• entries
    154
  • comments
    388
  • views
    163805

First release!

Sign in to follow this  

398 views

Hello!

It has been a while since my last post. I have been keeping busy with the editor development and I have just not been able to post so much. That and my so called life have taken up a lot o free time.

I have talked about releasing the editor for a while and here now is the first build. It is by no means finished or bug free. What I am interested in hearing about is how the editor runs on your system, does the tools behave as they should etc. I have the last few days tried to make it work on ATI range of cards, it has not been as hard as I first imagined it would but it has nevertheless taken a fair amount of time. The editor has only been tested on Radeon x1650pro, Geforce 7800 and Geforce 8400 MG (laptop graphics chipset).

No help documents have yet been written so I thrust you can figure out how the controls work. There are a few keyboard shortcuts for the buttons found in the editor. I have supplied a small demo map called grassland.map. It is located inside the demo map folder.

At the time resources and map files must be located in the same folders in order for the editor to find the correct paths. This will be addressed later.

Do not expect the editor to be fully fledged and ready to be used in your own projects just yet.

And with that being said, have fun!

Download
Download


[edit]
Was a little bit tired last night, I had forgot to mention that OpenAL needs to be installed. Find it at creative labs website.

Direct link

Sorry for any inconvenience.
[/edit]
Sign in to follow this  


11 Comments


Recommended Comments

Was happy to have a play about, but:

Quote:

The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail.


Any idea what I'm missing? All I can guess is my .NET runtimes maybe?

Share this comment


Link to comment
I got that, too, when I moved a basic C++ console project from one computer to my laptop. It worked fine when I moved it back to that computer. No idea what caused it, though.

Share this comment


Link to comment
I had to install OpenAL, but after that worked fine. Very fast performance, high quality display. Got a message box (but only after quitting):

---------------------------
Terminating editor, following errors occurred
---------------------------
shaders/nimrod_lightshader0.vert - shaders/nimrod_lightshader0.fragValidation failed! - Different sampler types for same sample texture unit in fragment shader
shaders/nimrod_lightshader1.vert - shaders/nimrod_lightshader1.fragValidation failed! - Different sampler types for same sample texture unit in fragment shader
shaders/nimrod_lightshader2.vert - shaders/nimrod_lightshader2.fragValidation failed! - Different sampler types for same sample texture unit in fragment shader
shaders/nimrod_lightshader3.vert - shaders/nimrod_lightshader3.fragValidation failed! - Different sampler types for same sample texture unit in fragment shader
shaders/nimrod_lightshader4.vert - shaders/nimrod_lightshader4.fragValidation failed! - Different sampler types for same sample texture unit in fragment shader
shaders/nimrod_lightshader0_bi.vert - shaders/nimrod_lightshader0_bi.fragValidation failed! - Different sampler types for same sample texture unit in fragment shader
shaders/nimrod_lightshader1_bi.vert - shaders/nimrod_lightshader1_bi.fragValidation failed! - Different sampler types for same sample texture unit in fragment shader
shaders/nimrod_lightshader2_bi.vert - shaders/nimrod_lightshader2_bi.fragValidation failed! - Different sampler types for same sample texture unit in fragment shader
shaders/nimrod_lightshader3_bi.vert - shaders/nimrod_lightshader3_bi.fragValidation failed! - Different sampler types for same sample texture unit in fragment shader
shaders/nimrod_lightshader4_bi.vert - shaders/nimrod_lightshader4_bi.fragValidation failed! - Different sampler types for same sample texture unit in fragment shader


My specs are:
Intel Celeron 2.26 Ghz
1.5 GB RAM
GeCube Radeon X1550 (driver ver 8.530.0.0)
WinXP SP2

Share this comment


Link to comment
Quote:
Original post by EasilyConfused
Was happy to have a play about, but:

Quote:

The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail.


Any idea what I'm missing? All I can guess is my .NET runtimes maybe?


Sorry, I have not seen this error before but I Googled a bit and found out that it might be the something along those lines. You could try installing "Microsoft Visual C++ 2008 Redistributable Package". Ugh! I should convert the project to CodeBlocks or similar pronto. I hate redistributable packages from microsoft and I was unaware that my software were dependent, not sure why it is though.

Share this comment


Link to comment
Quote:
Original post by ValMan
I had to install OpenAL, but after that worked fine. Very fast performance, high quality display. Got a message box (but only after quitting):


Thanks for trying it out! I had forgot to mention OpenAL, the post have now been edited.

The editor will try to start even if there are runtime errors. I then display any error messages generated when the program exits. I used an old bit of code to gather error messages dating from when the program exited on the first error. I really should rewrite the error display code and show the message when it first is noticed.

Anyway... those error messages are generated by the shader compiler. You could try to download the latest catalyst drivers if you have not already. I have not been able to generate those errors on my ATI card (catalyst 8.552) but I will have a look into it.

Share this comment


Link to comment
It works fine on my ATI Radeon X1300 PRO. The only problem I had was I could not figure out how to move around the map. I tried the arrow keys, scroll wheel, mouse buttons+moving, menu options... I must be missing something really obvious.

Nice editor though! I am really impressed with the lighting system, since I know from personal experience how hard it is to make lighting look right. Are you using 3D for anything, or is it all 2D?

Share this comment


Link to comment
Quote:
Original post by VBStrider
It works fine on my ATI Radeon X1300 PRO. The only problem I had was I could not figure out how to move around the map. I tried the arrow keys, scroll wheel, mouse buttons+moving, menu options... I must be missing something really obvious.

Nice editor though! I am really impressed with the lighting system, since I know from personal experience how hard it is to make lighting look right. Are you using 3D for anything, or is it all 2D?


Thanks!

You move around the map using the middle mouse button + mouse drag. Strange I didn't think of assigning the arrow keys to move the camera also, it will be in the next release :)

The graphics are 2D textures, but they are being mapped and rendered as 3D objects (cubes).

Share this comment


Link to comment
Hmm. Something still amiss for me. Installed OpenAL as per your link but I'm getting the same error message.

Share this comment


Link to comment
I've been meaning to ask this, but how do I place the tree sprite on the map? I managed to place land/grass tiles and the small plants, but the tree doesn't show up in the texture browser. I messed around with the Build and Actor tabs, and I managed to create an actor using the tree texture, but when placed on the map, the actor showed up as a traced box, without the texture.

Share this comment


Link to comment
Quote:
Original post by ValMan
I've been meaning to ask this, but how do I place the tree sprite on the map? I managed to place land/grass tiles and the small plants, but the tree doesn't show up in the texture browser. I messed around with the Build and Actor tabs, and I managed to create an actor using the tree texture, but when placed on the map, the actor showed up as a traced box, without the texture.


The tree/bush texture is not suited to be an actor. An actor image needs atleast 8 directions. Add the bush in the Build tab instead by pressing the "add..." button, select the bush image and set its size (4x4x4). Now you should be able to use it. I recorded a small video to show how its done:

Video link.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now