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Re: GameEdit: What's going on
[Re: TheExpert]
#52503
11/09/06 13:04
11/09/06 13:04
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Joined: Feb 2005
Posts: 3,687 Hessen, Germany
Tempelbauer
Expert
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Expert
Joined: Feb 2005
Posts: 3,687
Hessen, Germany
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wie lange warten wir schon sehnsüchtig drauf?!? sieht echt geil aus. das wird ep3 sicher noch toppen, obwohl ep3 schon ein super tool und kaum mehr wegzudenken ist big gratz
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Re: GameEdit: looking good
[Re: Tempelbauer]
#52504
11/19/06 12:26
11/19/06 12:26
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,205
Greece
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This is a really great project and I'm looking very forward for it... One question.. I got this from the forecast page Quote:
Interactive Game Editor (in development / in alpha test) Place objects, edit multitexture terrain, and customize template scripts while running them with the engine. This way parameters can be directly adjusted at runtime and have immediate effect in the game.
I assumed that's about GameEdit.. I'm really interested about that customizing template scripts feature using game-edit's panel.. have you started on that yet? can you show any pics? Can you only edit customizable scripts applied to models(changing their skills only), or for the scripts as well?(just like the customize option in the Resources Tab in WED, where the actual wdl file is changed).. Ok one more question.. if you do all that, are you keeping the same format as WED customizable panels, or have you and doug worked on a few more flexible features like Expand/Collapse Group for big panels, panels in panels(you click on Weapon 1.. you get a new panel showing all options available for that weapon only.. still customize the same script though), cool stuff like that that may get us on par with GUIs in other engines..
Really looking forward for this.. all the success.. and take your time Aris
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Re: GameEdit: looking good
[Re: LarryLaffer]
#52505
11/19/06 15:49
11/19/06 15:49
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Joined: Oct 2002
Posts: 4,753 Munich, Bavaria, South of Germ...
TripleX
OP
Expert
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OP
Expert
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
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Template-Edtor: Actually this is a Script-Modifier. With the Code you can change WDL's and test the result in realtime (the realtime actualizing of the changed variables/strings hasn't been programmed yet - must be done with a dll by doug/wladimier) Example: Code: Code:
// enable: print "debug output" for player on screen? // id: 1 // define TRIGGER00_DEBUG;
//....
//---------------------------------------------------------------------- // section: Passive Icon #1
// entry: Bitmap // id: 14 bmap trigger00_picon1_bmp = <icon1.pcx>;
//etc.
The code needn't be a template code. You only have to use the WDLV standards (as listed in the manual - comment tags). The WDL is dynamically change. As I said, in futur the var's will be also change in the engine. best wishes, Timo Stark
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Re: GameEdit: looking good
[Re: TripleX]
#52506
11/19/06 16:51
11/19/06 16:51
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,205
Greece
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Excellent.. so i guess you're using the same window as from WED. I was kinda hoping you'd parse the wdl files yourself or maybe use the feedback from Doug's dll to create your own GUI for it, so you could possible make them a bit prettier and more flexible. With a few options in everything's fine, but you can start seeing how bulky they can get in Doug's weapons00.wdl where there are 18 weapons to configure. In my panels, i enable users to input their own sound filenames for things that AI agents may scream every once in a while. I support 8 different voices with 20 different phrases each and 3 variations for each phrase. Here's the results.. watch the scrollbar.. it goes down forever.. there's even a limit that prevents move than a number of fields to be displayed in a panel. I know this is something i should be talking to Doug about, but i was thinking that since gameEdit will most probably be the engine's cool new way to make levels, you'd want to improve that part as well. Although i find the idea of having those panels edit the wdl files directly a bit unorthodox, right now it's the only feature we got to link designers with programmers(so a non-programmer can actually create a good game). With the combination of GameEdit and a bit more flexible version of those panels, gamestudio gets a good chance to actually become as user friendly as FPS Creator for someone who doesn't program. well, just my thoughts.. keep up the good work Aris
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Re: GameEdit: looking good
[Re: TripleX]
#52507
11/19/06 17:52
11/19/06 17:52
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Joined: Apr 2003
Posts: 508 Deutschland/Hessen
GS_Raphael
Developer
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Developer
Joined: Apr 2003
Posts: 508
Deutschland/Hessen
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Junge junge - du bist einfach ein fantastischer a6-programmierer - die community kann froh und stolz darauf sein, dich an bord zu haben!! ich hoffe dein leveleditor wird fertig und hält was er verspricht, unser derzeitiges projekt kriegt die macken des wed leider viel zu oft zu spühren, so das ich unbedingt gebrauch von deinem tool machen würde!! ich hoffe die conitecs erkennen es dir an, dass du mit deinen fantastischen erweiterungen die community für die arbeit mit dem 3dgs motivierst, schließlich hast du ja schon mit ep ein absolut geniales und sehr oft verwendetes a6-tool geschaffen. vielen dank, für deine mühen!!!
Last edited by GS_Raphael; 11/19/06 17:52.
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Re: GameEdit: Video
[Re: Machinery_Frank]
#52510
11/29/06 16:04
11/29/06 16:04
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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Sorry, but I don´t remember: Has your tool a group function?
And can it use the 3DGS pro physics to place objects. I am asking that because: We were building a fruit cup at school. And there is nothing as shitty as placing the fruits into the cup. With physics that would save hours.
:L
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