Author Topic: Soldat PolyWorks 1.5.0.13  (Read 124715 times)

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Offline Fryer

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Re: Soldat PolyWorks 1.5.0.2
« Reply #40 on: July 14, 2009, 08:43:59 am »
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.
...PC vs Mac is like AK47 vs M4A1...
<DutchFlame`> i once heard running runescape in the background gave you a speedboost
<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

Soldat PolyWorks 1.5.0.13 - AimMode - Aim practise gamemode script - Fryer's SoldatStream Mod

Offline Fryer

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Re: Soldat PolyWorks 1.5.0.3
« Reply #41 on: July 14, 2009, 09:53:00 am »
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
...PC vs Mac is like AK47 vs M4A1...
<DutchFlame`> i once heard running runescape in the background gave you a speedboost
<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

Soldat PolyWorks 1.5.0.13 - AimMode - Aim practise gamemode script - Fryer's SoldatStream Mod

Offline VirtualTT

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Re: Soldat PolyWorks 1.5.0.3
« Reply #42 on: July 15, 2009, 03:55:38 pm »
Advanced PW blending

  • Old good "Blend polys" (actually i think it should be returned to PW):

    POLYGON
    SRC: SRCALPHA
    DEST: ONE


    ^Click to enlarge^
  • Only transparent polys are visible:

    POLYGON
    SRC: ONE
    DEST: SRCALPHA


    ^Click to enlarge^
  • No blending:

    POLYGON
    SRC: ONE
    DEST: ZERO


    ^Click to enlarge^
  • Alpha ignored:

    POLYGON
    SRC: ONE
    DEST: ONE


    ^Click to enlarge^
  • Transparent polygons blended:

    POLYGON
    SRC: ONE
    DEST: INVSRCALPHA


    ^Click to enlarge^
« Last Edit: July 15, 2009, 04:04:29 pm by VirtualTT »

Offline RatBoy

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Re: Soldat PolyWorks 1.5.0.3
« Reply #43 on: July 16, 2009, 09:41:03 pm »
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! ^^

Offline homerofgods

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Re: Soldat PolyWorks 1.5.0.3
« Reply #44 on: July 17, 2009, 10:24:55 am »
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.
« Last Edit: July 17, 2009, 10:28:12 am by homerofgods »

Offline Biggles

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Re: Soldat PolyWorks 1.5.0.3
« Reply #45 on: July 17, 2009, 07:28:36 pm »
Yeah! finally, hurray for you fryer I hope there will come new versions :)

Offline As de Espada

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Re: Soldat PolyWorks 1.5.0.3
« Reply #46 on: July 18, 2009, 12:33:31 pm »
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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Offline p0ppin

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Re: Soldat PolyWorks 1.5.0.3
« Reply #47 on: July 18, 2009, 12:56:43 pm »
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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Offline RatBoy

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Re: Soldat PolyWorks 1.5.0.3
« Reply #48 on: July 19, 2009, 12:16:55 am »
Why isn't this sticky yet? =\

Offline Fryer

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Re: Soldat PolyWorks 1.5.0.3
« Reply #49 on: July 19, 2009, 10:46:29 am »
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...  :>
...PC vs Mac is like AK47 vs M4A1...
<DutchFlame`> i once heard running runescape in the background gave you a speedboost
<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

Soldat PolyWorks 1.5.0.13 - AimMode - Aim practise gamemode script - Fryer's SoldatStream Mod

Offline RatBoy

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Re: Soldat PolyWorks 1.5.0.3
« Reply #50 on: July 19, 2009, 01:54:33 pm »
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.

Offline Fryer

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Re: Soldat PolyWorks 1.5.0.3
« Reply #51 on: July 19, 2009, 06:48:31 pm »
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...)
...PC vs Mac is like AK47 vs M4A1...
<DutchFlame`> i once heard running runescape in the background gave you a speedboost
<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

Soldat PolyWorks 1.5.0.13 - AimMode - Aim practise gamemode script - Fryer's SoldatStream Mod

Offline VirtualTT

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Re: Soldat PolyWorks 1.5.0.3
« Reply #52 on: July 22, 2009, 10:11:20 am »
new PMS and PFB icons

Offline Fryer

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Re: Soldat PolyWorks 1.5.0.4
« Reply #53 on: July 23, 2009, 07:16:41 am »
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
« Last Edit: July 24, 2009, 10:42:17 am by Fryer »
...PC vs Mac is like AK47 vs M4A1...
<DutchFlame`> i once heard running runescape in the background gave you a speedboost
<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

Soldat PolyWorks 1.5.0.13 - AimMode - Aim practise gamemode script - Fryer's SoldatStream Mod

Offline zakath

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Re: Soldat PolyWorks 1.5.0.4
« Reply #54 on: August 04, 2009, 06:23:04 am »
Feature request: sort automatically all .gif files in a own automated list called something like animations

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Offline Snow

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Re: Soldat PolyWorks 1.5.0.4
« Reply #55 on: August 05, 2009, 12:11:33 pm »
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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Offline pinOi32

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Re: Soldat PolyWorks 1.5.0.4
« Reply #56 on: August 10, 2009, 01:17:32 pm »
for some reason...the zip download link doesnt work for me -.-
Pls use my amazing interface:
http://forums.soldat.pl/index.php?topic=27584


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Offline F4||3N

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Re: Soldat PolyWorks 1.5.0.4
« Reply #57 on: August 13, 2009, 10:37:11 am »
Hows it going? Some programmers should do some of that stuff on the to-do list, and help good ole Fryer out! =)

Offline Biggles

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Re: Soldat PolyWorks 1.5.0.4
« Reply #58 on: August 17, 2009, 05:47:07 am »
new PMS and PFB icons


How do I add it?

And, is it possible to sort up sceneries threw poylworks or do I have to do it manually?

Offline F4||3N

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Re: Soldat PolyWorks 1.5.0.4
« Reply #59 on: August 17, 2009, 06:25:06 am »
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..