 07-14-2010, 10:41 AM
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Originally Posted by Enchanted Wolf XxX View Post
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: "CWindows\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 CUsers\YourName\AppData\Roaming\Gonstruct and deleting the "preferences" file. Then make sure to set the directory to the Graal directory.
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  #125  
Old 07-14-2010, 01:42 PM
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Quote:
Originally Posted by Fry View Post
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 )!
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  #126  
Old 07-14-2010, 02:24 PM
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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):

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/Y/AAAAAAAAAA
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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
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Last edited by xXziroXx; 07-14-2010 at 02:26 PM.. Reason: 1. The text that you have entered is too long (17216 characters). Please shorten it to 10000 characters long.
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  #127  
Old 07-14-2010, 03:08 PM
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Quote:
Originally Posted by xXziroXx View Post
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 View Post
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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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?
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  #128  
Old 07-14-2010, 03:29 PM
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Quote:
Originally Posted by Fry View Post
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.
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  #129  
Old 07-14-2010, 05:10 PM
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Quote:
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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.
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  #130  
Old 07-14-2010, 05:43 PM
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Quote:
Originally Posted by xXziroXx View Post
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
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  #131  
Old 07-14-2010, 06:30 PM
Loriel Loriel is offline
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Quote:
Originally Posted by fowlplay4 View Post
Your method works properly in V6 (latest client) but not V5.
Clearly that means it is the one true way.
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  #132  
Old 07-14-2010, 11:28 PM
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Thanks Fry, it works now.
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  #133  
Old 07-15-2010, 05:25 AM
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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
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  #134  
Old 07-15-2010, 06:01 AM
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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.
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  #135  
Old 07-15-2010, 08:02 AM
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Quote:
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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.
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