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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Sat Sep 22, 2018 3:33 pm Post subject: |
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Entropy Soldier wrote: | Can we...
Can we finally update the UI? Maybe turn the current editor code into a DLL and then write a new front-end for it in something that isn't Visual Basic?
The current UI design was usable for the first versions of the editor but as more and more features got added they got relegated to massive dropdown lists and huge panels of buttons and honestly at this point I have trouble using it myself.
Subby Wubby's true legacy is the research and backend of the editor, which should all still be usable...but to make it accessible to creative types who don't want to deal with any fancy code stuff a new interface should probably be built from the ground up.
Obviously not something that needs to be done right away, but perhaps it's worth thinking about as a long-term goal. The editor is so powerful but learning how to use it nowadays takes an apprenticeship, when most of the features probably just need a different presentation + an "advanced mode" in order to be intuitive. |
this tbh _________________ Playing old, low poly games since 2003 |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Sun Sep 23, 2018 3:46 am Post subject: |
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I agree as well. But that's a long term goal, I want to focus on fixing issues that I find important before redesigning the interface.
The door close/open preview sfx for the object editor has been fixed. You will have to download the latest install, or extract the GEEdit3\HelpFiles directory from the latest zip and replace the one in your current install.
MRKane wrote: | I suppose I should bug you about looking into the importing of paths from obj. It's currently flipped on the x axis and the imported paths seem to result in AI crashing in PD but I cannot yet put my finger on why :) |
Please update with the beta version
Edit - Newest update has my first new feature. You can now set GE cameras to the visual window. A new button has been added to the intro block and object editor so you can get the perfect shot for cutscenes. I have repackaged the installer with Trevor's new icon association scripts, which will not trigger UAC. |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Sat Sep 29, 2018 8:55 am Post subject: |
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Code: | * Make jump to function sub action default to current actor [FD]
* Ignore return value for check syntax used by 27/2B
* If check objective bit detect is over 40 items, copy to clipboard [for GE/PD]
* Use mpg123.exe as MP3 player for headerless PD MP3s
* Replaced many paths to use temp directory
* Clear temp directory after 7 days instead of 30 days
* Remove Ally button from action block editor [never worked]
* Increase size of normals preview within visual window [CTRL+SHIFT+U]
* Increased directx clipping plane for SSB
* Make shift hotkey to slow movement [if slow movement toggle is on, will set to normal movement]
* Make ctrl/alt move object on X/Z axis
* Only save setup if 'import setup from visual' is clicked
* Ask user if they want to import background if 'import setup/level from visual' is clicked
* Add png/gif support to the image editor
* Set F3 screenshot to save as png |
Thanks to SubDrag for the help so far. You can download the latest beta by visiting https://github.com/carnivoroussociety/GoldEditor |
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Mon Oct 01, 2018 11:52 am Post subject: |
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Is it possible to add the (make hires) button in 21990 for GE? Subdrag had added it before but he removed it for unknown reasons _________________ Playing old, low poly games since 2003 |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Mon Oct 01, 2018 12:01 pm Post subject: |
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restored |
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CrashOveride Secret Agent
Joined: 24 Oct 2016 Posts: 339
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Posted: Mon Oct 01, 2018 12:06 pm Post subject: |
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Thanks! _________________ Playing old, low poly games since 2003 |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Tue Oct 02, 2018 2:17 pm Post subject: |
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Code: | Final 3.0 changelog
* Fix hires/pal mode undo button
* Removed submit to vault feature
* Removed remote downloads and mupen ini sync
* Add wildcard filter to temp directory delete
* Make model editor use tree mode by default
* Release IDirect3DSurface9 after screenshot/converting to webm/avi |
Code: | Future roadmap for the next months
* Remove skin framework
* Move all game related files to own directory
* Create new rc file, rewrite all game interfaces
* Remove legacy ROM editor
* Add a interactive tutorial for GE/PD
* Extend GE animation table to support more slots |
Last edited by Carnivorous on Tue Oct 02, 2018 11:37 pm; edited 2 times in total |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7198 Location: Ontario, Canada |
Posted: Tue Oct 02, 2018 5:21 pm Post subject: |
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Extending the GE animation table sounds like a great addition. Would that also allow for more helicopter / plane animations, as well? It would be nice to get some extra custom ones made up for them. |
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 332 Location: N.J. |
Posted: Tue Oct 02, 2018 11:24 pm Post subject: |
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Remove legacy project system? But, isn't a project the only way to directly create .bin files for bg and clipping? I stopped using Import level from Visual this year since it started giving me trouble. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Tue Oct 02, 2018 11:37 pm Post subject: |
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Sorry - I meant ROM Editor dialog that was used in junction with the old project system. Projects themselves will be left untouched. And 'Import level from Visual' buttons have been changed to only import setup so it's safe to use. |
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Sogun General
Joined: 15 Dec 2010 Posts: 659 Location: Valencia, Spain |
Posted: Wed Oct 03, 2018 9:33 am Post subject: |
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Carnivorous wrote: | And 'Import level from Visual' buttons have been changed to only import setup so it's safe to use. |
Was there any problem with the 'Import level + rooms' feature? I use it all the time and except being unable to import because of corrupted files in extremely rare occasions (this would happen in projects too) I feel very confortable with it.
Thanks for keeping the GE Editor alive and evolving, Carnivorous. |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Wed Oct 03, 2018 9:48 am Post subject: |
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The functionality has changed. There wasn't anything wrong with it to begin with, I just didn't like the way it worked. To explain, I first need to list what it did originally and how it's different now.
Previously, if you pressed 'import level from visual' it would import the setup, clipping, export background and import. The 'import level from visual + rooms' would do the same as above, but instead it would only export the room positions.
Now, I've changed the text on the buttons to more accurately reflect the function it does. If you press 'import setup from visual' it will only import the setup. Pressing 'import setup/level from visual' will popup a dialog window asking if you want to import the background. If you click no it'll only import setup/clipping/room positions, and if you click yes it will convert the background like the original button did.
Why change the button? Because if you're working on a map like streets (which has 0 vertex rooms) importing would fail. Most of the time I just want to import a setup without having to worry that reconverting the bg broke something. |
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Lazlo52 Secret Agent
Joined: 18 Nov 2017 Posts: 332 Location: N.J. |
Posted: Wed Oct 03, 2018 9:59 pm Post subject: |
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Ah, I see! This all makes sense now. Only thing's left is to figure out what you mean by "skin framework." Is it the window styles? I'd be sad, but I could understand if they're a pain to manage. _________________
Quote: | 22 not happening nerds. forget about it. 23 til the day i die. |
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Carnivorous Moderator
Joined: 15 Oct 2016 Posts: 657 Location: Ukraine |
Posted: Thu Oct 04, 2018 2:41 am Post subject: |
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Yes, skin framework is the ability to use custom msstyles for the editor. They are a little buggy but people like them. I've put up a poll - please vote https://strawpoll.com/x5s7sbak |
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You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
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