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Re: 2GEN Game Editor for 3D Gamestudio [Re: HeelX] #416452
01/31/13 17:07
01/31/13 17:07
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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the window which appears when i call engine_open (and it opens at least one time)
also i don't want to use static variables except for things that are really static (like the size of structs)


Visit my site: www.masterq32.de
Re: 2GEN Game Editor for 3D Gamestudio [Re: MasterQ32] #416466
01/31/13 18:24
01/31/13 18:24
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
Originally Posted By: MasterQ32
the window which appears when i call engine_open (and it opens at least one time)
You don't need to open/close the whole engine to change levels. And who said that you have to use static variables?

Re: 2GEN Game Editor for 3D Gamestudio [Re: HeelX] #416469
01/31/13 18:33
01/31/13 18:33
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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because i need a way to check if the engine was already opened
or how would you store this state?


Visit my site: www.masterq32.de
Re: 2GEN Game Editor for 3D Gamestudio [Re: MasterQ32] #416473
01/31/13 18:46
01/31/13 18:46
Joined: Jul 2001
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HeelX Offline
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Joined: Jul 2001
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Originally Posted By: MasterQ32
because i need a way to check if the engine was already opened
or how would you store this state?
Why do you have to do this? Open the engine, load the editor and make a button "open level". When opening the level, load it in the engine instance. Later, unload the level with level_load(NULL) and reload the next with level_load("myCoolLevel.wmb") or a custom function for WMP parsing.

Re: 2GEN Game Editor for 3D Gamestudio [Re: HeelX] #416476
01/31/13 18:56
01/31/13 18:56
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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but this isn't the way i want my expansion to work grin
i just want to associate a file type with my editor, visual studio manages opening, closing, movement, UI, ...
all i need to do is calling visual studio to show me the correct toolbar and properties
so i don't write an editor from scratch but expanding visual studio


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