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Features that would make Exult Studio Better
Posted: Sun Apr 25, 2004 7:46 pm
by Mighty Dog
I dont suppose you lovely creators of this great program could make it easier to organize the chunks. Like the ability to have it be moved to #, or at least be able to move it by a quantity of 10 and 100. Actually an ability to subcatorgorize would be really nifty but somehow I think that would be considerably more difficult.
While i do believe this is already planned, is there any idea on when we might see a tool to aid in scripting new npc's.
Obviously anyone else is welcome to make their own suggestions along with mine
Re: Features that would make Exult Studio Better
Posted: Sun Apr 25, 2004 8:04 pm
by Wizardry Dragon
Chunks and shapes organization would help a great deal. I cannot tell you how much I HATE and LOATHE to search through the chunks for one particular piece of castle or coastline.
On the note of scripting, check the end of the Usecode Documentation thread.
- Wizardry Dragon
Re: Features that would make Exult Studio Better
Posted: Sun Apr 25, 2004 8:13 pm
by drcode
That's what the 'groups' panel is for. You can make a "trees" group for the shapes file, or an "ocean" group for "u7chunks". These get saved with your project. What I'd like to do is create some useful ones for BG and SI and distribute them with ExultStudio.
Re: Features that would make Exult Studio Better
Posted: Sun Apr 25, 2004 8:15 pm
by Wizardry Dragon
It would be much more helpful if at least some rudimentary groups came bundled with ExultStudio.
- Wizardry Dragon
Re: Features that would make Exult Studio Better
Posted: Sun Apr 25, 2004 8:47 pm
by Mighty Dog
Ummm, you cant group chunks, unless of course this feature for some odd reasone isn't working on my machine.
Re: Features that would make Exult Studio Better
Posted: Sun Apr 25, 2004 9:14 pm
by Wizardry Dragon
Works fine for me, just I'm quite lazy and don't want to group it all msyelf.
- Wizardry Dragon
Re: Features that would make Exult Studio Better
Posted: Mon Apr 26, 2004 6:54 am
by drcode
There's a development version of ExultStudio where several classes of shapes are grouped automatically (weapons, ammo, etc.) Chunks will have to be done by someone, though.
Re: Features that would make Exult Studio Better
Posted: Mon Apr 26, 2004 11:06 am
by Wizardry Dragon
I suppose I could do so, if you were to tell me how exactly I need to change the saved groups file for distribution with Exult Studio.
I'd appreciate getting this dev version of the Studio.
- Wizardry Dragon
Re: Features that would make Exult Studio Better
Posted: Mon Apr 26, 2004 11:35 am
by Dominus
If you know your way around cvs you could get the source tagged "Multimap" (without the ").
Building instructions for Windows are in the file readme.win32.
Re: Features that would make Exult Studio Better
Posted: Mon Apr 26, 2004 11:37 am
by Wizardry Dragon
I'm not really all that familiar with CVS, sorry.
That's the main reason why I haven't utilized SF.net
- Wizardry Dragon
Re: Features that would make Exult Studio Better
Posted: Mon Apr 26, 2004 1:24 pm
by Dominus
I'll see what I can do. Maybe I can remember to actually try compiling it. I was meaning to test it anyway, as it supports multiple maps
Update: nope, doesn't compile for me. Probably something that broke with win32 compile, but no one noticed yet.
As soon as 1.2 is out it will most likely be merged back into main code so it is not that long a wait now (I think/hope).
Re: Features that would make Exult Studio Better
Posted: Mon Apr 26, 2004 3:27 pm
by Wizardry Dragon
I hope so
- Wizardry Dragon
Re: Features that would make Exult Studio Better
Posted: Tue Apr 27, 2004 4:31 am
by artaxerxes
> I was meaning to test it anyway, as it supports
> multiple maps
Dominus,
does it mean this following feature request is fully completed? Sweeeeeeet.
http://sourceforge.net/tracker/index.ph ... tid=352335
Will it end up in 1.2?
Artaxerxes
Re: Features that would make Exult Studio Better
Posted: Tue Apr 27, 2004 4:45 am
by Colourless
Artaxerxes, I shouldn't have to tell you to re-read Dom's post. It says "As soon as 1.2 is out it will most likely be merged back into main code"
Quite clearly that means it wont be in 1.2
-Colourless Dragon
Re: Features that would make Exult Studio Better
Posted: Tue Apr 27, 2004 4:56 am
by Dominus
Artaxerxes you are confusing me
From a message by Jeff to the Mailinglist on February 12th:
It's sorta working now. Maps are numbered, starting from 0, where the standard map is #0. Additional maps are stored under "map01", "map02", etc. inside "gamedat", "static", and "patch". You can create a map by hand by just creating the "mapxx" directory in "patch" and "gamedat" (and you should also mark your game as "editing" in "exult.cfg"). Or, you can use a dialog in ExultStudio to create a new map.
In Exult, you can cycle through existing maps using ctrl-alt-t. There's also
a new egg type, "intermap", which is like a teleport egg except you can
specify a map # along with a tile. EStudio lets you create these.
Internal game changes are mostly pretty minor. Game_object's no longer store chunk #'s (cx, cy). Instead, they have a pointer to the chunk they're in.
Each chunk has cx and cy, and also has a pointer to the map it's part of.
And each map (a Game_map) has a 'num' field. Also, Game_object's tx and ty are separate fields, instead of being in 'shape_pos', and those fields are
now used to store the position-within-a-gump (which used to be stored in cx and cy).
This code is only in the "Multimap" branch. Have fun finding bugs:-)
And next message:
Forgot to mention: NPC's locations aren't stored yet with the map #. Same for schedule locations.
You should have seen this
(and copy pasted for the people here who are not on the ML but are interested in Exult Studio)
The reason it is not in the release is that multiple maps and other stuff Jeff wants/was asked to do might be a bit game breaking
Especially when no one tried it out yet
Re: Features that would make Exult Studio Better
Posted: Tue Apr 27, 2004 7:15 am
by artaxerxes
Colourless: humpf... my bad, I didn't focus on the last part of Dominus' post.
Dominus: I read those entries in the ML, but I was just wondering if it can be considered "a done deal".
Sorry about that guys... I'll wake up someday.
Artaxerxes
Re: Features that would make Exult Studio Better
Posted: Tue Apr 27, 2004 7:52 am
by Dominus
he he, don't wake up, reality is way too harsh