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Soldat PolyWorks 1.5.0.13
Created by Anna Zajaczkowski, updated by Fryer.
Download
Soldat PolyWorks 1.5.0.13 Installer (https://static.soldat.pl/downloads/PWSetup.exe) (credits to Zakath for the installer)
ToDo List
- scenery replacing
- more coloring options
- categorized scenery
- advanced pattern duplication
- tool options toolbox
- more options for lights
- open multiple maps at once
- overview generation
- make multitexturing easier
- create common shapes using polygon tool
- create scenery with selected
- built in map packer
- scripting
- online mode
- polygon drawing with automatic triangulation
- automatic wypting
* - Done! Coming in next update...
Changes in v1.5.0.13
- added flag collides, background, and background transition polygon types
Changes in v1.5.0.12
- added flagger collides and non-flagger collides polygon types
- changed extension for saving from uppercase to lowercase
Changes in v1.5.0.11
- fixed bouncy polygons not being compiled correctly
- fixed saving of waypoints to prefabs not working
Changes in v1.5.0.10
- fixed maps being buggy in soldat 1.5.0
Changes in v1.5.0.9
- fixed styling of bounciness label
- fixed buggy polygon points
- fixed fixed texture
Changes in v1.5.0.8
- added polygon bounciness option for the bouncy polygon type
- added counter for the amount of *different* sceneries in the map
- fixed movement of spawns/objects while zoomed
- fixed texture window now closes properly
- fixed user defined x/y modifying the behavior of fixed texture
- fixed saving of user defined x/y
Changes in v1.5.0.7
- added mouse position label in status bar
- fixed a small copy/paste bug
- added right click menu on selection tools
- changed keyboard shortcuts deselect (escape) and duplicate (ctrl+d)
- fixed the cutting of file names in recent files menu
- selecting a single collider now gets its radius
Changes in v1.5.0.6
- copy and paste (ctrl+c and ctrl+v, duplicate is now ctrl+shift+v)
- invert selection (ctrl+i)
- new polygon types for Soldat 1.5.1
- manual type in transform works on everything
- collider radius can be changed after it's placed
- fixed a crash when loading corrupt scenery
- fixed selection bug with hidden scenery layers
- fixed keyboard shortcut for save as (ctrl+shift+s)
Changes in v1.5.0.5
- jpg sceneries and textures are not selectable (nvidia card compatibility errors ingame)
- fixed problems with drag and drop
- fixed polygon blend enable/disable
- new arrangement of the main menu
- added basic texture transformation functions
- added menu item to reset the view
- possibility to show and hide individual scenery layers
Changes in v1.5.0.4
- change how gif files are loaded
- fixed undo selection
- fixed saving of light and sketch display options
- fixed selection rectangle bug
- fixed command line argument bugs
- associate pms files with polyworks on installation
- icons for pms and pfb files (Created by VirtualTT)
- more settings in preferences
- selection for all corners of scenery
- fixed transform tool
Changes in v1.5.0.3
- fixed window state errors
- new icon is now visible in taskbar
- fixed background color in preferences
- wider scenery menu
- added clear sketch function
- fixed black trails in vista
Changes in v1.5.0.2
- fixed light bugs
- fixed avarage vertex colors not saving correctly
- fixed opacity for the 4 first polys
- fixed wireframe opacity bug
- new icon (created by VirtualTT)
Changes in v1.5.0.1
- fixed error when switching to/from windowed mode
- moved help button a bit away from minimize button
Changes in v1.5.0.0
- added snap selected vertices function
- fixed gif files now working correctly
Soldat PolyWorks SVN
http://svn.puttynuts.com/polyworks (http://svn.puttynuts.com/polyworks)
Source code for Soldat PolyWorks on github:
https://github.com/Soldat/polyworks
Original Soldat PolyWorks Topic (http://forums.soldat.pl/index.php?topic=174.0)
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Is it possible to include simple archive download without installer?
(http://img19.imageshack.us/img19/1174/konatagj.jpg) (http://img19.imageshack.us/img19/1174/konatagj.jpg)
^Konata says "Good Job"^
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Great work. Thank you :)
I want to report a bug;
I'm getting this error after pressing "OK" on Preferences window.
I'm using Windows 7 64bit.
(http://imgur.com/ghmb1.png)
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Preferences Window:
(http://imgur.com/iRRDp.png)
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yeah it calles the reset window function so its basically the same bug as resizing the window.
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It looks like you fixed the bug that happens when you minimize pw, and the toolboxes become separated from the actual app. gj
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This is great, we can use .gif now without other extensions in Polyworks or am I wrong?
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I've noticed one thing, and it's minor.
Every time I start the program, or minimize and then expand the program, the texture window pops up even though I did not check it. I find myself closing it out every time, since I generally don't need it after picking a texture for a map.
Other than that, none of the other windows have this issue as far as I can tell.
Edit: Hmm..scratch that. For some reason it's not happening now. I'm not sure what the deal is, but I'll try a few things out and let you know if I see it again. If not, I was probably just seeing things late at night. :o
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There's still a bug that makes random invisible squares, and when you touch it, you respawn. When you shoot it, it looks like it's a normal poly. And when you throw a grenade in it, the grenade disappears.
And when I add new polys anywhere on the map, the invisible squares sometimes dissapear. Or sometimes they move elsewhere.
On one of my maps, the thing took up half the screen.
I tried to make a demo of it. But I couldn't figure it out.
I get it on most of my maps.
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Are you sure you're compiling the map properly?
I ask because I've taken a map that I started with an older version or Polyworks, worked on it in the new version and compiled it, and even added random new polys to try and test this.
Havn't been able to recreate it though.
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There's still a bug that makes random invisible squares, and when you touch it, you respawn. When you shoot it, it looks like it's a normal poly. And when you throw a grenade in it, the grenade disappears.
And when I add new polys anywhere on the map, the invisible squares sometimes dissapear. Or sometimes they move elsewhere.
On one of my maps, the thing took up half the screen.
I tried to make a demo of it. But I couldn't figure it out.
I get it on most of my maps.
Solution:
1 select Poly selection tool
2 click map at any copletely empty place
3 regardless of logic you well select some polygon...
4 press Delete
5 repeat steps 2-4 untill clicking on empty space won't select anything
The cause of this are *dot polygons*. If coordinates of all vertices of polygons are the same collision detection is getting screwed in the sector where Dot polygon is located.
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New update - v1.5.0.1:
Changes:
- fixed error when switching to/from windowed mode
- moved help button a bit away from minimize button
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Great! gj. I use to hit that help button some times
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I would like to see a scenery tool / option. You select any polygons or scenery, use the tool and save it into the scenery folder with background transparency. This would be awesome since you could downgrade the scenery objects rapidly AND you wouldn´t be just able to do scenery of the things that appear on one desktop.
The light tool should be upgraded. It should brighten the polygon sides that are going towards it and shade the ones that are behind the light just as if there was a real light source.
There should be also a upgrade for the polygon selecting tool. You should be able to hold the left mouse button and select everything that you roll over. Same for the vertice tool.
I did not got till now what the Depth Map tool is, include a better description in the help file if possible.
Maybe there should be a tool that is able to create specific objects. You open a menu in wich you can select which kind of geometrical shape you want to have, the size, color, color gradient and such things and then insert the object on a map.
You should be able to open more than one map at one time. In addition there should be a "Copy selection to clipboard" function so that you don´t need to do a prefab to export polygons and scenery from one map to an other.
I hope you might consider about taking some of my suggestions into your project, I ´d like to see some of this stuff in :)
Also add a function for the sketch tool that lets vertices snap to the edges of a sketch. This will make it a lot easier imo, but just consider this if there is nothing more important :)
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I get a huge black streak across the screen that goes wherever my mouse goes when I'm using the color vertices tool.
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I get a huge black streak across the screen that goes wherever my mouse goes when I'm using the color vertices tool.
Yeah that occurs on my other computer (vista) with the old polyworks version too, so i guess it's not a problem with the update. Looking into it anyways... :P
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It's possible to get rid of this - just check "Disable desktop composition" item in Polyworks.exe properties.
But you will get FPS drop and screen blinking instead.... -_-'
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I didnt see invisible poly's frame, when I have got Wireframe "On". :(
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turn Polygons Off - you'll see the wireframe XD
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No comment -.-
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Wew update! I honestly didn't notice until Suo posted the re-direct topic...
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Suggestions:
- Rotate by N degrees (or radians? or revolutions?)
- "Revolve" or "Circular Pattern" command; select polygons, click revolve; It asks for either 1) number of repetitions and 2) max angle (default 360°); OR degree amount between each repetition
- "Rectangular Pattern" command; select polygons; specify up/down & left/right + amount per vertical / horizontal.
- "Scale" command; select polygons, select about where you want to scale from (default? = center of selection); specify X and Y scale
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You didn't completely fix the window bug.
I still get it after I load a map and change the window size.
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Suggestions:
- Rotate by N degrees (or radians? or revolutions?)
- "Scale" command; select polygons, select about where you want to scale from (default? = center of selection); specify X and Y scale
These are already implemented...
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Suggestions:
- Rotate by N degrees (or radians? or revolutions?)
- "Scale" command; select polygons, select about where you want to scale from (default? = center of selection); specify X and Y scale
These are already implemented...
lol where? The most I saw were the 90° incremented rotations.
(Um, forgot to note rotate by N degrees about a given point (defaulting to center?))
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Suggestions:
- Rotate by N degrees (or radians? or revolutions?)
- "Scale" command; select polygons, select about where you want to scale from (default? = center of selection); specify X and Y scale
These are already implemented...
lol where? The most I saw were the 90° incremented rotations.
(Um, forgot to note rotate by N degrees about a given point (defaulting to center?))
TRANSFORM
Click and drag to move the current selection, or if nothing is selected click and drag near a vertex to move it. Hold shift for vertical/horizontal movement. Hold ctrl to scale, ctrl+shift to scale proportionately. Hold alt to rotate, alt+shift to rotate in 15° increments.
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Suggestions:
- Rotate by N degrees (or radians? or revolutions?)
- "Scale" command; select polygons, select about where you want to scale from (default? = center of selection); specify X and Y scale
These are already implemented...
lol where? The most I saw were the 90° incremented rotations.
(Um, forgot to note rotate by N degrees about a given point (defaulting to center?))
TRANSFORM
Click and drag to move the current selection, or if nothing is selected click and drag near a vertex to move it. Hold shift for vertical/horizontal movement. Hold ctrl to scale, ctrl+shift to scale proportionately. Hold alt to rotate, alt+shift to rotate in 15° increments.
(http://img5.imageshack.us/img5/1095/20090708214031.jpg) (http://img5.imageshack.us/img5/1095/20090708214031.jpg)
^Click to enlarge^
I've made new icon for pw to fit modern windows:
(http://img37.imageshack.us/img37/7345/78013325.png)
download .ico from attachment (includes 48*48 and 16*16 icons)
i also attached source xcf file for Gimp - if someone is intrested in how to make an icon...
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Thank you very much for the update Fryer. I'm lovin the .gif support. Did a bit of testing and have a dinosaur running back and forth on one of my test maps. Excellent.
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TRANSFORM
Click and drag to move the current selection, or if nothing is selected click and drag near a vertex to move it. Hold shift for vertical/horizontal movement. Hold ctrl to scale, ctrl+shift to scale proportionately. Hold alt to rotate, alt+shift to rotate in 15° increments.
EDIT: nevermind, didnt realize two different ways to do it; one you can specify numbuz :D
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(http://i29.tinypic.com/24w63hs.jpg)
I want gray :'(
PS. I tried changing to some other colours but it's still same.
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Suggestion: Overview maker, I'm tired of Print Screen + Paint
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Suggestion: Overview maker, I'm tired of Print Screen + Paint
Agree, something similar like MM+ had.
Good work on the update though, although I most likely won't use the new scenery support.
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Suggestion: Scenery list should be a bit horizontally longer.
(http://imgur.com/RRDySs.png) (http://imgur.com/RRDyS.png)
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(http://img40.imageshack.us/img40/4531/20090712085823.png) (http://img40.imageshack.us/img40/4531/20090712085823.png)
Yeah, scenery list should be a bit horizontally longer. However it is already possible to stretch it verticaly to fit window. Just specify screen height in PW's preferences.
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Im still getting this problem:
(http://img18.imageshack.us/img18/5312/problemr.png)
Attached is a video (small file size-like 20 seconds if that) that shows the bug happening.
Specs:
vista ultimate 64 bit
directX 10
highest net framework
This happenes on my 32 bit vista home premium laptop aswell.
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Im still getting this problem:
(http://img18.imageshack.us/img18/5312/problemr.png)
Attached is a video (small file size-like 20 seconds if that) that shows the bug happening.
Specs:
vista ultimate 64 bit
directX 10
highest net framework
This happenes on my 32 bit vista home premium laptop aswell.
This is already in ToDo list...
ToDo List (ordered by priority)
- desktop window manager fix in vista
And also i have another suggestion - add support for simple command line arguments such as "<map_name>", so it would be possible to use PW as mapviewer directly from Windows Explorer or MPA.
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Suggestion: Overview maker, I'm tired of Print Screen + Paint
That´s good. If you plan something like that please do this, too: You should have a function that automatically creates a .png with background transparency with a certain filename to your main Soldat scenery-gfx folder that includes all scenery and polygons you select at a scale of 100%. That will make mapping MUCH easier, trust me.
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just noticed an easter egg in polyworks.. and that i screwed it by changing the rendering code :o
will be fixed in next version (1.5.0.3)
hint: preferences
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just noticed an easter egg in polyworks.. and that i screwed it by changing the rendering code :o
will be fixed in next version (1.5.0.3)
hint: preferences
what is it?
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I still have got this error, when i open my map, and then i press "fullscreen":
"Run-time error '9':
Subscript out of range"
I have'nt got this problem in older version (1.4.0.7)
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I still have got this error, when i open my map, and then i press "fullscreen":
"Run-time error '9':
Subscript out of range"
I have'nt got this problem in older version (1.4.0.7)
the source code released by Anna isn't the same version as last release of polyworks it seems to be a development version with some new stuff halfimplemented which probabably causes some bugs like that one.
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I still have got this error, when i open my map, and then i press "fullscreen":
"Run-time error '9':
Subscript out of range"
I have'nt got this problem in older version (1.4.0.7)
That's probably because your map has sceneries...
As you can see in the todo list it will be fixed in the next update.
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New update - v1.5.0.3
Changes:
- fixed window state errors
- new icon is now visible in taskbar
- fixed background color in preferences
- wider scenery menu
- added clear sketch function
- fixed black trails in vista
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Advanced PW blending
- Old good "Blend polys" (actually i think it should be returned to PW):
POLYGON
SRC: SRCALPHA
DEST: ONE
(http://img269.imageshack.us/img269/3771/20090716001349.png) (http://img269.imageshack.us/img269/3771/20090716001349.png)
^Click to enlarge^
- Only transparent polys are visible:
POLYGON
SRC: ONE
DEST: SRCALPHA
(http://img31.imageshack.us/img31/2972/20090716005952.png) (http://img31.imageshack.us/img31/2972/20090716005952.png)
^Click to enlarge^
- No blending:
POLYGON
SRC: ONE
DEST: ZERO
(http://img269.imageshack.us/img269/1392/20090716004302.png) (http://img269.imageshack.us/img269/1392/20090716004302.png)
^Click to enlarge^
- Alpha ignored:
POLYGON
SRC: ONE
DEST: ONE
(http://img194.imageshack.us/img194/210/20090716004648.png) (http://img194.imageshack.us/img194/210/20090716004648.png)
^Click to enlarge^
- Transparent polygons blended:
POLYGON
SRC: ONE
DEST: INVSRCALPHA
(http://img12.imageshack.us/img12/7/20090716005356.png) (http://img12.imageshack.us/img12/7/20090716005356.png)
^Click to enlarge^
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I think a cool feature would be an overview option, with a click it could take a shot of the full map in 100% zoom and save it to the clipboard or a file. Just a thought, thanks for the work you're all doing here! ^^
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First of all I have to say it's really good that someone are continuing the work on updating Polyworks and you're doing a great job Fryer!
Also, I see that VirtualTT has a different skin on his polyworks. If he wants to share it could be added as a choseable skin together with the default, is that a good idea?
I'm assuming it is self-made, I don't know if it's allready a skin.
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Yeah! finally, hurray for you fryer I hope there will come new versions :)
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I have a bug (previous versions had it too): when I enable points, if I zoom, the points becomes horizontal lines across the screen, and if I zoom more, I only can see a lot of lines.
any fixes for this?
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Can I suggest something? When you have a group is selected, you should be able to mess with darkness/hue/saturation settings for the group. Say you had a map that was too dark, you should be able to select everything and add a brightness level to each vertex that would cause it to become brighter while keeping the shading intact.
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Why isn't this sticky yet? =\
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Can I suggest something? When you have a group is selected, you should be able to mess with darkness/hue/saturation settings for the group. Say you had a map that was too dark, you should be able to select everything and add a brightness level to each vertex that would cause it to become brighter while keeping the shading intact.
Making selected polys darker: set color mode to multiply and fill the polys with gray (the more dark the gray color is, the darker the polys become).
Making selected polys lighter:
1. set color mode to difference and fill the polys with white.
2. set color mode to multiply and fill the polys with gray (darker = lighter).
3. same as step 1.
So.. making them lighter and darker is possible allready.
Adding "more coloring options" to the todo list anyways :)
RatBoy: it is... :>
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What about a scenery gallery?
I was thinking this the other day, most level editors have browsers for the props, like textures and models, what about making a scenery browser that shows the sceneries one by one and let's you choose based on the display of the scn and not on the name of it.
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News: Soldat PolyWorks SVN now hosted by Shoozza - svn://shoozza.de/polyworks
That means free access to the latest source code! ;)
If you made a change and want it in the next PW version, just send me the changed files and I'll update them.
(Look at the todo list for some inspiration...)
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new PMS and PFB icons
(http://img33.imageshack.us/img33/4666/pmsj.png)
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New update - v1.5.0.4
Changes:
- changed how gif files are loaded
- fixed undo selection
- fixed saving of light and sketch display options
- fixed selection rectangle bug
- fixed command line argument bugs
- associate pms files with polyworks on installation
- icons for pms and pfb files (Created by VirtualTT)
- more settings in preferences
- selection for all corners of scenery
- fixed transform tool
Also, from friday + one week I'll not be here so no updating of PW then :(
Edit: There is some bug when you resize the window while having a map loaded that includes missing scenery and/or a missing texture... No time to fix it now, you just gotta live with it for a week :P
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Feature request: sort automatically all .gif files in a own automated list called something like animations
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I have 2 odd feature requests:
- lockable elements: textures, scenery, poly's, etc. Same as locking a layer in a photo editing program.
- map outliner: a feature that would outline the surface edges of a map (poly's only). Reason: I like putting in many hours of play testing a design. I could build a rough and dirty map, constantly change it, testing out the terrain. Once I have a final terrain design, the feature would create an outline of it. Then using that outline as an exact reference, I could build the final map within the confines. Yes, I know you can use the sketch tool to trace, or build the new map right over top of the old one (then delete the poly's) or even an actual size pic of the old map, but this way would be beneficial, especially to map makers who put out lots of maps.
If the above is possible. If the trace feature is too complex to put in, well, we can still use the sketch tool, or make an outline of the test map in a photo editing program and then simply use a pic of that outline as reference.
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for some reason...the zip download link doesnt work for me -.-
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Hows it going? Some programmers should do some of that stuff on the to-do list, and help good ole Fryer out! =)
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new PMS and PFB icons
(http://img33.imageshack.us/img33/4666/pmsj.png)
How do I add it?
And, is it possible to sort up sceneries threw poylworks or do I have to do it manually?
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Different folders and drop down menus for sceneries.
Like In Use and Master List and Defaults or whatever....
like, trees; grass; background; sky stuff;
maybe even by diff gametypes.
cs; tw; etc..
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new PMS and PFB icons
(http://img33.imageshack.us/img33/4666/pmsj.png)
How do I add it?
And, is it possible to sort up sceneries threw poylworks or do I have to do it manually?
you can sort sceneries by doing lists of them in the lists directory located under the polyworks main dir.
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Thanks, found it, and it works!
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I get an error.
When I "Run Soldat" through polyworks, test my maps, then return to polyworks, my maps deleted!
I have to exit soldat, it ask me to save (i dont of course) then reopen map!
I'm not sure if I'm running the latest version though....
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What about a replace feat?
So i can replace all sceneries of one name, for example, I have many red lamps in the red base, wanna duplicate all and make them blue for the blue base, then I'd have to replace each one individually, what about a feat that changes all selected "redlamp.png" for "bluelamp.png" giving the same sizing and rotation of the previous sceneries. Would be possible?
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Bug? http://forums.soldat.pl/index.php?topic=36411.msg440702#msg440702
And one more thing, When I re-open my map in polyworks everything has moved 0.5cm so it doesn't fit the grind!
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And one more thing, When I re-open my map in polyworks everything has moved 0.5cm so it doesn't fit the grind!
That's usually because you opened the compiled map (the map in the C:\Soldat\Maps folder) and not the map in the Polyworks\Map folder.
Everything is a little off in the compiled map version.
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After taking a break from soldat for a while I'm back with an update! :)
New update - v1.5.0.5
Changes:
- jpg sceneries and textures are not selectable (nvidia card compatibility errors ingame)
- fixed problems with drag and drop
- fixed polygon blend enable/disable
- new arrangement of the main menu
- added basic texture transformation functions
- added menu item to reset the view
- possibility to show and hide individual scenery layers
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Cool! I have started mapping(on a low lvl) just because of these updates
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A request:
Simple .gif creator?
You can just select .jpg/png pictures, select a delay between them (in Milliseconds) and then it exports them as a .gif?
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Hey Fryer, can you add new polygon types ?
There are 11 new Polygon types in 1.5.1, and here is a list of each for map devs.
20 “Hurt Flaggers” – This polygon type will do damage to anyone holding a flag.
(Double the damage done by Hurt polygon)
19 “Explosive” – Touching this Polygon will create an explosion, followed by death.
18 “Only Flaggers Collide” – Any players carrying a flag will collide with this polygon.
17 “Green Player Collide” – Players on Delta team will be unable to walk through this polygon. Everyone else can!
16 ” Green Player & Bulltes Collide” – Players on Delta team will be unable to shoot or walk through this polygon. Everyone else can!
15 “Yellow Player Collide” – Players on Charlie team will be unable to walk through this polygon. Everyone else can!
14 ” Yellow Player & Bulltes Collide” – Players on Charlie team will be unable to shoot or walk through this polygon. Everyone else can!
13 “Blue Player Collide” – Players on Bravo team will be unable to walk through this polygon. Everyone else can!
12 ” Blue Player & Bulltes Collide” – Players on Bravo team will be unable to shoot or walk through this polygon. Everyone else can!
11 “Red Player Collide” – Players on Alpha team will be unable to walk through this polygon. Everyone else can!
10 ” Red Player & Bulltes Collide” – Players on Alpha team will be unable to shoot or walk through this polygon. Everyone else can!
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Hey Fryer, can you add new polygon types ?
There are 11 new Polygon types in 1.5.1, and here is a list of each for map devs.
20 “Hurt Flaggers” – This polygon type will do damage to anyone holding a flag.
(Double the damage done by Hurt polygon)
19 “Explosive” – Touching this Polygon will create an explosion, followed by death.
18 “Only Flaggers Collide” – Any players carrying a flag will collide with this polygon.
17 “Green Player Collide” – Players on Delta team will be unable to walk through this polygon. Everyone else can!
16 ” Green Player & Bulltes Collide” – Players on Delta team will be unable to shoot or walk through this polygon. Everyone else can!
15 “Yellow Player Collide” – Players on Charlie team will be unable to walk through this polygon. Everyone else can!
14 ” Yellow Player & Bulltes Collide” – Players on Charlie team will be unable to shoot or walk through this polygon. Everyone else can!
13 “Blue Player Collide” – Players on Bravo team will be unable to walk through this polygon. Everyone else can!
12 ” Blue Player & Bulltes Collide” – Players on Bravo team will be unable to shoot or walk through this polygon. Everyone else can!
11 “Red Player Collide” – Players on Alpha team will be unable to walk through this polygon. Everyone else can!
10 ” Red Player & Bulltes Collide” – Players on Alpha team will be unable to shoot or walk through this polygon. Everyone else can!
they are added you can get it through the svn a release will come shortly.
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Actually you can't get it through the svn.. I decided not to put it in there until beta testing is over, but I'll be releasing a beta patch soon anyways. (soon = veery soon) :)
Edit: Done! Get it here (http://www.soldatcustom.com/downloads/PW%20BetaPatch.zip).
Also, there will not be any gif editor in PW (and i hope the reason for that is kinda obvious?).
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Actually you can't get it through the svn.. I decided not to put it in there until beta testing is over, but I'll be releasing a beta patch soon anyways. (soon = veery soon) :)
Edit: Done! Get it here (http://www.soldatcustom.com/downloads/PW%20BetaPatch.zip).
Also, there will not be any gif editor in PW (and i hope the reason for that is kinda obvious?).
Not IN PW, but an external program or something.
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Okay, here: Microsoft GIF Animator (http://download.cnet.com/Microsoft-GIF-Animator/3000-18512_4-12053.html)
It's really basic but it does what you requested and it's free.
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is it possible to make the grid set itself to the same position where it was before compiling a map?
e.g. I make a map with the help of the grid function, then compile it and play it. Once I return to polyworks and load the same map for fixes, the grid is off and I can't ctrl+a -> move it back in line as some parts may not have been made using the grid thing. Also there could be more different types of grids. Some that could perhaps make making circles easier.
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Position of the map center seems to be calculated every time according to the border polygons. So there is a little trick to keep map coordinate system between PW sessions: put onle poly in the top-left corner of the map, and another in the bottom-right corner so the hole map will be "inside" of the regtangle.
(http://img213.imageshack.us/img213/6505/z20225944.png)
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Fryer, could you please fix the shift+color sample feature, in previous versions, it would grab the color of the pixel you clicked, but since 1.5.0.5 it doesn't seem to work. Thank you very much, and I really appreciate all the work you've done to improve polyworks.
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Fryer, could you please fix the shift+color sample feature, in previous versions, it would grab the color of the pixel you clicked, but since 1.5.0.5 it doesn't seem to work.
I tried it. It seems to be working as it should. :|
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Fryer, could you please fix the shift+color sample feature, in previous versions, it would grab the color of the pixel you clicked, but since 1.5.0.5 it doesn't seem to work.
I tried it. It seems to be working as it should. :|
yeah, it's working for me
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This is the latest? Previous version 1.5.0.1 it was!?
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This is the latest? Previous version 1.5.0.1 it was!?
The latest polyworks yes.
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New update - v1.5.0.6
Changes:
- copy and paste (ctrl+c and ctrl+v, duplicate is now ctrl+shift+v)
- invert selection (ctrl+i)
- new polygon types for Soldat 1.5.1
- manual type in transform works on everything
- collider radius can be changed after it's placed
- fixed a crash when loading corrupt scenery
- fixed selection bug with hidden scenery layers
- fixed keyboard shortcut for save as (ctrl+shift+s)
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OMG I thought that bouncy polys meant jump polys.
Bug: flaggers can walk normally on bouncy polys
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Yes, yes... I know about the bouncy poly bugs.
I reported it at the bug tracker, but nothing has happened yet. :(
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now that's on PW, is it safe to use new polygon types for Soldat 1.5.1? (carved on stone?)
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(carved on stone?)
No. Nothing is ever in such a state until official release day.
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Nothing is ever in such a state until official release day.
thanks, I'll wait to use them
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Fryer
Great job. :D
Here are a few comments:
- I think copy-paste needs some improvements. I and probably many others, are used to Ctrl+V being dublicate, so I keep pressing it instead of Ctrl+Shift+V. But because what you paste appears in the exactly same spot as the original object that you copied - you can't always notice that you pasted an object and you end up stacking them up without noticing.
Instead of pasting the copied object in the same spot as the original - how about pasting it in the center of the screen?
- Also, if not many people use Ctrl+D (deselect) - perhaps it would be better to have Ctrl+D set to dublicate instead of deselect. Ctrl+Shift+V isn't most comfortable combo.
- I have a problem with Preferences window, or to be more specific - with the way "More" button works (see attached picture). This problem was in 1.5.0.5 too.
- It would be nice to have a version number somewhere.
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I think that the pasted ones should come selected. That would let the user aware that it worked fine. I think that should not be pasted in the center of the screen or anywhere else, because now you can just modify and make tests and get back the older version with a simple control+v. I got really used to ctrl+v, but now I'm just pressing ctrl+c and ctrl+v fast, and it seems like I duplicated.
I use control+D a LOT
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I think that the pasted ones should come selected. That would let the user aware that it worked fine.
AFAIK, they do come selected when you paste.
The problem is - if it pasted on one end of the map and you're looking at the other end - you won't notice that you pasted something on top of existing objects. At least that's exactly what happened to me a lot of times.
Normally if you copy something - you want to paste it somewhere else, not on top of existing objects. Therefore it'd be much more useful if it appears right in front of you, instead of having to zoom out, look where it pasted and then drag it all the way to where you want to put it.
There could be 2 kinds of "paste", like in Adobe Flash - "Paste", which pastes the object in the center of the screen, and "Paste in place" which pastes the object into the same spot where it was copied from.
Ctrl+Shift+V isn't too bad, though it'd be nice to have the keys modifiable somehow.
How does that sound:
Ctrl+V = paste
Ctrl+Shift+V = paste in place
Ctrl+X or Ctrl+Alt+D = Dublicate
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I see your problem
ctrl+x = cut xD
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I see your problem
ctrl+x = cut xD
Yeah, but it's not used in polyworks... or is it? *checked* No it isn't.
But I agree, having Ctrl+X as "dublicate" can be confusing and just doesn't seem right. :S Let's save it for actual "Cut" feature.
Ctrl+R = deselect (Reset selection?)
Ctrl+D = dublicate? :D
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I think that is more common to paste on your screen, so I canged the shift there
Ctrl+Shift+V = paste _ _ _ _ _(original position)
Ctrl+V = paste in place _ _ _ (center of the screen) //plz fryer
Ctrl+R = deselect all _ _ _ _ _(reset selection)
Ctrl+D = duplicate
seems good, I hope that most of the mappers agree
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Okay, how about this:
Ctrl+V - Paste (a bit to the right)
Ctrl+Shift+V - Paste in place
Ctrl+Alt+V - Paste in center
Ctrl+D - Duplicate
Ctrl+X - Cut
Esc - Deselect
- I have a problem with Preferences window, or to be more specific - with the way "More" button works (see attached picture). This problem was in 1.5.0.5 too.
Must be something with your system setup, I'll look into it.
- It would be nice to have a version number somewhere.
Sure.
Thanks for feedback/suggestions! :)
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- I have a problem with Preferences window, or to be more specific - with the way "More" button works (see attached picture). This problem was in 1.5.0.5 too.
- It would be nice to have a version number somewhere.
- try to set smaller font in skin ini, colibri for example
- you can find version number in file properties for PW.exe
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Okay, how about this:
Ctrl+V - Paste (a bit to the right)
Ctrl+Alt+V - Paste in center
Well, I think it'd be better to swap those two around.
Even though Ctrl+V does paste a bit to the right (of the original object, I assume?), it still doesn't solve the problem where you're looking at one end of the map and accidentally paste it at the other end. Especially if it's something small or of the same color.
And overall "paste a bit to the right" isn't really necessary. Dublicate already works that way and that should be enough I think.
Esc is a bit too far, so you'd have to let go of the keyboard and reposition your fingers each time you want to deselect something. Ctrl+R should be a lot easier to reach.
Yet another small suggestion: polytype list is currently disorganized and very messy. How about rearranging it to something like this:
-----------
Normal
Bouncy
Ice
Doesn't Collide
---
Lava
Hurt
Hurt Flaggers
Deadly
Bloody Deadly
Explosive
Regenerate
---
Only Players Collide
(Red) Players Collide
(Blue) Players Collide
(Green) Players Collide
(Yellow) Players Collide
(Flaggers) Collide
---
Only Bullets Collide
(Red) Bullets Collide
(Blue) Bullets Collide
(Green) Bullets Collide
(Yellow) Bullets Collide
----------
also, bug (was present in previous version too):
Somehow "recent files" doesn't always save properly for me. I assume it's because the file path is too long. Here's what it looks like in polyworks.ini and in "recent files" menu:
01=C:\Documents and Settings\Nikita\Desktop\(Games)\Soldat v1.5.1\Maps\Bouncy.PMS
02=C:\Documents and Settings\Nikita\Desktop\- Projects\Soldat\Maps\inf_SunRise\- P
I can load Bouncy.PMS just fine, but for other one it says "File not found".
-----------
Anyway, thanks for all the hard work. You've already done a lot to improve Polyworks. :]
- I have a problem with Preferences window, or to be more specific - with the way "More" button works (see attached picture). This problem was in 1.5.0.5 too.
- It would be nice to have a version number somewhere.
- try to set smaller font in skin ini, colibri for example
- you can find version number in file properties for PW.exe
Couldn't find where to change the font. :S
And somehow I think it's not the font that's causing it. It seems more than just font size issue.
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Suggestion: Make map collaborating faster and easier with a 'multiplayer' polyworks feature that allows two people to work on the same map at once over the internet connection.
^^^^^ HOOG-ASS PROJECT
No bugs to report so far, except a few relatively new maps failing to load in polyworks here and there...more on that later.
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Online polyworks was requested before. Seems like some ppl are interested in doing it, so I'll put it on the todo list. (Edit: was there already) :)
As for the failed loading of maps... looks like it's some kinda difference in how soldat/mapmaker and pw handles files. Any information on that from someone who knows about delphi's file system would be appreciated.
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IMHO online polyworks isn't gonna work well.. multiple people working on the same map at the same time - that isn't very common and would require good cooperaton which isn't common either.
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IMHO online polyworks isn't gonna work well.. multiple people working on the same map at the same time - that isn't very common and would require good cooperaton which isn't common either.
I have coded a demo back in the days with a "screened" mcedit so its totally possible todo something like that the usefulness of it is of course questionable.
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I think it would be usefull, one would make poly, other colloring and scenery etc
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I think it would be usefull, one would make poly, other colloring and scenery etc
But it's a bad idea to work on shading and sceneries if polygons aren't finished, etc. And if they are finished - there already is a way to have others work on the same map:
You can import/export stuff, so for example when "main" mapper finishes the polygon part - he can send the polygon part to other people. One would work on sceneries, another one on waypoints, etc. Then they can export waypoints, sceneries and polys and merge them all into one thing. It's not hard at all, and coding a whole network system for polyworks won't really improve anything and isn't worth the time and effort. And like I said - more than one person working on a map at the same time is uncommon.
Also, when it comes to sceneries and shading - every mapper has his own artistic point of view and different understanding of what looks good or bad. Soldat map is something that should be done by one person, and only use more people for minor adjustments, testing and sometimes waypointing.
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I think it would be usefull, one would make poly, other colloring and scenery etc
But it's a bad idea to work on shading and sceneries if polygons aren't finished, etc. And if they are finished - there already is a way to have others work on the same map:
You can import/export stuff, so for example when "main" mapper finishes the polygon part - he can send the polygon part to other people. One would work on sceneries, another one on waypoints, etc. Then they can export waypoints, sceneries and polys and merge them all into one thing. It's not hard at all, and coding a whole network system for polyworks won't really improve anything and isn't worth the time and effort. And like I said - more than one person working on a map at the same time is uncommon.
Also, when it comes to sceneries and shading - every mapper has his own artistic point of view and different understanding of what looks good or bad. Soldat map is something that should be done by one person, and only use more people for minor adjustments, testing and sometimes waypointing.
Again, that depends on cooperation, or if all else just plain screwing around.
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Option to earn some extra money so that you can choose a location and there will automatically divide the scenery. There will be automatically created a folder called maps of what you're doing.
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Option to earn some extra money so that you can choose a location and there will automatically divide the scenery. There will be automatically created a folder called maps of what you're doing.
Wait...
What? o.O
"Option to earn some extra money" if your talking about RPG like games, thats scripted.. Not a feature of the map itself.
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Some kind of bug solving: If you receive several errors after using the installer for vista versions, like errors reading the .ini or colors or whatever, try uninstall and reinstall. Don't know why, but it somehow fucked up something in my polyworks folder. Just to let you know... =)
Happy to be able to try out those fancy new polys [retard]
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Polygon copying was easier before. Just select the s**t and paste with CTRL+V. It also placed the copied polygon(s) next to the last copy, which made grid-copypasting easier.
Now: Not only that you need to CTRL+C first, now you need to drag it from the original copy spot to the spot you want.
It would be okay if the copy would be always placed on the middle of the screen no matter where you are.
I still suggest you put it back like it was in earlier versions.
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Polygon copying was easier before. Just select the s**t and paste with CTRL+V. It also placed the copied polygon(s) next to the last copy, which made grid-copypasting easier.
Now: Not only that you need to CTRL+C first, now you need to drag it from the original copy spot to the spot you want.
It would be okay if the copy would be always placed on the middle of the screen no matter where you are.
I still suggest you put it back like it was in earlier versions.
Uh, the main purpose of new way of copying is not to make it use more hotkeys - it is to allow copying objects from one map to another without using prefabs.
The old Ctrl+V wasn't actually copy/paste - it was dublicate. It just creates a copy of whatever you have selected, so if you select something different - you won't be able to paste what you had selected before.
Both copy/paste and dublicate are very useful, they just need some small changes in the way they work.
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suggestion: separate default texture from the others
(like happens to the scenerys)
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@smiluu: As I said in one of my previous posts I'm going to change how copy/paste/duplicate works into something similar to what you described. Right now though I'm kinda busy with school so it might take some time to finish. ::)
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When I open the PW 1.5.0.6:
(http://img340.imageshack.us/img340/6272/pwerro.jpg)
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When I open the PW 1.5.0.6:
(http://img340.imageshack.us/img340/6272/pwerro.jpg)
DX is being a dick on your system.. Its Windows XP with the Zune theme eh?
Re-install DX and re-install Polyworks.. Should do the trick ;)
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New update - v1.5.0.7
Changes:
- added mouse position label in status bar
- fixed a small copy/paste bug
- added right click menu on selection tools
- changed keyboard shortcuts deselect (escape) and duplicate (ctrl+d)
- fixed the cutting of file names in recent files menu
- selecting a single collider now gets its radius
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good to see that this is still going
one day the online version will come out [retard]
other good thing about online version is that's eazyer to teach other mappers, or to show something that you liked/disliked in their maps. finally, gives you much more motivation knowing that there's other people working with you
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Thanks for the svn. I find that to be very e-hipster of you. All the cool kids use svn. And then all the "cool kids" are stupid and realize that it's.. uncompiled? ok, noob admital being made... Now.
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Not sure if this has been suggested already, but I think it would be nice if PW can copy the scenery/texture files of the current map into a given location. Would be good instead of having to pick them out of the soldat folder :P
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Not sure if this has been suggested already, but I think it would be nice if PW can copy the scenery/texture files of the current map into a given location. Would be good instead of having to pick them out of the soldat folder :P
Yeah, it would be nice, but not high priority since there already is a decent app for that: http://forums.soldat.pl/index.php?topic=8661.0
And this app, but I never tested it and it seems to be rather old: http://forums.soldat.pl/index.php?topic=14081.0
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Not sure if this has been suggested already, but I think it would be nice if PW can copy the scenery/texture files of the current map into a given location. Would be good instead of having to pick them out of the soldat folder :P
Yeah, it would be nice, but not high priority since there already is a decent app for that: http://forums.soldat.pl/index.php?topic=8661.0
And this app, but I never tested it and it seems to be rather old: http://forums.soldat.pl/index.php?topic=14081.0
Oh, I remember that, once looked at the post, wasn't interesting in that time :P
Thx, gonna test that
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I have one very annoying problem.
I have tried Installing version of PW and binary files version. Reinstalled couple times but still fails.
When I load map (A), then load another map (B) then I get Same Texture from map (A) and when saving it changes texture for map (B)
Fix?
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I have one very annoying problem.
I have tried Installing version of PW and binary files version. Reinstalled couple times but still fails.
When I load map (A), then load another map (B) then I get Same Texture from map (A) and when saving it changes texture for map (B)
Fix?
have you specified soldat dir under preferences?
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Yes I have.
It doesn't matter if I "Open" or do "Open Compiled".
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Why the fugg I can't see text written in windows?
(http://img146.imageshack.us/img146/2914/34004598.png)
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I have one very annoying problem.
I have tried Installing version of PW and binary files version. Reinstalled couple times but still fails.
When I load map (A), then load another map (B) then I get Same Texture from map (A) and when saving it changes texture for map (B)
Fix?
this happens because you don't have the texture of the map B. Polyworks loads the first texture it can, in that case, the texture of map A. If you try to open map B (that you don't have the texture) directly, as far as I rememeber, polyworks will load the 1st texture alphanumericaly (eg.: ananas.bmp)
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Why the fugg I can't see text written in windows?
It might be a slowpoke responce, but you are probably missing required fonts. Try changing them in colours.ini in the current skin folder (gfx by default) to
Font1=Lucida Console
Font2=Bank Gothic Light BT
Lucida Console and Bank Gothic Light BT are supposed to be provided along with pw.
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I think I found a bug. When use the scenery tool, right click it, a list appears.
When you click the up or low arrow, the scenery selected changes, but the scenery that's on your mouse only changes to the new selected one when you move your mouse.
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when you use ctrl+b (select colors), the "property window" should change to polygon
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I can't seem to see any of the texts in the toolbars. This is what i get
(http://imgur.com/Vlxha.png)
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DerekTheHair: download latest PW version with installer.
1.4.17 is like 2 years outdated...
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I cant download this,link is dead?
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I cant download this,link is dead?
Works fine, it was probably just temporary.
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New update - v1.5.0.8
Changes:
- added polygon bounciness option for the bouncy polygon type
- added counter for the amount of *different* sceneries in the map
- fixed movement of spawns/objects while zoomed
- fixed texture window now closes properly
- fixed user defined x/y modifying the behavior of fixed texture
- fixed saving of user defined x/y
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Yet another small suggestions:
Context menu options for vertex and poly selection tools should also appear in context menu for Transform tool.
Transform texture works awfully if texture is flipped/rotated. (make a triangle, flip it horizontally, select all vertexes, use Transform texture tool and move mouse to the right -> texture moves to the left :S)
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Soldat poly-works is for me the "only" and best map editor ;)
anyway there is a thing i don't like and that annoys me:
It selects every time the biggest scenery and if you are making a room or something you can't select the small scenery's like box's chair's etc... cause of the big wall or a big cloud... that makes pretty laming when making much maps >:(
img:
(http://img8.imageshack.us/img8/3451/67439768.jpg)
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You can use draw selection tool...
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Transform texture works awfully if texture is flipped/rotated. (make a triangle, flip it horizontally, select all vertexes, use Transform texture tool and move mouse to the right -> texture moves to the left :S)
Yeah, that's what's currently being worked on. Didn't make it in this release because I had to get it out quickly.
It selects every time the biggest scenery and if you are making a room or something you can't select the small scenery's like box's chair's etc... cause of the big wall or a big cloud... that makes pretty laming when making much maps >:(
Which makes me think about maybe adding a function for locking stuff. Seems like most good editing programs have that possibility.
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I think the problem with scenery selection is that PW picks them in back-to-front order.
And one more thing: wireframe(and points) for polygons is visible even if polygons check box is unchecked on display panel.
edit: if "4 points per scenery" option is enabled only one of them can be used to color scenery.
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It looks for stuff with lower IDs first and stuff with lower IDs get drawn before stuff with higher IDs, so it ends up selecting whatever is behind everything else.
I'll make it work the other way around instead to avoid those problems. :)
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bugs discovered in 1.5.0.8:
1. bounciness label isn't styled
(http://img822.imageshack.us/img822/3470/20110319114520.th.png) (http://img822.imageshack.us/img822/3470/20110319114520.png)
2. many vertexes are not displayed, also some weird stuff appear on the left
(http://img825.imageshack.us/img825/2940/20110319120712.th.png) (http://img825.imageshack.us/img825/2940/20110319120712.png)
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Fixed texture is not working.
How exactly do the bouncy polies work? Is the main idea in the bounciness percent or stacking?
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bugs discovered in 1.5.0.8:
1. bounciness label isn't styled
(http://img822.imageshack.us/img822/3470/20110319114520.th.png) (http://img822.imageshack.us/img822/3470/20110319114520.png)
2. many vertexes are not displayed, also some weird stuff appear on the left
(http://img825.imageshack.us/img825/2940/20110319120712.th.png) (http://img825.imageshack.us/img825/2940/20110319120712.png)
Fixed texture is not working.
I'll release a fix for those as soon as possible.
How exactly do the bouncy polies work? Is the main idea in the bounciness percent or stacking?
0% makes it act just like an ice poly, any value over that increases it's bounciness. For the effect to be noticable, use a value somewhere over 150%. The bounciness effect will not be exactly the same every time you hit the poly because of how soldats physics currently work.
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So many new default maps, so many new default textures, can you plz make a separation between default and custom textures, like in the scenerys?
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New update - v1.5.0.9
Changes:
- fixed styling of bounciness label
- fixed buggy polygon points
- fixed fixed texture
So many new default maps, so many new default textures, can you plz make a separation between default and custom textures, like in the scenerys?
Coming in next version.
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Errors...
The first three messages along the top of pw2 show before displaying the blank pw1.
From: April 19, 2011, 10:17:50 am
Update: seems my directx mucked/mucks up...
Sometimes when exiting Soldat, it stays in that resolution, which, ruins directx.
Restarting the pc worked.
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Apparently there is a bug in PolyWorks that makes maps buggy in Soldat 1.5.0, but not in 1.5.1. I will release a fix for this bug ASAP.
EDIT: Done! (Sorry for taking way too much time :P)
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I noticed that the preferences for the prefabs are not working.
I set them to a folder but the import/export always opens the last folder that you used.
Prefabs are not exporting waypoints =/ (yes, I enabled them and selected)
Actually maybe they are exporting, they are just not importing right. I exported just the waypoints of arena and the file was 7k. The prefab of the whole arena is 38k and the prefab of arena without waypoints is 35k.
Another thing is that polyworks window is not coming to the front of the others when I click on it if I am importing or exporting any prefab (with the browse folder window open). If I click on my other active window again than it works just fine :P This bug doesn't happens with the "browse folder window" of preferences.
Also I have a suggestion: the button "sever connections" could be in the waypoint window.
I think that VTT suggested that the PW version should be shown somewhere. I had to go to my PW folder to check that. Maybe in the lower right.. just a v. 1.5.0.10 would be enough =D
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[...]
Thanks for all the suggestions and bug reports. I'll try to fix as many of them as possible until the next version is released
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Just another quick suggestions...
instead of using "Sever connections" you could put "Remove connections" because it's a more common word.
and maybe the compile to .pms should be changed... because it causes a lot of nbs saving the maps without compiling. The first option (the just save...) could be the compile one and than instead of Compile to PMS you would have "Save with info" or "Save uncompiled" or etc...
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Man, nostalgic moment opening this back up. The new version fixes all the bugs in the map we were rigorously testing.. will necro that thread.
Thanks for the update.
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[...] maybe the compile to .pms should be changed... because it causes a lot of nbs saving the maps without compiling. The first option (the just save...) could be the compile one and than instead of Compile to PMS you would have "Save with info" or "Save uncompiled" or etc...
Or just "Export for Soldat" instead of compile.
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I noticed today that there is no rotate texture option, you have to do some tricks (rotate the hole poly) to make that :P
Found a bug: when you load a workspace with a different window size, the graphics are stretched and you have to restart PW to fix that.
-When you resize your window size using preferences that donesn't happen.
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I really don't like the changes done to Ctrl+D (originally deselects items), now it's the Escape key. I'm not sure why you did that, as the Ctrl+V for copy/paste and ctrl+d for deselecting really goes hand in hand for intuitiveness.
Is there any way for me to possibly change the controls back to my own preference?
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I really don't like the changes done to Ctrl+D (originally deselects items), now it's the Escape key. I'm not sure why you did that, as the Ctrl+V for copy/paste and ctrl+d for deselecting really goes hand in hand for intuitiveness.
Is there any way for me to possibly change the controls back to my own preference?
I'll probably just remove the duplicate function (copy-paste is already there, so not needed) and make ctrl+D deselect stuff.
New update - v1.5.0.11
Changes:
- fixed bouncy polygons not being compiled correctly
- fixed saving of waypoints to prefabs not working
-
Gotta get back on mapping now, so excited to try all the new tools!
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ahh maaaaaaaaaaaaaan!
you've been promising me for ages that next version would have a separation between default and custom textures >.<
nice job on the waypoints (Y)
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ahh maaaaaaaaaaaaaan!
you've been promising me for ages that next version would have a separation between default and custom textures >.<
nice job on the waypoints (Y)
Yeah, sorry for that. Got lots of other higher priority stuff to do atm, so new features for PolyWorks will have to wait for a while until i get some time for it. :(
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I'll probably just remove the duplicate function (copy-paste is already there, so not needed) and make ctrl+D deselect stuff.
I haven't used polyworks in a long time, so I don't remember much about how copy/paste and duplicate differ. As I remember, copy/paste pastes at the center of the screen, while duplicate just places a copy right beside the original. If that's the only difference - then there chould be just
Ctrl+V - paste at the center of the screen, and
Ctrl+Shift+V - paste at the same coordinate where the original object(s) was/were copies from.
Still, before removing it - I think you should ask for opinions of more than one mapper. <_< Or add "deselect" and "duplicate" to the controls menu so they can be reassigned. Personally I found duplicate pretty useful when I was using polyworks, while for deselecting I just mouse-clicked on empty space. It worked well for me.
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@Fryer
(http://media.tumblr.com/tumblr_los755Kzxe1qf51e1.jpg)
@Loner
Duplicate makes a copy of what is SELECTED and then pastes the same thing a little distance to the right of its original place.
It's kinda useful since most of the times when you copy something you want to paste it right away.
The usefulness of Copy and paste is that you can copy one thing from one map and paste in the other (and it will be at its "original" place).
Duplicate can be removed since people are used to just quick copy and paste things. I don't know about you, but I have to move my hand more to press Esc than to Ctrl+d (and a lot more features uses Ctrl, so...)
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The selection tool does not work on objects's positions. I found out recently that you have to use the properties window and then go to "transform" to work on objects.
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@Loner:
(http://i47.servimg.com/u/f47/11/07/35/23/desele10.png)
Image taken of Polyworks version 1.5.0.11
This has been around since Anna was the developer of Polyworks. I don't think anyone really complained about the positioning of the deselect tool throughout the years >_>
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I found not this new polygone typ (Only flaggers collide) on Soldat Polyworks wtf?
This thread say me the polygone is added on v1.6 0o?
http://forums.soldat.pl/index.php?topic=41012.0 (http://forums.soldat.pl/index.php?topic=41012.0)
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I was trying to fix jamp pad on my CrabR map by replacing old stacked polygons with a single bouncy one. But it turned out that bounciness parameter doesn't really work: there is no difference at all between 400 and 10000 and bouncy polygons are always too weak. :( Is there some kind of invisible limit of how powerful can bouncy polygon be?
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yes. the polys are fine, but soldat engine wont allow that much power. max is around 250%
devs will fix this limitation soon
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I am back to mapping and I decided to use custom scenery this time. I have a suggestion: to be able to "label" them, like a nickname (the name change only for you).
To be able to create subfolders would be nice also, but not necessary if the label thing works.
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I am back to mapping and I decided to use custom scenery this time. I have a suggestion: to be able to "label" them, like a nickname (the name change only for you).
To be able to create subfolders would be nice also, but not necessary if the label thing works.
I agree.
I use two scenery folders as gaming or mapping because of the very large amount of images in the former. Label is good, or add favorite in some folders is nice too to choose the set for the individual map.
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I read all this thread again and did a Soldat Polyworks suggestion (http://www.google.com/moderator/#15/e=1f8454&t=1f8454.40&) (at google moderator). You can use it to suggest new features and also report bugs.
Soldat Polyworks suggestion (http://www.google.com/moderator/#15/e=1f8454&t=1f8454.40&)
Since I read all the thread I am answering a question, it's one year late, but here it is:
I found not this new polygone typ (Only flaggers collide) on Soldat Polyworks wtf?
...
you have to set it to "only yellow team players collide", this way it only collides if you are the flagger or if you are a charlie player (which shouldn't have any flags haha)
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I would like that the Select tool Selects the front images not the Huge Backgrounds "
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I would like that the Select tool Selects the front images not the Huge Backgrounds "
It depends on layers I guess, like it selects 'back' scenery before 'front' scenery.. if that's what you're referring to vOv
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I would like that the Select tool Selects the front images not the Huge Backgrounds "
Fryer told me that was changed already
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I would like that the Select tool Selects the front images not the Huge Backgrounds "
Fryer told me that was changed already
Well, I might have changed it, but it's not in the current version.
Also, since I'm quite buzy with more important stuff, I wont be able to do anything with PolyWorks in at least 3 months. As de Espada and me have been discussing the possibility of him helping out with PolyWorks though, so hopefully something will happen with it anyways. :)
EDIT: Apparently I didn't fix the selecting of front stuff first... Yet.
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Also, since I'm quite buzy with more important stuff, I wont be able to do anything with PolyWorks in at least 3 months. As de Espada and me have been discussing the possibility of him helping out with PolyWorks though, so hopefully something will happen with it anyways. :)
yeah, polyworks was developed using old tools, and Fryer will help me understand how it works.
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i'm highly anticipating being able to create scenery with selected. that would save me a ridiculous amount of time with my current map project.
poly drawing is also pretty exciting. i have a tablet so i've been making pretty heavy use of the sketch tool. it would be pretty neat to hand draw maps.
i would absolutely love to see these two features.
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I have noticed that the background color doesn't appear correctly on Polyworks. On Mapmaker+ and Soldat, it shows right with the same file and value of colors.
Is this a bug?
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On your screen, the "Background" option in the View-Window isn't ticked.
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On your screen, the "Background" option in the View-Window isn't ticked.
ahh... all right. It's fixed. Thanks :)
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bug: invisible polys makes the edges of normal polys invisible if they are in front of them
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So I want to let's see if it gets someone with or postes but unfortunately after 6 months
I think is still nothing happens and this because of ego finally post.
Foindig a bug:
The bug is on the Infiniti Jet
when you set the Jet to Infiniti Jet and save the map on soldat folder or uplouad this on server and you starting the map, yu joining than the server than you have -97 jets .. so infinite not more works you becom a server kick or cheating kick when you have -97.. jets that is the problem.
and if you have even repaired the map again and that has on the server and new items goes uplouaded you come back inside because you're the new map load you need to get back on auto spell no matter what you do you always get a spell unless you somewhere the repaired downloaded map then that is
So i have found the perfect infinite jet number: 26766 old was 32766
i hope the devs will fix that-.-
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Foindig a bug:
[...]
Thanks for the report, I can see how this would happen. I will have it fixed for the next Soldat version.
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New update - v1.5.0.12
Changes:
- added flagger collides and non-flagger collides polygon types
- changed extension for saving from uppercase to lowercase
NOTE: The new polygon types will not work in Soldat version 1.6.3. They were added for next version.
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When is the next version coming out?
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Fryer, nice job :)
btw, the select tool is still invisible
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When is the next version coming out?
When "it's done"
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When is the next version coming out?
When "it's done"
After you had time to test the public beta(s).
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When is the next version coming out?
When "it's done"
After you had time to test the public beta(s).
Windows 7 install thinks it's ungenuine and can't run Soldat :(
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When is the next version coming out?
When "it's done"
After you had time to test the public beta(s).
Windows 7 install thinks it's ungenuine and can't run Soldat :(
I guess you don't mean run Soldat from inside polyworks.
If so it would be better to post it in the bugs subforums - just to keep this somehow relevant to polyworks - as we all seem to go very much off topic. :P
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Don't know if this had been suggested so far, but here it is: For each current polygon type, add two options when choosing: bullets doesn't collide / bullets collide.
It would work out like this:
(http://i.minus.com/iVR3LZRBn2nTz.png)
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for the future soldat versions the best way to handle different poly types would be a list where you can choose every attribute you want one by one
[x] players collide
[ ] flaggers collide
[ ] bullets collide
[ ] heals
[x] hurts
..etc etc, and separate lists for every team of course
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Or that. :P
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Polygons like that have already been considered, but aren't yet added because of limitations in the amount of different polygon types possible. It would require a change in Soldat and the Soldat map format to be able to provide all thinkable combinations. Maybe this will be something for a future version.
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I noticed something disturbing on PW, I don't know since which version of PW, but the User Deined X (and also Y) doesn't work anymore
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Fryer, add water polygons allready :D I know you want to
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Bug:
When closing any window in pw you can't pick another tool with shortcuts untill you make an action with your mouse. seems like the main window is loosing focus or something among these lines.
Aslo I noticed the something similar happens when i do some scenery work (mostly using scenery tool and Ctrl+Z, switching colors and opactity). Sometimes Ctrl+Z doesnt work until i click it like 3-4 times, sometimes i cant swich tools around (solution as in the bug above doesnt even work sometimes, you have to hit a buch of checkboxes and buttons to get it back to work). Sadly i couldnt reproduce it, only noticed it happens more often while working with sceneries.
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Hey, the texture window not being unchecked bug was fixed.
Also, when trying to select flag-only polygons, Polyworks crashes trying to get values or something...
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woo.
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New update - v1.5.0.13
Changes:
- added flag collides, background, and background transition polygon types
NOTE: The background and background transition polygon types are for Soldat 1.6.7, which is currently in beta.
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Nice <3 Let's see how it works.. Gj <3
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hmmm... cant open this version, lots of bugs. most this:
I'll try to reinstall it...
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hmmm... cant open this version, lots of bugs. most this:
I'll try to reinstall it...
Does re-installing it help? If not: When do you get that error? Is it completely random, does it happen all the (when you move the mouse), or just sometimes when doing specific actions?
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I deleted old folder and did clean install. Everything is fine. But I got this error after 5-6 opening, but only once and nothing was wrong with app itself.
EDIT:
Small Bug.
Still when you make transform -> Flip horizontal/vertical, objects like Colliders and Spawn Places are not flipped.
Its nothing bad but sometimes I need to manually delete every object from flipped part and put them again. I understand Team Spawn but colliders are most annoying...
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Just some small bugs:
- when you change the background/add colliders/spawns Pw doesn't mark is as a change so if you load a new map/close PW it won't ask you about saving your progress. Also allowing us to Undo the bg changes would be quite usefull
- Minimalize/maximalize button on the other hand will make PW ask about saving changes even tho you didn't do any.
- The shortcut is in a wrong place:
(http://i.imgur.com/paHSExZ.png)
Also - how does the "Snap selected vertices" work? What's the difference between "Create with selected" and simple duplicate?
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I think I experienced the same as Akinaro. I installed polyworks in C:\Program Files (x86)\Soldat PolyWorks in hope to start on a map project. I use win7 64' Sp1
Installation went without problems but as soon as I started the program I got several error messages, and in the end I had to delete the prosess in task manager(CTRL+ALT+DELETE).
- This was the first error msg: Error loading ini file Type mismatch 8
- I pressed OK and got the next msg: Error loading colours Type mismatch
- I pressed OK and polywork seamed to open, but everything was black and I got this msg: Error loading Error setting directories File not found: 'C:Program Files (x86)\Soldat PolyWorks\\titlebar_main.bmp'
- I pressed OK, everything was still black, and the next msg was: form_mousemove error Division by zero
- This last msg kept repeating itself when I pressed OK, so at this point I had to delete the prosess, but before that I tried to delete it in the program tab in task manager, that had no effect and I noticed that it strangely enough had the icon and name of Mozilla :|
Attatching images of theese error messages so you can see. I'm sure I will get polyWORKS to work somehow since Akarino could do it, but it must be frustrating for new mapmakers (if there are any) to get this as their first impression.
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I think I experienced the same as Akinaro. I installed polyworks in C:\Program Files (x86)\Soldat PolyWorks in hope to start on a map project. I use win7 64' Sp1
Installation went without problems but as soon as I started the program I got several error messages, and in the end I had to delete the prosess in task manager(CTRL+ALT+DELETE).
- This was the first error msg: Error loading ini file Type mismatch 8
- I pressed OK and got the next msg: Error loading colours Type mismatch
- I pressed OK and polywork seamed to open, but everything was black and I got this msg: Error loading Error setting directories File not found: 'C:Program Files (x86)\Soldat PolyWorks\\titlebar_main.bmp'
- I pressed OK, everything was still black, and the next msg was: form_mousemove error Division by zero
- This last msg kept repeating itself when I pressed OK, so at this point I had to delete the prosess, but before that I tried to delete it in the program tab in task manager, that had no effect and I noticed that it strangely enough had the icon and name of Mozilla :|
Attatching images of theese error messages so you can see. I'm sure I will get polyWORKS to work somehow since Akarino could do it, but it must be frustrating for new mapmakers (if there are any) to get this as their first impression.
dont install it in program files
install it in like c:\polyworks
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I think I experienced the same as Akinaro. I installed polyworks in C:\Program Files (x86)\Soldat PolyWorks in hope to start on a map project. I use win7 64' Sp1
Installation went without problems but as soon as I started the program I got several error messages, and in the end I had to delete the prosess in task manager(CTRL+ALT+DELETE).
- This was the first error msg: Error loading ini file Type mismatch 8
- I pressed OK and got the next msg: Error loading colours Type mismatch
- I pressed OK and polywork seamed to open, but everything was black and I got this msg: Error loading Error setting directories File not found: 'C:Program Files (x86)\Soldat PolyWorks\\titlebar_main.bmp'
- I pressed OK, everything was still black, and the next msg was: form_mousemove error Division by zero
- This last msg kept repeating itself when I pressed OK, so at this point I had to delete the prosess, but before that I tried to delete it in the program tab in task manager, that had no effect and I noticed that it strangely enough had the icon and name of Mozilla :|
Attatching images of theese error messages so you can see. I'm sure I will get polyWORKS to work somehow since Akarino could do it, but it must be frustrating for new mapmakers (if there are any) to get this as their first impression.
dont install it in program files
install it in like c:\polyworks
Yea, as I found out, anywhere except in program files works.
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I have it in program files, its totally random error. After installation I get all that error at once, killed process. restart app, one error about form_mousemove error Division by zero and then every 10-20 start of program I get random errors.
I remember that I uploaded old ini files and color palettes to new polyworks and after that I get less errors. So maybe try older polyworks.ini file or try this one(backup your old one):
Or I upload my ini, just to check if this is problem....
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Why do I get errors when you do not run as administrator?
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Why do I get errors when you do not run as administrator?
It's probably the same issue as Akinaro and homer are getting. Try installing PolyWorks somewhere else than in your default program files folder.
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Why do I get errors when you do not run as administrator?
It's probably the same issue as Akinaro and homer are getting. Try installing PolyWorks somewhere else than in your default program files folder.
Try installing it to your Documents folder. Might be that unless it's ran as admin it doesn't have proper folder perms or something.
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I am pretty much fed up with the latest Polyworks version. I have eventually, after not touching mapping for at least half a year, decided I'd get back to remaking old maps after talking to Viral and Haste, and I have literally been unable to actually work with it due to a nasty bug that reads 'Run-time error '9'; Subscript out of range'. There is nothing that I can do about it, and it happens whenever I try to modify the palette in the last two colums from the right, and randomly while mapping.
I appreciate any effort to clear things up. Would be a shame if I lose my motivation before actually doing anything.
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I am pretty much fed up with the latest Polyworks version. I have eventually, after not touching mapping for at least half a year, decided I'd get back to remaking old maps after talking to Viral and Haste, and I have literally been unable to actually work with it due to a nasty bug that reads 'Run-time error '9'; Subscript out of range'. There is nothing that I can do about it, and it happens whenever I try to modify the palette in the last two colums from the right, and randomly while mapping.
I appreciate any effort to clear things up. Would be a shame if I lose my motivation before actually doing anything.
Might not be a bad idea to tell us what version of OS you're using as well as the specific version of PW.
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The newest available version of Polyworks, running on Windows XP SP2. It is a small netbook inable to run newer OS.
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The newest available version of Polyworks, running on Windows XP SP2. It is a small netbook inable to run newer OS.
Why are you not at least running XP SP3? And imho Win7 would run better unless it has under half a gig of ram or something.
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Excuse me, I just checked again. It is actually SP3.
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hxxp://www.soldatcustom.com/downloads/PWSetup.exe|$INSTDIR\pwlib.dll
Win32:Evo-gen [Susp]
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hxxp://www.soldatcustom.com/downloads/PWSetup.exe|$INSTDIR\pwlib.dll
Win32:Evo-gen [Susp]
Seems like your virus scanner is joking around. Virus scanners are funny like that sometimes. Add an exception in the scanner if you still want to try installing it (Google can tell you how, depends on the scanner).
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BUG: In Polyworks, Background and Background Transition polygons have names mixed up: http://bugs.soldat.pl/view.php?id=596
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hello, download link says i dont have permission... so i guess could someone re-upload if that would be possible please? thank you
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hello, download link says i dont have permission... so i guess could someone re-upload if that would be possible please? thank you
http://soldat.pl/en/download/Soldat_PolyWorks.zip
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How i can fix it.
(http://images77.fotosik.pl/195/bd3c3440221a2483med.jpg)
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Open settings and show the path soldat
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I set path for SOLDAT and works now. THANKS for Kicikici :p
(http://images75.fotosik.pl/195/fb3f30c8b0f8fe7bmed.jpg)
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I would like to try to get into mapping again too. Does it work with 1.7 well or are there bigger issues? How does it work with 4k textures?
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there are many big issues, but they have their workarounds.
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I will give it a try and see what can be done.
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There are some issues with HD textures (you need to use the non HD ones and replace them later when you share the map or play Soldat)
If you have some issues let me know (I took over development from Fryer).
If you want to see what changes are coming take a look at: https://hansoftx.com/organization/25b699103b67fa1500c52e0b/ec1ea1dadc7f8795cdf06aa0
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If you want to see what changes are coming take a look at: https://hansoftx.com/organization/25b699103b67fa1500c52e0b/ec1ea1dadc7f8795cdf06aa0
This is awesome. <3
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Yea sounds good! Okay thank you for the tip.
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I would like to see PolyWorks built into Soldat so You could do the tests in realtime for example Bots behaviours on waypoints or jumps for Climb. I'm sure that would make maps making easier, faster and more enjoyable :)
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This kind of integration requires a complete rewrite. Not sure if it will happen. One way around this would be allowing other programs to send some actions to soldat (like switch map, or reload map) while positioning the soldat window. This might be enough already
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Or adding dynamic map api to scriptcore... which is somewhere deep in my todo list.
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Can you put this on github? It would be very nice to be able to contribute by way of pull requests.. Migrating from SVN to git is easy, you can use git svn to convert to git whilst keeping history.
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Polyworks is now on github.
https://github.com/Soldat/polyworks
Please consider reporting bugs there.
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I reported some elementary bugs, I will continue reporting when these are fixed.
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I see you finished one bug already ExHunter. Great!
I added more bugs
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Hey there,
I need some help with the 4K texture issue. Can anybody provide me some information, what exactly needs to be done? I'd appreciate it.
You can post it either here or on github ( https://github.com/Soldat/polyworks/issues/6 )
Thanks
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Does anyone know what causes this? http://i.imgur.com/sLYXhmI.jpg (http://i.imgur.com/sLYXhmI.jpg)
I have put the red boxes together using scenery for the sides and corners, but the scenery is all 8x8 and should without without doing this. (I also tried with 16x16 with no difference)
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Hey there,
I need some help with the 4K texture issue. Can anybody provide me some information, what exactly needs to be done? I'd appreciate it.
You can post it either here or on github ( https://github.com/Soldat/polyworks/issues/6 )
Thanks
IIRC you have to first create the map with a low resolution texture, completely finish the map first, then replace the texture file (in the folder, not via PW) with the 4K one. Do NOT compile the map again after this or it'll break.
Yeah it's retarded I know
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Does anyone know what causes this? http://i.imgur.com/sLYXhmI.jpg (http://i.imgur.com/sLYXhmI.jpg)
I have put the red boxes together using scenery for the sides and corners, but the scenery is all 8x8 and should without without doing this. (I also tried with 16x16 with no difference)
Can you attach the .zip with PMS and sceneries you used?
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Here
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One thing you should pay atention to when doing stuff like this is checking if the sceneries do actually touch each other and don't leave a gap. To do that zoom in as much as you can (1600%) in PW and check it.
As you can see in the screenshot below - there is still space between the sceneries.
However it still doesn't show all the gaps ^.- I think the only solution is to overlap 1px~ of each scenery. I guess scenery rendering isn't as pixelperfect as its shown in PW. You can sometimes place polygons so close to each other to notice the gap just to see it disappear the moment you move your cursor a bit (in game that is). The similar thing probably causes the issue. In PW you can set sceneries/polygons with 0,01px precision but i bet it isn't as accurate ingame
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Thx for the help Viral
I tried zooming down and move it a bit together, but in-game it looked the same.
Damn that's devastating for my project. I wanted to make simple 8x8 or 16x16 blocks to make things more simple.
Overlapping 16x16, or even 17x17 blocks is not an option for me.
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ask ExHunter for snapping tool ;)
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You can use textures instead of scenery as a workaround for now homer.
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https://github.com/Soldat/polyworks/issues/7
on my todo list now. idk if I can put it into the current milestone tho.
Edit: thx, monsteri
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Can't open PW in my new PC (win7).
(https://s17.postimg.org/8agh7vi63/asdasd.png) (https://postimg.org/image/8agh7vi63/)
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Can't open PW in my new PC (win7).
okay, I swear I've had this same problem happen to me too when I moved polyworks to a new HDD (I'm on win7 too). It may not be the exact same problem but..I remember fixing it by taking pwlib.dll outside of the polyworks folder it's in. Then after booting up polyworks and having it crash due to missing that dll I put it back in, and then it worked fine
I'm terribly sorry if it didn't solve your problem too, because I remembered my error message being a very unhelpful 'missing picture'
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GOOOOOOOOD JOB! ;D ;D ;D The best APP
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Guys, are there any manuals on PW available somewhere? I'm kinda frustrated to move duplicated polys by mousekeys :(
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Guys, are there any manuals on PW available somewhere? I'm kinda frustrated to move duplicated polys by mousekeys :(
Mouse keys? Can you elaborate, you want to move duplicates with the keyboard?
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Use "A"-tool once u select the polygons u want to move. U can combine tools like selection ones (W/S keys) with it.
U can send be priv messages so I can explain things u need - in case u won't find the solution in the pw-manual inside the installation folder
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Is there anything that can be done about Polyworks displaying maps with sceneries that got replaced with the HD ones, making them proportionally overstretched, while all of that can be displayed fine in-game with no problems?
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Is there anything that can be done about Polyworks displaying maps with sceneries that got replaced with the HD ones, making them proportionally overstretched, while all of that can be displayed fine in-game with no problems?
Install 1.6.9 (https://static.soldat.pl/downloads/soldat169.zip) and use it as PW Source folder.. I think that works