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Old 08-01-2004, 12:26   #21
Skyfish
 
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An "Undo" function in the Edit menu would be great
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Old 08-01-2004, 12:36   #22
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Old 08-01-2004, 14:53   #23
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Analyser on a selected area only = doable, and pretty straightforward as I already just pass an array of tiles to the analyse function.

Undo = doable, but a lot of work... I need to think about the how-to with this a bit more...
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Old 15-01-2004, 00:19   #24
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I intend to release a 0.9b version at the week-end.

progress report:

C3C support is 90% done
Analyse selected area is done
various selection tools have been added; SelectAll, SelectNone, DeselectTiles by Land/Water, DeselectTiles by Terrain

Found an interesting thing that I think was causing a bug in write2file; bic and bix's saved in the c3c editor are actually biq files with the wrong file extension(!)
So how to correctly detect C3C maps... (the fileindicator is also broken in c3c files, they use the bix indicator too...) - for the moment I am using the fileindicator plus a check against major version number...
Fixed a reported bug in the resize dialog.
A few other minor bits and bobs; revamped the tile properties dialog, improved some under the hood stuff to speed the selection tool up, made paint terrain/resource correctly detect if they need to paint or not, fiddled with the infoPanel output.

I might even get the 'flip selection' and 'rotate selection' tools done



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Old 15-01-2004, 09:57   #25
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Wow! great progress !
Thanks a lot for the "selected area analyze tool" !

What about the "Undo" feature
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Old 18-01-2004, 15:09   #26
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New version (0.9b) in first post

Main change is C3C support (sounds like a small thing but really was a PITA!), but I made a few other additions too. Most notable feature wise is Sky's suggestion of analyse-by-section, and the new selection tools which allow you to filter out tiles of a certain type. Flip and Rotate didn't make it unfortunatly (couldn't get them debugged in time) but will definitly be in the next one.


changes from 0.8b to 0.9b

Features and functionality:
- added C3C (BIQ) support. [Added new terrain types, note: Marsh and Volcano will be visible but unpickable in the brush picker when using non-C3C maps, if pasted from a C3C map into a non-C3C map they will revert to: marsh-&gt; grassland ; volc-&gt; mountains.]
- added change tile bonuses functionality to Tile properties dialog, changed the layout and interface of dialog.
- added selection tools and new menu; analyse selection, deselect tiles of type/terrain, select all/none
- made resources gfx slighlty oversized on map to enhance visibility, added resource gfx toggle in Options-Map gfx

Bug Fixes:
- fixed the reset code in the Resize and Nudge Dialogs so that they reset properly after applying the tool - should fix fatal errors after using the 'apply' button :O
- fixed error with pasting tiles containing modded resources into non-modded map - If you paste tiles with resources that don't exist in the target map (the resourceID number is &gt; max No.of resources) the resource will now be deleted.
- fixed minimap scrolling 'sticking' with very small maps

Misc:
- added BIC Mode indicator in map properties dialog. Useful because C3C editor can save files with .bic/.bix extensions - but actually saves them in BIQ file format! MapTweaker will detect that these files are actually BIQ files and save them as such. Added a pop-up to notify user when such a map is loaded too.
- improved the paint terrain and paint resource functions to better detect whether they should paint or not.
- overhauled the InfoPanel code, messages outputted to user should be more meaningful... (removed some useless messages, added some useful ones, increased the default no of retained messages to 50, added a max no of messages and purge messages options to Options-General)


NOTE: This is still a beta and you should be wary of making 'critical' maps (eg. ladder maps) without testing them extensively! I have a slight suspicion that copying or placing Start Locations *might* fuck things up... use at your own risk


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Old 18-01-2004, 18:38   #27
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I think I have a work -around for the Start Location issue (or more likely I dont understand it right...) :

For a Pelago map for example :
-&gt; create a nice island with all resources needed in the Editor
-&gt; EDIT and then ERASE the start location (but remember where you want it )
-&gt; Export to MapTweaker
-&gt; Copy /paste the island (tip: where you want the copied island fill it first with ocean tiles)
-&gt; Once both islands are nicely set, save and go back to the Editor.
-&gt; SET both Start Locations, save as Biq and do the Player Data tweaks.

Clear enough ?
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Old 18-01-2004, 19:39   #28
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correct Skyfish, I think that is the best way

Quote:
quote:from the readme
...for the moment I advise working on maps with no start positions, or at least not altering start locs in maptweaker.
As you say working on a plain map with no start locations on it is the safest procedure at the moment.
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Old 18-01-2004, 19:44   #29
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Here's a very provisional list of what gets added next in some sort of rough order.



things todo next list:

update the start loc data in the bix
update resources and continent counts
implement changing BIC mode (for non-modded maps only), this will allow maps to be downgraded (or upgraded) between .bic .bix and .biq files.

flip selection, rotate selection.
stretch/shrink maps

compressed files support
inline pcx reading (removing the need for the DLL)

new map function (mainly for pasting a section as a new map)
cut functionality

clone brush, replace brush

improve the minimap refresh method to only redraw the changed area (currently it redraws the entire map, hence the slow speed on large maps)




slightly longer term:

overlay information and gfx (mines/roads etc.)

fancy map generation - with a ton of parameters!
inc. heat/humidity maps for generating into

unit and city support (?)
generate map from image (?)
multiple object clipboard (?)



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Old 18-01-2004, 20:17   #30
Skyfish
 
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....and of course an "Undo" function in the Edit menu
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