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# 1
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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New Tool: MissionDude - a HW2 level editor (currently v1.6.2)
DESCRIPTION
This is a map editor for Homeworld 2. It supports drag-and-drop editing of files, loading and saving works in progress, as well as exporting and importing to and from HW2's ".level" file format. There are a variety of built-in functions to create maps in different shapes and sizes. All level files use a common API that makes maps much easier to modify later. DOWNLOAD MediaFire Homepage INSTALLATION
RUNNING THE PROGRAM The file with the ".hta" extension is the executable. Simply double-click on it to run the program. An icon file ("missiondude.ico") is included along with this archive so that you can change the icon for the application's shortcut. SCREENSHOTS PRIOR READING If you've never created a map before, I recommend reading Malignus's mapping tutorial before proceeding any further. It provides a general overview of how to create a map, as well specific information regarding the relevant SCAR functions. HOW THE MAPS WORK This editor uses a principle of populating a map with objects stored in containers--called 'Distributions'--that is carried over from the original Homeworld and Homeworld: Cataclysm. Distributions are an efficient means of storing data and making changes to large numbers of objects, simply and easily. Distributions exist in the form of tables (or arrays) of information. All map objects are stored in these tables. These tables contain all the information (in the form of parameters) necessary to recreate the map objects. These tables can also contain objects that reference other tables, thereby making it possible to nest objects within each other. Distribution tables are declared at the head of the 'DetermChunk' portion of a level file, and are referenced later by the map-populating functions. The map-populating functions (such as the 'shapeAdd' function) count the number and types of objects within a distribution and place the objects on the map according to an algorithm. Any coordinates specified within the distribution are tabulated in addition to whatever results are determined by the algorithm. THINGS TO REMEMBER
Last edited by Mikail : 23rd Jul 10 at 7:56 PM. Reason: Updated link to homepage. |
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# 6
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Devil's Advocate
Join Date: Feb 2004
Location: CA, USA
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A very small and simple suggestion: change the button text color to white or (and this is a bit more reasonable) some shade of yellow. That way tabs (which have a white text) are easy to tell apart from buttons, which should also be easy to read. Black on Dark Blue is painful.
![]() Edit: PS I just tried the program and it works fine once the SVGViewer is installed (I had scripting errors as well, until I installed the plugin.) Here's the Windows 98 - XP SVG Viewer installer. (2.27MB) And the page where that download is available: linky. Just scroll down until you see the download table. |
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# 8
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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@Tefeari
Make sure install the SVG browser plugin. I've only tested it with the Adobe plugin, though it should work with any plugin. @Zatch I'll make sure to change the color of the tabs for the next release. I hope everyone else is enjoying this program! [edit] Update to v1.10 Changes in 1.10 - You can now save and restore viewing settings. - Default map size increased. - Changed color of text for deselected tabs. - You can now reorder points and squadrons within existing paths and sobgroups, respectively. - Changed the name of the main executable file. Last edited by Mikail : 10th Nov 06 at 7:50 PM. |
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# 9
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.20
CHANGES IN 1.2
• Fixed bug where adding an object without saving its properties caused maps not to save. • Fixed bug where saving or resetting an object's properties caused a new and anonymous copy of the object to be created. • Updated to latest version of "MapFunctions.lua". • The names of those objects which can take a name are now incremented automatically if more than one are added at a time. This is always the case with start points. • Improved drag-and-drop support. It is now enabled by default. • Added a "Delete file" dialogue. • Added "Help" dialogue. |
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# 11
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.21
CHANGES IN 1.21
• Labels for properties were sometimes breaking onto a new line. • Improved documentation and help. • Added new keyboard shortcuts. Last edited by Mikail : 9th Apr 08 at 1:26 AM. Reason: singular to plural |
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# 12
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.22
Sorry about the bugs (and so many releases in the same day). I can't believe I missed such an obvious thing.
CHANGES IN 1.22 • You can now type in a filename to load. • Fixed broken map loading. (ARGGH! I missed this!) • Slight change to label incrementation when adding new objects. • You're now informed about which file gets deleted or overwritten (even though it's pretty self-explanatory). • Fixed point-capturing when the mouse clicks on another object. Last edited by Mikail : 9th Apr 08 at 1:26 AM. Reason: clarify which item I missed |
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# 14
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.23
More bugs goddammit. This time in the LUA scripts, as well (causing exported level files not to load at all). This time I went through all the steps of creating, saving and exporting a file to make sure they work in Homeworld instead of counting on my programming skill alone.
CHANGES IN 1.23 • "New and anonymous copies of objects" problem fixed for good, this time. Whew! • User is now warned to fill all of an object's parameters before saving the object. • The program now fills in default properties when creating new objects. • Fixed a bug in "MapFunctions.lua". Included the new version. • The sample map included with the program can now actually be exported to a working level file. (Doh!) This version seems pretty stable. In the next version I'm going to focus on adding a few more "safety" features to keep users from making mistakes. The way distributions are currently handled is confusing--i.e., leaving it up to the user to list the distribution tables in the proper order is too much to expect. I also want to provide better examples of using the various special functions. The current (included) sample map is very basic. There's a few other features I want to add, such as giving some visual representation of the size of the objects being added, as well as some speed optimizations I noticed I could make (not that it's really necessary). Last edited by Mikail : 9th Apr 08 at 1:29 AM. Reason: more comments |
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# 15
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.30
This is a major update. The program was almost rewritten from scratch. Lots of bug fixes. The program actually works now (I said that before *sigh*.) The biggest bug was that I was not properly handling special characters and spaces in object labels. This has been fixed.
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# 16
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.31
Bug fixes, and a new feature: you can now see the radius of any clouds you add. Here's what it looks like:
![]() I plan something similar for the custom functions, but it will take a lot more work. CHANGES IN 1.31 • Fixed the bug where renaming an object caused it to not be selectable. • Fixed the bug where dragging an object in one map view caused the coordinates to be messed up for the other views. • Text contained within map objects' text nodes no longer becomes selected (e.g., blue, like when selecting text to copy) when dragging objects. • Saved maps now take up a little less disk space. • The program now asks you whether you want to save or export when there aren't enough players or starting positions (in case you prefer to manually configure them in a text editor). • Fixed the bug where some objects' translation coordinates weren't being updated if other objects in the distribution had been removed. • Fixed the bug where removing the first object in the distribution caused the (next) current object not to be set properly. • The radius of an object such as a nebula or cloud is now represented using a partially-opaque circle. • Added "Defaults" button to object properties list. • Noted another hotkey. • Replaced the "Map Size" button with "Map Width" and "Map Height" input fields, so you can set the map dimensions explicitely. • Position capturing is now once again only enabled when "Capture" mode is on. However, you may use either the mouse or the "Add" button. • You can now once again drag objects while "Capture" mode is on. [edit] Slight update in the last few minutes. Please download again if you have already. Sorry. Last edited by Mikail : 17th Apr 08 at 1:09 AM. |
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# 17
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.32
A minor change.
CHANGES IN 1.32 • Improved documentation. • Fixed mouse coordinates when the entire application is zoomed using CTRL and the mousewheel. • Added a doctype. The application no longer runs in quirksmode and is, as a result, more standards-compliant. • Increased the dimensions of all the selection list panes. • Put all the help articles into their own individual pages and made it so that they are loaded using IFRAMEs. • User is now permitted to choose to continue saving despite errors. • Program now checks for an extension before saving or exporting a file. • Created a new, Vista-compatible icon. [edit] An important bug fix occured in the last few minutes. Download again, please. [edit] Some more changes, this time merely cosmetic. Last edited by Mikail : 18th Apr 08 at 2:36 PM. |
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# 19
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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That's an interesting idea. The easiest way to do it would be to create a Lua script that reads the level file and outputs JavaScript (I don't want to write another Lua parser...). I'm not sure how to execute Lua scripts, though. I have SciTE set up on my computer. I'll check and see if there's a "compile and run" feature for Lua scripts.
If I do this, it may require that users have Lua4.exe or something installed and set up properly. I'm not sure what the license is for it. If it's an open license, maybe I can distribute it along with my own program. Last edited by Mikail : 18th Apr 08 at 2:48 PM. |
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# 20
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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I checked the Lua license, and it says it's free to be redistributed. Also, I tested running a script using the Lua interpreter. I successfully was able to read and write to a new file. So, an level import feature should be in the works for the near future.
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# 21 |
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Guest
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i dont see why youll need to redistribute lua4 with it. Even if its lua code inside the .level its still simple text. All you have to do is on text xxx then create object xxx on coord x,y,z like you do for the export but in the opposite way. But im a newb at javascript and i dont know how your program work so i might be wrong
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# 22
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Trust me, it's not that simple. I've written a Lua parser before, and it has over a thousand lines of code, over 200 of which are regular expressions.
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# 25
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.33
No import feature in this version. The main new features are the ability to add comments to maps, and a new default style.
CHANGES IN 1.33 • The program now only checks for the application's (not the SVG map's!!!) zoom level when maps are loaded or the application is refreshed (e.g., by using the F5 key). Before, there was a timer that would periodically update this value (this, because the "onresize" event wouldn't consistently fire in IE7), but I believe it was causing a memory leak. • Removed the 8 and 4-bit application icons, as they were creating artifacts when displayed in the Windows taskbar. Not sure what causes this problem (it may be an HTA bug, I don't know). • The map legend's position is now updated when you toggle it on or off. • The program now selects the correct file to export or save to if it exists. If not, it suggests a value for the file name. • You now have to save a file first before you may export it. • Added a new stylesheet for the application and enabled it by default. The stylesheet can now be selected from the "Options" menu. • Many buttons are now disabled depending on the number of objects available. • Starting a new map no longer resets the application. • You can now add comments to your map. • Renamed the "Map" button to "Other". • The colored axes now scale according to the width and height of the map window. • Slight speed improvement when moving the mouse over the map. • The status text is no longer reset when moving the mouse away from a map object. [edit] Slight unimportant change in the last few minuts. Last edited by Mikail : 20th Apr 08 at 11:58 PM. |
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# 27
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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You can search the forum for Malignus's mapping tutorial. You can also find it on the Karos Graveyard wiki.
As for mission objectives, these are defined in the gametype scripts--not the level files. Therefore, they exist outside the scope of this tool. |
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# 28
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.34
CHANGES IN 1.34
• Many SVG elements consolidated. • Size of "Data.js" decreased. • More speed improvements. • Fixed bug where object's translation coordinates weren't getting updated when dragging the object (bug may have been introduced between versions). • Added a "Drop-shadow" option. Requires a *very* fast CPU. |
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# 29
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.40
The biggest change in this version is the addition of a new level import feature. It works with all HW2 levels, but is optimized for levels created using MissionDude (this version and future versions of MissionDude, specifically). There are also a lot of bug fixes, as well as a new "Compile" command so you can compile your level on the fly.
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# 30
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.41
CHANGES IN 1.41
• Some stylesheet changes. • Switched to a stripped-down version of "MapFunctions.lua" without comments, so that exported level file sizes are smaller. • Fixed a bug in the Boy, Klein and Kuen surfaces in "MapFunctions.lua". • Maps are now compiled with the "-s" switch so that they take up less space. As a result, they can now also never be decompiled. • Sorted the source files into directories. • Fixed bug with saving output and input folder paths. • The program now reports any Lua script errors in the level file being imported. |
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# 31
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.42
CHANGES IN 1.42
• The map window now retains its relative scale as you resize the application window, and remembers these settings for the next time you run the program. As a consequence, the "Map Width" and "Map Height" options have been removed. • Fixed the bug where map axes were changing size at a different rate than the rest of the map. • Fixed bug the where text size option wasn't being loaded when the application started. • The program now has a separate "Zoom" option to control the inital scale of the map. • Slight change to the "Default" stylesheet. |
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# 32
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.44
CHANGES IN 1.43
• Fixed bug in "makeRectangle" in "MapFunctions.lua". • "MapFunctions.lua" has been split into several files. The program now only adds custom level functions to the exported ".level" file when and if they are needed, thereby saving disk space and reducing download times. • The map is no longer reset each time the view is switched, speeding up the editing process. • Fixed several bugs in "importlevel.lua". (Thanks JMScomp!) • Switched back to absolute instead of fixed positioning for child windows. It now works in IE6 again. (Thanks JMScomp!) • Map object labels are now generated/displayed in a different manner, resulting in fewer SVG elements being added to the map and increased speed, hopefully. Especially beneficial for heavily populated maps. • Replaced all anonymous functions, thereby eliminating memory leaks and otherwise improving performance. • Added a progress bar and additional confirmations for several I/O operations. Barring any unforseen events, in the next version (v1.50), you will be able to actually see the shapes generated by the special functions. [edit] CHANGES IN 1.44 • Fixed bug in positioning of map objects when dragging. • Speed improvement when dragging objects. Sorry! Last edited by Mikail : 2nd May 08 at 1:24 PM. |
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# 33
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.50
Lots of performance enhancements. Some bug fixes. Still no display of custom functions (maybe in the next version
CHANGES IN 1.50 • Fixed bug where buttons were being activated belatedly when adding objects. • Enlarged the size of the "Point" and "StartPoint" SVG elements. • Whatever object gets grabbed now automatically is popped to the top of the stack. • The select highlight box is now located in the top layer, above all the other map objects. • The program now differentiates between regular squadrons and megaliths. • Fixed bug where object labels were incrementing by twos instead of by ones. • Significant speed-up of the SVG map. One result is that the coordinates of the mouse are now displayed in the bottom- right corner of the map itself, instead of in the application's status field. • Significant speed-up of all file I/O operations due to optimizations. • The child windows generated for such things as the "Load" and "Options" dialogs now use real, modeless windows instead of fake, floating DIVs. • Fixed the bug where the two different versions of the "getn" and "tinsert" functions were conflicting with each other when importing levels that were made using MissionDude. • Fixed the bug where you couldn't import or compile levels with spaces in their filenames. • Map loading and initialization now also shows the progress bar. • Probably some miscellaneous other bug fixes I neglected to remember. • The help files are once again combined into a single HTML file instead of being spread across multiple IFRAMEs. • Drop shadows now work! They are now also enabled by default. • Added a "Scale on Zoom" option to configure whether map objects get scaled when zooming. Disabling it speeds up the redraw speed when zooming, but slows it down when dragging. • The map select box now scales to the width of the text element. Here are the things on my to-do list: TO-DO LIST • Show shapes of custom functions. • Squadron and point names do not increment properly if the distribution they belong to is referenced more than once by the map. • Show visual representation of paths. (Can only do this once the above two are done.) • Add a 3D view. (Maybe...!) • Maybe add a "jitter" button to randomize positions a bit, or a special dialog to generate random numbers to copy/paste into the fields. • Accesskeys no longer working properly since some buttons were disabled. • Slight issue with the stylesheets leaving artifacts when switching styles. Doesn't occur when starting the app--only when switching. • Map object labels disappear if you zoom in all the way in to the map. • Double-check whether conflicts exists between my own Lua identifiers, and whatever the user chooses to name an object. • Update Asteroids with the latest parameter definitions. Experiment with other objects to determine the unknown parameters. • Check for intersecting asteroids. (partially completed) • Abandon MissionDude and take over development of Flashworld2. • Find a way to determine the completion status of a child process, such as "LuaC". • Split the child window pages into individual HTML files (or, find a way to clone the relevant nodes). • Absolute paths in file-selection menus. Navigate file system in file I/O dialogs. Icons next to files/folders. • Write a better tutorial on using MissionDude. • Port a random number generator over to Lua so that the maps don't rely on the "random()" function. This way, one can set the seed once and be guaranteed that the "random" values will always be the same each time you load the map in HW2. • Add a visual representation of object (e.g., squadron) rotation angles. There's a big surprise hidden in there somewhere Last edited by Mikail : 11th May 08 at 4:06 AM. |
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# 34 |
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Guest
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in your 3d view could you possibly add a representation of the hod files so that when making maps you get a better feel of the map. i remember the old hw1 map tool having this
. ive never seen a hw2 map tool that does this.ive got another map tool that has a 3d view but the objects are all represented with blobs and squares depending on if there a megalith or a ship. but from the nature of your tool being a html app im not sure it would be possible. last but not least. your tool is great i had a play with it ![]() |
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# 35
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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I don't think I could do the HOD thing in HTML. Flashworld2 is written in Flash, and has an animation of the Hiigaran mothership hyperspacing in. I'm not sure if this animation is rendered in real-time using data from the HOD files. If it is, then I guess it would be possible in Flash.
[Edit: added three more items to the to-do list.] Last edited by Mikail : 11th May 08 at 4:06 AM. |
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# 36
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.51
Bugfixes, mostly, as well as some changes behind the scenes.
CHANGES IN 1.51 • Switched to a table format for "settings.ini". Old settings are no longer compatible with the new method. • More code optimizations, this time for space/managability instead of speed. • Fixed the "returncopy" function so that it actually does what it's supposed to. • Fixed bug where level settings weren't being imported. • Fixed bug where the "Author" and "Comments" settings were in some cases not being updated properly when importing levels. • The map is now only reset if the calculated sizes are different than they were before. (Was causing some slow-down on my setup.) • Fixed bug where objects weren't being removed from sobgroups or paths when their types changed to something unsupported. • Fixed bug where sobgroups and paths weren't being updated when objects were deleted. |
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# 37 |
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Member
Join Date: Dec 2003
Location: Gauteng,South Africa
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Is it possible to import a top-view screenshot of a map from another game to the editor's background and then recreate it as accurate as possible according to the shape,positions of the asteroids,etc.. and then manually edit the heights to look same as in the original map?
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# 38
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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I have no idea. That isn't even close to anything that is done by MissionDude. Object detection in images is frought with difficulties. That's why a lot of sites you have to register to have those "read the letters and numbers in the image" tests.
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# 41 |
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Member
Join Date: Dec 2003
Location: Gauteng,South Africa
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No problem!Cannot wait to try this prog out as I have been using editpad to make maps but I have been thinking of using scite to make maps in as it is possible to do so.....
Last edited by maxdamage : 12th May 08 at 5:18 PM. |
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# 42
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.52
CHANGES IN 1.52
• Added "Snap to Grid" and "Grid Size" options. • The map select and highlight boxes are now black or white depending on the luminance of the underlying color. • You can now place a background image over the map. Simply place three images, named "image1.png", "image2.png" and "image3.png", in the "MissionDude/maps" folder. You can set the position and displayed size of the images in the "Options" dialogue. |
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# 43
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.53
CHANGES IN 1.53
• Fixed bug when changing application settings to their default values. • Fixed bug in "returncopy" function. • Removed the "false color" filter of the highlight and select box SVG elements added in the last version. It was slowing things down too much, and was ugly to boot. I'll leave it to users to adjust the color settings of the background image to fit the application, instead of vise versa. • Turned off anti-aliasing of background images. • Fixed bug where status box and legend became hidden when adjusting the "mapzoom" option. • Refactored the way map object selection is done to make it more similar to the way it is done for other objects. • Lots of little changes. • Speed of map rendering improved. The map is now rendered only once per map zoom. • Most DOM nodes and events are now nullified upon unload. This mainly resolves memory and performance issues I was encountering when repeatedly refreshing the application, but may also decrease load (or reload) times at other times, as well. • The occasional error when displaying (or trying to display) the progress bar or a child window should now be resolved. • Converted the text element for the "Function" SVG map object to a path element. • You can now zoom in the map all the way to 16x (at least, near the center of the map). • Adjusted the parameters of the map and mouse coordinate checking routines in case I need to scale the contents of the SVG file at some point in the future. |
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# 45 |
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Member
Join Date: Dec 2003
Location: Gauteng,South Africa
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Busy atm working on the map based on the map Centrifuge from the demo of Sins of a Solar Empire as I would like to try to recreate but it is too big so I am making a smaller version of it and this program is very helpfull in making it....
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# 47 |
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Member
Join Date: Dec 2003
Location: Gauteng,South Africa
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atm all I have is a rough map which has where the asteroids,dustcoulds,etc are and I used pebbles for the hyperspace lanes but I have to now start moving the objects to where they are in the y-axis just like in the demo of SoaSE.Would it be possible to have all the start points automatically face to the center of the map whereever they are on the map when added in missiondude?
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# 48
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v1.55
The important changes in this release are that the program now uses a ".dll" file for file I/O operations. This ".dll" file needs to be registered using "regsvr.exe" before you can use MissionDude. Note that the installation instructions have changed in the first post.
CHANGES IN 1.55 • Fixed the bug where map objects were growing in size when trying to drag them in ASV6. • Fixed the bug where disabled filters were blanking the screen in ASV6. • The program now uses a ".dll" file for all file I/O operations. The file needs to be copied to the "Windows\system32\" directory and registered using "regsvr32.exe" before MissionDude can be used. • The default import/export folder paths are now saved automatically after importing/loading or exporting/saving a file. There is no longer any visible means of changing them manually. • Worked around the issue with the last version of MissionDude where the program was crashing on Windows Vista. One side- effect, unfortunately, is that performance is now much slower on Vista than it is on Windows XP. Hopefully, Microsoft will release a real fix for this in the future. • Saved maps have been condensed a bit further. • More code has been condensed. • Removed the "Delete" button, as file deletion can now be achieved easily using the load/save dialogs. • The "More..." button is now only enabled when an object has properties that make use of it. • The "viewangle" parameter is now indexed starting with zero instead of one. • The user is now prompted to save objects when setting values to their defaults. • Split the "Other" tab into two tabs: "Level" and "Info". Added the "Players" dialog to the "Level" tab. • You can now manually define player characteristics (i.e., the "player" table in the exported level file) using the new "Players" dialog. You can specify the race, name and starting RUs for each player, as well as whether a starting point is required. • Removed the "maxPlayers" and "levelDesc" options from the "Level Settings" dialog. The "levelDesc" option was moved to the "Info" tab. "maxPlayers" is now calculated automatically based on the number of players. • Moved the SVG and HTML files to a new "XML" subdirectory. • Renamed the "style" subdirectory to "css". • Other fixes. Quote:
I suppose so. I would have to consider how best to add the command to the program's interface. Last edited by Mikail : 25th May 08 at 6:23 AM. |
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# 49
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
I'm a bit hesitant about adding the feature, as the interface is already getting a bit cluttered. (I think that usability took a big hit when the fourth tab was added to the left pane in the last version.) I'm not sure where to cram a button for the new command. In the interim, I suggest you do the following:
Last edited by Mikail : 25th May 08 at 6:25 PM. |
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# 50 |
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Member
Join Date: Jan 2008
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Finally I whipped my computer into running the .hta file. On startup it complains that "File does not exist". If I try to use the new map button, it says "Can't find data.js". On close it comments "file does not exist" and "Cannot find "settings.ini"". All these files that it names I can locate, in what would appear to be the right place. Does this need to be placed in certain location to work properly?
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