Perun
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Issa (Vis) [1:76:24]
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Post by Perun on Mar 8, 2004 20:03:49 GMT
Get it from the Lair. Changelog: - heightmap import
- statusbar
Enjoy!
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Perun
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Issa (Vis) [1:76:24]
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Post by Perun on Mar 14, 2004 0:57:35 GMT
Hm. It seems that nobody cares to download the dam.ned stuff and try it... Nor comment it. Sometime I think why I even bother making something for free... I think that next release will be suspended for a LONG time.
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Perun
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Issa (Vis) [1:76:24]
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Post by Perun on Mar 14, 2004 9:11:48 GMT
I have it, and used it to run a few perfect games on the Midnight Engine. I admit I didn't download the latest version, but that is because all my gaming effort has gone into this MUing. Great, I'll have to change the name of LoMRMEx, since users obviously don't know which app they're using. LoMEX and LoMRMEx are two separate programs... If a programmer don't get any feedback, how can he know if there aren't any bugs/design flaws? And besides, if I (or anybody else) was making things just for myself world and especially Internet would be much sadder place, and we wouldn't be having this correspondence. My tools are free, so fortune is out of the question. I couldn't care less about fame (among 20 people?). And the least I need is patronizing.
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Post by celebaglar on Mar 14, 2004 11:52:14 GMT
Hm. It seems that nobody cares to download the dam.ned stuff and try it... Nor comment it. Sometime I think why I even bother making something for free... I think that next release will be suspended for a LONG time. The simple truth of it is that I missed your announcement, and haven't looked at your site in the past few days as I've been busy with other things. I also need to switch to Windows to use your software, which I don't do every day. Please, do not assume your work is either unwanted or unappreciated. Rest assured I'll have a look and give my comments as soon as I've had a play with it.
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Post by premis on Mar 14, 2004 13:33:45 GMT
Hm. It seems that nobody cares to download the dam.ned stuff and try it... Nor comment it. Sometime I think why I even bother making something for free... I think that next release will be suspended for a LONG time. Who said that? I downloaded some of your stuff although i don't know what they use to ;D Don't give up so easily. People are busy..myself too.. Nobody cares for my edited map of M/MU 0.1g, so what? And i spent much work and time on it. But i will finished it. Tell me, to make this map downloadable is it sufficient to zip it and make a link on this file?
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Perun
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Issa (Vis) [1:76:24]
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Post by Perun on Mar 14, 2004 14:30:14 GMT
Hm. All you lot need is a good flame, it seems. Well, the main reason I sounded a bit bitter is that I made some great additions (IMHO) to LoMRMEx and they seemed to pass unnoticed. And found one REALLY bad bug (it crashed the app every time) myself. I know most of you have families and are occupied most of the time. But I as a programmer need to be caressed from time to time, you know how it is... I might try to port it to Linux one of these days. Got Kylix 3, got SuSe 9, got Red Hat 9. Opinions/suggestions? It's for making (hopefully naturally looking) LoM/MMU maps. JY promised user-made-map support in future releases of MMU. First, I think it's superfluous with JY's HTML version and my PNG version. But it's good to have another contributor nonetheless. You could try to do something that is still missing. Second, you cannot possibly compare making completely self-made full-fledged application (LoMRMEx) with editing/colouring already-made graphics? You gotta be kidding! You must zip html file and all gifs together. Then upload it to your ICP's server if it is allowed. If not, I can upload it to my ICP's server and make it available from there.
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Post by celebaglar on Mar 14, 2004 15:25:14 GMT
Hm. All you lot need is a good flame, it seems. ;D I know. Motivation is always a problem when developing hobby stuff, and sometimes the motivation tank needs refilling with feedback. That's always been the thing that put me off looking at Delphi too closely: Borland's practical ownership of the language. (Yes, I know it's Pascal, but not as we know it, Jim) The future of Kylix and Borland's support for it looks dodgy to say the least. In the case of Kylix 3, I believe it is dependent on some old Qt libraries, which don't support most of the nwer features. Every Kylix based program I've used has suffered horribly in that interface text has always been too small and jagged to be readable, and there is no way to change it. If Borland got their finger out and upgraded to take full advantage of up-to-date versions of Qt, it would be a different matter. Alternatively, they could switch to using wxWidgets (formerly wxWindows before Microsoft threatened legal action over the name), but I gather that would be some way away, if ever. Therefore, unless you were to re-write it in another language, I won't be holding my breath for a Linux version. You could prove me wrong, of course.
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Post by celebaglar on Mar 15, 2004 14:14:17 GMT
Alright. I've had a short play and I like what I see. I still have to find a height map generator that will generate me a reasonable map for conversion, but this may be just my lack of skill at this stage.
Just two points really: the "retro-look" map is redundant. Cute, but redundant. If you do want another variation on the map, how about a monochrome one to go with the full colour version?
The second point is a request: could you please include the hex values of the special terrain colours in the legend, or at least in the readme? The RGB values would be sufficient too, but they take more space to show. (*)
This would allow me to write a map processor from LoMRMEx to Bloodmarch format, which, although largely compatible, uses a separate layer for the special terrain so that cidatels, keeps etc are on the plains or in the mountains and not part of the relief map itself. This will also allow me to treat strongholds as separate locations, as discussed somewhere in the M/MU suggestions.
(*) I will probably be able to manage without this, by looking at the generated maps and matching the items to the colours in the preview, but that's so darned fiddly, and I'm a real lazy bugger.
PS: Just curious, but what made you drop the Javascript map export? I don't use it myself, but it seemed strange considering you added the feature not so long ago.
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Post by Old Shendemiar on Mar 15, 2004 18:11:35 GMT
The second point is a request: could you please include the hex values of the special terrain colours in the legend, or at least in the readme? The RGB values would be sufficient too, but they take more space to show. (*) I just take a screenshot and retrieve the colors with editor.
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Perun
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Issa (Vis) [1:76:24]
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Post by Perun on Mar 15, 2004 20:10:13 GMT
Alright. I've had a short play and I like what I see. I still have to find a height map generator that will generate me a reasonable map for conversion, but this may be just my lack of skill at this stage. Any particular reason? It's all about colors. You can use any picture you like and make it a map. All you have to do is fiddle with colors variants a bit. Like grayscale mode in LoMEx 2.x? That's a simple one. Will do. The guy who reqested it, some Fabian on Midnight forum, never took the time to mention me on his web pages. Or make a link to the Lair. But had lots of requests. I was just pis.sed off. That's all. If I can give credits to guys who made graphics and to Chris who made the engine and to all you guys/gals out of sheer respect/admiration/anything, then he can too. Call me vain. Call me Bastardo!. Andrea, you just call me! ;D
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Post by celebaglar on Mar 15, 2004 21:36:22 GMT
Not really. It's just that most of the heightmap generators are intended to generate maps for 3D terrain, and as such tend to give results that aren't varied enough over a large enough area to give very good results when transformed. But as I said, my guess is that my lack of skill with the tools is the real problem there. I know. It's not at the LoMRMEx end, but at the generation of the source picture that I currently have a problem. Exactly like that, yes. Thank you. Ah, I thought it might be something like that but didn't want to jump to conclusions. Well, I certainly can't blame you. If your work is useful enough to warrant requests, it deserves credit.
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Perun
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Issa (Vis) [1:76:24]
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Post by Perun on Mar 16, 2004 9:04:04 GMT
Not really. It's just that most of the heightmap generators are intended to generate maps for 3D terrain, and as such tend to give results that aren't varied enough over a large enough area to give very good results when transformed. But as I said, my guess is that my lack of skill with the tools is the real problem there. Have you tried making 4 (or more) times bigger map, then downsizing it as needed? That way you sould get diversity you need and terrain will be nicely smooth.
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Post by sparrowhawk on Mar 16, 2004 9:06:25 GMT
Iggy, Just downloaded 1.96. As ever, and excellent product. Congratulations.
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Post by celebaglar on Mar 16, 2004 10:24:46 GMT
Have you tried making 4 (or more) times bigger map, then downsizing it as needed? That way you sould get diversity you need and terrain will be nicely smooth. That was going to be the next experimental step. ;D
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Perun
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Issa (Vis) [1:76:24]
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Post by Perun on Mar 16, 2004 22:05:34 GMT
Iggy, Just downloaded 1.96. As ever, and excellent product. Congratulations. Thanks!
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