[project1dev] Re: editor enhancement request: undo

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 14 May 2009 12:35:57 -0700

Interesting. I see what you mean. I guess we will see what happens down the
road. Hopefully it won't be a problem

On Thu, May 14, 2009 at 12:34 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Right now there's no way to know if the map you are going to is the same as
> the map you came from cause for instance you edit cavemap_geometry.lua, but
> load cavemap.lua to play it.
>
> We could do file name comparisons but then we get into the problem of
> having files where for instance we have a castle you visit twice, once in
> ancient time, once in modern time.  They both use different .lua file names
> for the scripts since they are different time periods, but use the same
> geometry file for both.
>
> Ya know what i mean?
>
> Well, i'll make it preserve the camera when entering or exiting editor mode
> then, but i believe it will be a problem at some point like someone is
> trying to edit a level and getting totally crazy results and they have no
> clue why.
>
> we can deal with it then though (:
> On Thu, May 14, 2009 at 12:29 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> Entering the editor and leaving the camera position in tact would be very
>> helpful. What if your not on the map you are trying to edit will it just go
>> to the beginning?
>>
>> Switching from the editor to the map and keeping the camera in place
>> shouldn't affect the triggers too bad because you already have the reload
>> command. If you wanted to start the whole thing over there could be another
>> console command for a complete restart.
>>
>> Did that answer your questions?
>>
>>
>> On Thu, May 14, 2009 at 12:25 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>
>>> it's kind of a simplistic fix but what do you think about making it so
>>> when you enter the editor it keeps your camera position in tact?
>>>
>>> going from editor to level we could do the same thing but im worried
>>> there might be script stuff that happens on distance triggers and things in
>>> maps so if we keep the same location when going from editor to level it
>>> might break some things.
>>>
>>> Think it'd be an ok solution?
>>>   On Thu, May 14, 2009 at 12:16 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> Another request but I'm not entirely sure what I'm asking for. I would
>>>> like to be able to switch from editor mode to play mode without having to
>>>> run back to the spot i was editing. For example, I'm working on the bridge
>>>> in the editor and in the cavemap.lua. so when I change a script I need to
>>>> load the map warp to the boss and look at what i did. Then I want to change
>>>> where a piece is in the editor so i got back to edit mode, fly to the spot
>>>> im working on, and change it. its nothing major. just a hassle.
>>>>
>>>>
>>>> On Thu, May 14, 2009 at 12:01 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> That's great to hear (:
>>>>>
>>>>>
>>>>> On Thu, May 14, 2009 at 11:55 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>>>
>>>>>> Yeah no worries. The editor is pretty sweet and rather intuitive.
>>>>>>
>>>>>>
>>>>>> On Thu, May 14, 2009 at 11:28 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> This is on the list for sure (in fact if you open up readmetodo.txt
>>>>>>> in the game folder i think it's in there hehe)
>>>>>>>
>>>>>>> And yeah, it is deffinately doable.  I coded the undo system in line
>>>>>>> rider and this one should be far simpler (:
>>>>>>>
>>>>>>> should be good times.
>>>>>>>
>>>>>>> Probly have to wait til next milestone though if that's ok.  it will
>>>>>>> take a little time to code.
>>>>>>>   On Thu, May 14, 2009 at 11:18 AM, Kent Petersen <kentkmp@xxxxxxxxx
>>>>>>> > wrote:
>>>>>>>
>>>>>>>> I would like to be able to undo my last change on the editor
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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