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Dungeon Craft => Dungeon Craft - General => Topic started by: Nol Drek on November 02, 2012, 09:12:47 PM

Title: STICKY: Dungeon Craft Editor Feature Requests
Post by: Nol Drek on November 02, 2012, 09:12:47 PM
This is a thread for feature requests for the Dungeon Craft Editor.

It is understood that the development team decides what is a priority.

In FRUA, you have Drop-Down Menus (ComboBoxes) of options called "File", "Map", and "Utilities". (see pic below)

In Dungeon Craft, you have mutually exclusive Radio Buttons. (see pic below)

I wish that there was a Drop-Down Menu (ComboBox) in Dungeon Craft called "Map" that had all the options that you can get in Dungeon Craft.

On the positive feedback side, I like that DC has the "Place Entry Point" and "Starting Point" options available outside the Utilities menu.

My Request Is:
1) Provide a ComboBox in place of the Radio Buttons in the GUI for the DC Editor.
2) Provide said ComboBox with all the options available in FRUA + DC combined.

/* The advantage is:
* It is easier to figure out what a menu option of "WALL PLACEMENT"
* means then to decode a tiny Radio Button with a "W" on it.
*/

Do you know what "W", "B", "E", "Z", "P", and "S" stand for?

I am specifically requesting a Drop-Down Menu (ComboBox) named "Map" with default text of "Map" and the following options available:

[Map:]
3-D View
Area View
--------------------
Wall Placement
Backdrop Placement
Event Placement
Zone Placement
Entry Points
Starting Location
--------------------
Move Through Walls
--------------------
Test Module
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on November 02, 2012, 09:41:08 PM
Quote

I am rather deeply involved in the spell
and item cross-reference business.......

But most anybody could provide this
feature with minimal knowledge of the
tools we use.  I think that if we do it, we
should retain the buttons as a shortcut
and somehow reference their use in the'
drop-down menu.  I like the buttons and
anyone who uses the editor for more than
a few minutes will prefer the buttons.
But having the menu in addition to the
'Tools Buttons' is pretty standard.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Jaesun on November 03, 2012, 10:19:45 AM
Yeah I like the buttons too. But having both would be good.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: ProphetSword on November 03, 2012, 10:28:02 AM
Let me start off by saying that the suggestions that Nol made are pretty much right on the money.  Anyone new to the toolset is going to be confused about what the various letters mean, and being as there is so much screen real-estate being wasted at the top of the screen on most modern monitors, there's really no reason why they couldn't at least be expanded to full words versus just a single letter ("Walls" instead of "W", "Events" instead of "E", etc).  Even that alone would probably help some folks.

Another case I made previously is that there are no hotkey shortcuts for things like there are in FRUA.  If I'm building my map using the 3D mode to get an idea for how it looks and feels, I will frequently use the "P" key to place walls in the current square where I'm facing.  In DC, I have to continually click the Place Wall button.  You may think that's not a big deal, but you would be surprised how fast you can build that way versus how slow it is to continually use the on-screen button.  And this goes for more than just walls, as even events and backdrops can be made quicker using this (and it's sometimes more accurate than placement on the area map, especially when dealing with one-sided walls).

I mentioned a WYSIWYG type editor for textboxes.  I've been given a lot of technical reasons why it can't be done, but as someone who does a lot of programming, I fail to see why the program can't look to see what the current font is that's going to be used by the engine and replicate it in a textfield that takes up roughly the same amount of space as the one used in the game, as it is a fixed size anyway.  Or take the route of RPG Maker, where you can "Preview" your text boxes so you can get an idea of how it will look in game.  I'm fairly certain some kind of compromise could be found that would save designers a lot of trouble and time.

There are a lot of little other things too. 

Entry points.  In order to use them, I have to know where I want to put them.  That's fine.  But in UA, if I'm standing where I want the Entry Point to be and facing the direction I want it to be, I can just place an entry point there with a single button click.  (Actually, I just realized while writing the rest of this that there *is* a way to do it.  But I only just found it after all this time because I had no idea the "P" key was for Entry Points.  I'm sure I looked at it at one time and then promptly forgot, which is why if the button was labeled "Entry Points," I might have known that).

Walls.  Why do we have to try to squint to see what they look like in those little boxes sometimes?  And who thought that putting tabs across the top was a good idea (especially since they tend to move around on you when you change pages)?  Why not a scroll bar allowing me to access them all at once on the same page? 

Backdrops.  It's hideous sometimes how the color scheme works in the area mode compared to UA.  Sometimes, the colors make it impossible to see where the walls are, which makes it hard to know exactly where to drop the backdrops in the first place.  In UA, backdrops are solid colors and you can easily see the wall placement around them (most of the time...I won't say that it's something UA got exactly right either, but the implementation is worlds better).

Tooltips.  This is something UA doesn't have but DC could easily do. In a Windows environment, setting some tooltips when you hover over a control would be really helpful.  I mean what the hell is "Auto Darken Viewport" anyway?  I'm sure you'll tell me, but I don't have a clue and the program certainly doesn't give me any kind of inkling.  I don't always have time to dig through documentation to figure these things out.

I'm also of the opinion that the 3D window could be made larger.  Compared to how it looks in the game, it's hard to see.

There are a ton of other little things as well.  I can't remember them all.  But, it should be mentioned that I'm not trying to call DC a piece of garbage or anything.  The work there is quite impressive.  I want it to succeed.  I *want* it to be a viable replacement for UA, but it's just not there yet, and a lot of it is in the designing interface.  While the engine is important (no one is disputing that), you cannot overlook the importance of user access to the toolset.

There's another conversation going on elsewhere in these forums about the Bard's Tale Construction Set versus Unlimited Adventures.  The Bard's Tale series were popular games, and the toolset had some benefits over UA (the ability to create spells, items, etc).  You would have thought that it would have been a huge success, but it wasn't.  In the twenty years since its release, I have seen *one* completed design for it. 

Why is that?  I would say a lot of it had to do with how clunky its interface was when it came to designing games for it.  That's not all of it, but it's part of the reason why the thing was mostly ignored, I think.  I don't want to see the same fate befall DC.






Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 03, 2012, 03:15:41 PM
Some good points.

I found and attached the old UAF help file.  It is somewhat outdated, but much of the info is still valid.  Extract UAF_Help.rar into your EditorResources folder and you can call it up with the 'Help' button.  Vista and later don't support .hlp format, but you can dowload the reader at http://support.microsoft.com/kb/917607 (http://support.microsoft.com/kb/917607).  The Keyboard Shortcuts don't all work exactly as described, but most do, and some work better.  It has some other useful info as well.

  The "W", "B", "E", "Z", "P", and "S" buttons have 'hover' text that appears when you hold the cursor over them, which is how I first discovered their functions.  Using words rather than letters might be helpful, or perhaps just change "Mode" to "Map" and use it's drop-down menu. 

  The Mode menu is:
Place Walls
Place Events
Place Global Starting Location
Place Backdrop
Place Zones
---------------
View as Area Map Ctrl+V  (affects view in 3D window)
Topmost Window             (always on top)

Configure Game Screen Res
---------------
Editor Options  Ctrl+O


  The Editor Options left side menu is:
Pass Through Walls
Place wall on both sides of map cell boundary
Place backdrop on all four sides of map cell
Enable Kwik Klik mode
Enable dynamic map cell information
Enable tiling of map data

  The right side menu sets the editor resolution.

Aside from a few additions and Pass Through Walls being in the Editor Options submenu with some other useful things, it's pretty much identical to what Nol Drek asked for.

The "P" key doesn't set walls, but the "F" - front, "L" - left, and "R" - right keys do.  And they can be used to set walls while using any view (event, zone, etc.).  Alt+B toggles between single and double sided walls.  In Wall view, pressing "H" or "V" while drawing with the mouse will restrict the walls drawn to horizontal or vertical.

Ctrl+E will set an event at the arrow location regardless of the view you're currently using.

The size and placement of the text field is set in config.txt.  The size is variable, and the text field may be placed anywhere on the screen.  If you or anyone else will build a WYSIWYG text editor, I'm all for it.

The backdrop symbology is different because DC can use 4 different backdrops per cell, as opposed to 1 in UA.  The view can get ugly.  Can you think of a better way to do it?

I'm not going to tell you what "Auto Darken Viewport" is.  I don't know, and it doesn't sound like something I'd be inclined to use.  Maybe Eric will tell us what it is, and whether or not it works. ;)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: SilentThief on November 03, 2012, 04:06:29 PM
I found and attached the old UAF help file.  It is somewhat outdated, but much of the info is still valid.

Is there info in this that should be added to the "help needed" from this post: http://ua.reonis.com/index.php?topic=1758.0 ?

As you noted, some is outdated (especially scripts/ASLs)

ST
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on November 03, 2012, 04:16:29 PM
--->nologgie

Thanks so very much for making all this
information available.  I was responsible
for some of what you describe but I don't
remember any of it.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 03, 2012, 04:25:41 PM
You're quite welcome.

- ST
I hunted it down, but I haven't read the whole thing yet.  It's in a very old format, so we'll probably need to change it over to something newer.  Some of what I've seen should be rewritten so readers don't have to dig as far for the info.  None of the new stuff is in here, but it covers many of the older functions that aren't in the new help files yet.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: SilentThief on November 03, 2012, 04:48:16 PM
I remember the old help file pretty well, actually. I tried to get *ALL* the possible functions found in the help file and attempt to work something script-wise with them back in 0.914. This was what led to my attempt at making a guide to scripting back then. There are (or were) some script examples that you could only find in the help. Stuff like $SAY, $CURR_CHANGE_BY_VAL, $VAR, and others. But its been since 914 that I've done any real messing around with scripts at all.

ST
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 03, 2012, 05:21:12 PM
The shortcut keys are a huge help.  I knew about some of them from posts here and at IronWorks, but only a few.  Us newbies who really started after .914 haven't had much access to this info.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 03, 2012, 05:58:08 PM
Wow. :) Thanks for the interesting points everyone.

It seems I can do a couple of things, like post the links for the current Help docs in this thread (I'll have a pdf version up at the start of next week)
Paul's site:
http://www.dianneandpaul.net/UAF/Help/DesignIndex.html
my site:
http://manikus.reonis.com/Help/DungeonCraftHelp.html

These are both listed in sticky's in the testing forum in case you need to find the  links again.

Auto Viewport Darken: This feature uses Alpha blending to dark the whole viewport by an amount set by the designer during the time for 'darkness' set by the designer. And yes, it does work, at least the last time I tried it which was a couple of months ago. :D
Title: Re: Dungeon Craft Editor Feature Requests
Post by: ProphetSword on November 03, 2012, 07:55:34 PM
The "W", "B", "E", "Z", "P", and "S" buttons have 'hover' text that appears when you hold the cursor over them, which is how I first discovered their functions.  Using words rather than letters might be helpful, or perhaps just change "Mode" to "Map" and use it's drop-down menu. 

I definitely think they should have the words in the boxes versus just a letter.  There's plenty of space up there.

Quote
The "P" key doesn't set walls, but the "F" - front, "L" - left, and "R" - right keys do.  And they can be used to set walls while using any view (event, zone, etc.).  Alt+B toggles between single and double sided walls.  In Wall view, pressing "H" or "V" while drawing with the mouse will restrict the walls drawn to horizontal or vertical.

Perhaps there should be help-text that appears based on the mode you're in that shows you what the keys are.  Or, you know, like modern UIs, the hotkey could be underlined.


Quote
The size and placement of the text field is set in config.txt.  The size is variable, and the text field may be placed anywhere on the screen.  If you or anyone else will build a WYSIWYG text editor, I'm all for it.

I'm not saying there can be a catch-all WYSIWYG editor for every situation, but there should be one for at least the default layout. 

The text field has a default size, and I'm sure a lot of designers wouldn't change it.  but, even if they did, couldn't the one in the editor also change dynamically based upon the information stored in the config.txt?  I can do things like that in most languages I program in (JAVA, Visual Basic, C++, C#, etc). 

Quote
The backdrop symbology is different because DC can use 4 different backdrops per cell, as opposed to 1 in UA.  The view can get ugly.  Can you think of a better way to do it?

Off hand I can't think of a better way to do it.  But, I do know that it is hard to use sometimes.  I am just pointing out something that can be improved.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 04, 2012, 01:57:13 AM
I'm not saying there can be a catch-all WYSIWYG editor for every situation, but there should be one for at least the default layout.

The text field has a default size, and I'm sure a lot of designers wouldn't change it.  but, even if they did, couldn't the one in the editor also change dynamically based upon the information stored in the config.txt?  I can do things like that in most languages I program in (JAVA, Visual Basic, C++, C#, etc).

Cool!  I'm not a programmer, so I've never used any of those languages.  I believe DC uses C++ with MFC graphics.  It appears to me that the editor only uses one font, and the engine only uses one font.  I have no idea what is needed to add another font or multiple fonts.  If we could swing it, I'd really like to have an editor that read the config file and adjusted to match it.

Quote
Quote
The backdrop symbology is different because DC can use 4 different backdrops per cell, as opposed to 1 in UA.  The view can get ugly.  Can you think of a better way to do it?

Off hand I can't think of a better way to do it.  But, I do know that it is hard to use sometimes.  I am just pointing out something that can be improved.

Okay.  I was just hoping you had a really spiffy idea, because I'm drawing a blank.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on November 04, 2012, 05:39:20 AM
This thread seems very constructive...

In the screen resolution I use (on a wide-screen laptop), there is a large blank area on the right hand side of the screen. That would, I think, be a good place to display mode-specific help text.

I have fiddled around with viewport auto darken quite a bit and it works pretty well for darkening walls at night. Only problem is that it darkens the whole backdrop as well -- including (in my case) the moon. If it were limited to darkening the wall images that would be more helpful, I think, since there is already the option to choose different nighttime backdrops.

As for the backdrop display, perhaps four triangles in each square (with the hypotenuses forming the outside of the square, meeting in a point in the middle)? Then at least if the four backdrops are the same you will have the appearance of a solid square of colour. Personally, I am used to DC now and have no trouble with the way backdrops are displayed. The feature of being able to pick a different backdrop for each direction outweighs any downside. Still, if the display can be improved, let's do it.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on November 04, 2012, 05:46:16 AM
On the idea of a WYSIWYG text editor, perhaps it would be easier -- I'm thinking it might actually be much easier -- to provide a 'preview event' button that would launch the editor and run the single event currently being edited, kind of like an ultra-limited test mode. Or do you need to be able to edit while actually seeing how it displays?
Title: Re: Dungeon Craft Editor Feature Requests
Post by: ProphetSword on November 04, 2012, 07:37:38 AM
Being able to edit while seeing what it looks like would be ideal, but you take what you can get. ;)


Cool!  I'm not a programmer, so I've never used any of those languages.  I believe DC uses C++ with MFC graphics.  It appears to me that the editor only uses one font, and the engine only uses one font.  I have no idea what is needed to add another font or multiple fonts.  If we could swing it, I'd really like to have an editor that read the config file and adjusted to match it.

It really depends on how it was programmed, but adding different fonts shouldn't be too difficult.  I mean, you can easily do it in this text field, for example. 
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on November 04, 2012, 09:05:41 AM
Even 'easy' things take a lot of time.
If you folks were customers.....paying for
these features, we could hire more help and
get a lot of these 'easy' things done.  But
there is only one of me.  And, like you, I am
unable to put 18 hours a day into DC
development.

Right now I have just volunteered for about
a week's work (like 40 hours) in an attempt to
make it more possible for people to share their
efforts.  And this is certainly not the only task
that the project requires.  So priorities must
be determined and acted upon. 

Since there is only one of me, the way everyone
else can contribute is to learn to deal with some
of the idiosyncrasies of the editor and engine.
The time you spend diddling with text subtracts
from the amount of time I would have to spend
attempting to provide a better editor.  So your
time is really contributing to the project as a
whole.  I appreciate that.  The credits should
probably reflect this fact.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Dinonykos on November 05, 2012, 03:33:33 AM
As written earlier in the other thread, some of the editor windows, particularly the event-editor window, are very small. It would be great if they could be bigger, or resizable.

I also want to underline Steve's point concerning the auto-darkening. It would be better if only the walls were darkened. Alternatively, it would be cool to have daytime and nighttime walls... :D

I will probably have some more points when experimenting with the newest editor version. :)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 05, 2012, 01:20:03 PM
As written earlier in the other thread, some of the editor windows, particularly the event-editor window, are very small. It would be great if they could be bigger, or resizable.

Resizable would be nice to have.  (The editor res is resizable in Mode\ Editor Options, but it doesn't affect the event editor window, et al.)  I still use a CRT monitor at 800x600 res so I can play DOS games without DOSBox or VM stuff, so I hope it remains small enough to display on my desktop PC.  If I'm the only one I'll adjust, but I doubt it's just me.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on November 05, 2012, 03:31:11 PM
Feature Request:

An option within the editor (Global Settings) to change the executable file name for the design. This can of course be done manually outside the editor but the important point is that "testing" the design from within the editor should launch the nominated executable file.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 05, 2012, 03:51:03 PM
I don't really have anything to add to this conversation. :) But, as well as being on the Development team, I'm also the DC historian. ;)
For those of you that don't know, Richard Turner started DC in 1999, when it's title was Unlimited Adventures Forever, or UAF - which is why we still use a UAFWin.exe and UAFWinEdit.exe
DC went open source on SourceForge.net in 2000 at which time it became officially known as Dungeon Craft. At the time, there was another project also called Unlimited Adventures Forever and they had apparently gotten the name first or were more active, or something, I'm not to clear on this point.

Why do I bring all of this up? In 2000, the code was being written and compiled with MS Visual Studio 6 using MFC (Microsoft Foundation Class) as the graphics base. There has not been an upgrade from MFC since then. Nor has the editor been rewritten since then (not counting necessary additions).
For the year 2000, this look totally rocked! :D
Paul is quite modest in my opinion, since the beginning, there were ever only two committed programmers writing the code - himself and Richard Turner, the creator of DC. There have been several others who have helped out, notably David Downing who made it possible for DC to operate in the higher resolutions.

Okay kids, that's enough for today's lesson. :D
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Nol Drek on November 05, 2012, 10:38:07 PM
The "W", "B", "E", "Z", "P", and "S" buttons have 'hover' text that appears when you hold the cursor over them, which is how I first discovered their functions.

There seems to be enough available real estate on the screen to make those buttons say:

"Walls", "Backdrops", "Events", "Zones", "Entry Points", and "Starting Location".

Whether they are chosen from a ComboBox or are mutually exclusive Radio Buttons makes little difference to me. Buttons which one must mouse over to see their function are not user friendly. The buttons when you post in this forum clearly say "Post", "Preview", and "Spell Check".

Buttons always have text labels that make their functions clear, except in the Dungeon Craft Editor.

Aside from a few additions and Pass Through Walls being in the Editor Options submenu with some other useful things, it's pretty much identical to what Nol Drek asked for.

I realize that the menus at the top of the screen provide access to all the functions a designer needs when working with DC. But having:

"File", "Mode", "Global", "Level", "Database", "View", "Help"

in a tiny font is much less user-friendly and intuitive then FRUA's three big honking drop down menus:

"File", "Map", "Utilities"
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on November 06, 2012, 01:14:33 AM
 :)
 :)
 :)
But everything has a price.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on November 06, 2012, 05:13:12 AM
Which I think must mean: we can change the buttons to words not letters, but let's leave the menus as they are. At least, that's what I'd do. :)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 06, 2012, 02:02:53 PM
I think Paul meant that my soul was slowly being consumed by this. ;)

Paul, any cosmetic changes, I can handle, but we'll see what they think of the price when I show them what I come up with.

Tom - this is your chance buddy to directly influence me on the 800x600 editor, which is right now 799x633 pixels on my XP system, and would be 799x600 not counting the Windows added title.
I hate using the 1024x768 res editor on my desktop, because it also is slightly too big, and I have to scroll down to see all the wall choices. :) I may fix that while I'm at it.

The price for bigger menus and buttons? smaller area view map size.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 06, 2012, 04:03:44 PM
There seems to be enough available real estate on the screen to make those buttons say:

"Walls", "Backdrops", "Events", "Zones", "Entry Points", and "Starting Location".

There is plenty of space, but I believe the buttons on the toolbar are icons handled by the MFC code.  They have the standard 'mouse over' balloons and the toolbar can be turned on or off in the View menu.  If someone here knows a way to make wide icons work in a toolbar we can have names.  Making a drop-down menu would enable words, but we already have drop-down menus, and I prefer buttons for shortcuts.  We could also change them to graphics like the Open and Save buttons.  Other options are to turn off the toolbar by default so new users will look at the menus first, or to delete the toolbar and build something different.

Note:  The menus don't look like FRUA's, but they do look like those µSoft has used on their programs for many years.  I think most users will be familiar with the look and function by now.

The "FILE, MAP, UTILITIES" mentioned are on the module editing page.  The DC editor does everything from one page so we'll need some of the menus from FRUA's front page and maybe one or more for things peculiar to DC.  View and Help go with the format.

Can the menu headings be set to bold?  That might help the appearance.

How about we make some mock-up screens showing how we'd like the editor to look and post them here?
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 06, 2012, 04:28:45 PM
Mock-ups are definitely what we need. :)
I started on one specifically for the Backdrop placement mode and will expand it as I find the time. I'm not going to go anywhere changing the editor's look at all until I know what I'm changing it to.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Milos Gulan on November 07, 2012, 04:49:41 AM
I like editor as it is now, I am not sure about the changing but it might be for better then again it might not. Anyway as long as it is for better I am for it but not that I know much about all that ;)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 07, 2012, 05:30:27 AM
Big Honking Menu Headings
are possible in DC right now!

The bad news is:
-  It's done in windows "Display Properties / Appearance / Advanced / Menu" (Names may vary by OS edition).
-  It's done on a "by computer" basis.
-  It affects every program that uses Microsoft Foundation Class.

I'm still looking into the possibility of wide icons.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 07, 2012, 02:09:46 PM
There is a bit of an issue with fonts in VStudio - I am not looking at it right now, so there might be a way to work around this, but I have been faced with global font options. Either everything is small or everything is big. I'm sure there must be a way to work around this.

Also, I am 90% positive that I can make wide buttons/icons work. :)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 07, 2012, 02:31:18 PM
Also, I am 90% positive that I can make wide buttons/icons work. :)

 8) I hope you can make those odds!
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 07, 2012, 03:10:20 PM
Also, I am 90% positive that I can make wide buttons/icons work. :)

 8) I hope you can make those odds!

Me too. We've got a long 3 day weekend coming down here (library closed Sat through Mon) so maybe I'll get a chance to poke around in it then.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on November 07, 2012, 04:08:49 PM
What about buttons consisting of large icons with text underneath them, like in the most recent versions of MS Word? (See attached screenshot.)

Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 07, 2012, 05:07:09 PM
The rule of thumb here is - if it oculd be done in 2000, we can likely do it in DC.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Nol Drek on November 07, 2012, 11:51:06 PM
Changing the GUI to make it more user friendly is important. I'm glad that you guys are taking the suggestions seriously.

I mentioned a WYSIWYG type editor for textboxes. Or take the route of RPG Maker, where you can "Preview" your text boxes.

And who thought that putting tabs across the top was a good idea? Why not a scroll bar allowing me to access them all at once on the same page? 

Backdrops.  Sometimes, the colors make it impossible to see where the walls are, which makes it hard to know exactly where to drop the backdrops in the first place.

Tooltips.  This is something UA doesn't have but DC could easily do. In a Windows environment, setting some tooltips when you hover over a control would be really helpful.

I'm also of the opinion that the 3D window could be made larger.  Compared to how it looks in the game, it's hard to see.

I second all of the above Feature Requests. If you implement some of them, then the chance that Ben will write a DC module increases, which is a win/win for everyone involved.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 08, 2012, 03:13:21 PM
I have to agree with you. :D
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 08, 2012, 05:50:11 PM
Here is a mock-up of backdrop placement graphics.

Note:  I used my modified palette (brighter & higher contrast for use on CRT monitors by old geezers) instead of the default palette.

Back0 is the current setup.
Back1 uses the current 'bars' moved inward by 1 pixel.

The 1 pixel of separation helps me tell the wall from the backdrop, but I'm using a low res monitor so the picture is bigger.  How does it look to you?

Edit:  Heh.  Might as well upload the ones that show up.  PCX out, PNG in.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 08, 2012, 06:00:01 PM
I wasn't really planning on sharing this any time soon, but since this part of it is ready, here's what I was thinking. The map is of the tutorial town. :)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: ProphetSword on November 08, 2012, 06:29:37 PM
Both of these options make it easier to see what's going on...so I heartily approve.  Now, if they would only become reality.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 08, 2012, 06:31:25 PM
I like it!  I did one with triangles too, but didn't know if you'd be up to changing the shape of the graphics and using 4 per cell rather than two.

As a comparison, here is a copy of yours modified so the backdrop graphics dont touch the wall graphics.  It makes more of a difference for me with dark or close colors.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 08, 2012, 06:38:28 PM
I honestly don't know if the triangles are feasible or not, but I don't see why not. The lines are chosen by using a very simple mask, which if I'm not mistaken could probably be adapted to a slightly more complex one.

I have also thought about making some space between the triangles and the walls.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 08, 2012, 07:09:31 PM
"I don't see why not," has gotten me in trouble many times.  Probably a lack of vision augmented by beer goggles.  I hope this time yours works out well.  :D

Here is a mock-up of entry point placement graphics, with the default palette this time.

The current background is set to color 8, as is entry point 8 which is just above the arrow.

EPoint1 shows the background is set to color 1 (black), and the entry point markers set to colors 2-9 instead of 1-8.

I can't find where the background color is set in the source code, but if you can it should be a pretty easy fix.  (I'm still lousy at reading code.)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 08, 2012, 07:14:05 PM
I'm sure I've said some things about DC in the last week that are going to come back to haunt me. :)

Remind me about all of this in December. :D Now, I don't have the time to go spelunking in the code. ;)

Edited to actually respond to something:

I like the idea of using 2 through 9 instead of 1 through 8. I would also really like to not have dark red be the background color. I think black should be the color for all of them.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 08, 2012, 08:11:18 PM
I would also really like to not have dark red be the background color. I think black should be the color for all of them.

Thanks for actually responding, O Novelist!  I heartily agree.  Here is a mock-up for zone placement that further illustrates the point.  ("Take THAT ya dead horse!")  Wall slot 8 is impossible to pick out.

Of course the same will happen if designers put a wall in the first slot (black) of a series, so we should probably advise against it in a "Getting Started" guide. 

Perhaps we could increase the 'coded' colors to 17 and reserve black for 'Empty'?  I'm not sure that's possible without overhauling the setup.  Best see how the triangle thing works out before considering this too deeply.  It could be complicated.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on November 08, 2012, 08:39:18 PM
I think I like Tom's triangles for backdrop placement -- the black line does make it slightly easier to look at.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Dinonykos on November 09, 2012, 04:07:02 AM
I agree, triangles!

By the way, I have so far never used entry points in one of my designs...
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 09, 2012, 04:33:27 AM
Thanks for the feedback, guys!

If you can think of a better way to do any of these, or have anything else DC graphics related that bugs you, please post a pic.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 09, 2012, 02:41:18 PM
I agree, triangles!

By the way, I have so far never used entry points in one of my designs...

They are optional. :) I only use them when putting together demos or tutorials. ;)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on November 09, 2012, 03:08:11 PM
I wondered whether it might be possible to display the numbers for entry points on the map cells, not just the colours. But that is probably a lot more work than just changing the shape of a mask.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 09, 2012, 03:20:32 PM
I wondered whether it might be possible to display the numbers for entry points on the map cells, not just the colours. But that is probably a lot more work than just changing the shape of a mask.

I'd prefer numbers too.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 09, 2012, 03:46:53 PM
I wondered whether it might be possible to display the numbers for entry points on the map cells, not just the colours. But that is probably a lot more work than just changing the shape of a mask.

I'd prefer numbers too.

Actually, so would I. I would prefer that they all were white with a black number. But this is beyond my ability to make it happen.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 09, 2012, 04:41:52 PM
Actually, so would I. I would prefer that they all were white with a black number. But this is beyond my ability to make it happen.

Not surprising.  If numbers were easy to use with this graphics set I suspect CocoaSpud would have built it that way to start with.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: ProphetSword on November 09, 2012, 06:16:10 PM
What graphics set is being used?
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 09, 2012, 06:28:41 PM
What graphics set is being used?

Um, I'm not sure that I know if this will answer your question. Dungeon Craft uses CDX and because it's old Visual Studio, MFCs.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 09, 2012, 07:52:06 PM
What graphics set is being used?

Um, I'm not sure that I know if this will answer your question. Dungeon Craft uses CDX and because it's old Visual Studio, MFCs.

I know CDX is a directX wrapper, but little else.

The 'little else' is that the sourceforge CDX page (http://sourceforge.net/projects/cdx/) is maintained by Bill Simser, is still somewhat active, and looks like a good starting point to learn about CDX.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: SilentThief on November 11, 2012, 06:09:09 AM
I like the possibility of showing backdrops as triangles or otherwise showing different direction set for different backdrops. I have a request that might make design more user friendly, but I am making this request suggesting this will fall into after version 1.0:

How about placing an icon for events on the map when in event view instead of a white square? Something like a sword for a combat event, coin for treasure, red cross for temple. Naturally, it would only show up in design, and wouldn't change the playing of the game one bit. Unsure how a multi-event chain would look, and of course this is suggestion for after V1

ST
Title: Re: Dungeon Craft Editor Feature Requests
Post by: SilentThief on November 15, 2012, 04:09:01 PM
I think I remember someone asking about this, but another post v1 request for the editor would be the ability to do a cut-n-paste of wall layout. How this would be done I dunno, but I could see cutting a wall layout out from one layer to another... or from one part of the same map to another.

ST
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 15, 2012, 11:59:05 PM
I think I remember someone asking about this, but another post v1 request for the editor would be the ability to do a cut-n-paste of wall layout. How this would be done I dunno, but I could see cutting a wall layout out from one layer to another... or from one part of the same map to another.

Seconded.

I'd expand it to include any component (events, walls, zones, entry points, and backdrops) selected on a 'copy map' menu.

Being able to add rows or columns to a map and 'shift' all components on the map (or better yet, in a selected area) in any direction would also be very handy.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 16, 2012, 05:44:05 PM
I think I remember someone asking about this, but another post v1 request for the editor would be the ability to do a cut-n-paste of wall layout. How this would be done I dunno, but I could see cutting a wall layout out from one layer to another... or from one part of the same map to another.

Seconded.

I'd expand it to include any component (events, walls, zones, entry points, and backdrops) selected on a 'copy map' menu.

Being able to add rows or columns to a map and 'shift' all components on the map (or better yet, in a selected area) in any direction would also be very handy.

I totally agree - with a right-click menu of copy, cut and paste.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Dinonykos on November 17, 2012, 12:49:33 AM
It would be cool if a note could be added behind events in the event editor window (kind of additional event name), e.g., behind the number of the event:

(http://imageshack.us/a/img546/5849/editorchange.png)

In long event chains, this would make it much easier to keep track of the different events...
Title: Re: Dungeon Craft Editor Feature Requests
Post by: ProphetSword on November 17, 2012, 01:13:22 PM
It would be cool if a note could be added behind events in the event editor window (kind of additional event name), e.g., behind the number of the event:

(http://imageshack.us/a/img546/5849/editorchange.png)

In long event chains, this would make it much easier to keep track of the different events...

Agreed.  Being able to give yourself an idea where in a chain to look for something might make things a whole lot better.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Milos Gulan on November 17, 2012, 02:21:20 PM
True :)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 17, 2012, 02:56:07 PM
That's a really good idea, Dinonykos. :)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on November 17, 2012, 03:34:20 PM
Yeah, really good idea. It is hard enough to keep track of text statements etc in a chain, let alone logic blocks.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 17, 2012, 03:51:36 PM
I usually make a spreadsheet, and heaven forbid if I enter the wrong number - which I've done. Anything that helps me from being my own worst enemy is welcome. :)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: SilentThief on November 20, 2012, 10:19:28 AM
Wasn't there something in the works for being able to name events and execute events based upon names? I seem to remember paul saying something about this.

ST
Ps not by any means a challenge or counter to the request above, I think any way to make complex event chains easier to understand for the dessigner is a good thing
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 20, 2012, 01:58:11 PM
Wasn't there something in the works for being able to name events and execute events based upon names?

It was discussed in the forum, examined in implementing $SET_PARTY_XY, and discarded.  If it is added, and I think it would make a great addition, it will probably be done by a programmer other than Paul.

*** Another Request ***

Increase the number of step events from 8 to 32.

There are only 8 step events to cover 16 zones.  Having 32 step events will allow 1 'dedicated' event per zone, and 16 more for multi-zone occurances.

I'm hoping this is something a novice programmer can accomplish by examining the 8 existing step events, and essentially replicating the code to get two dozen more.  ;)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 20, 2012, 04:45:24 PM
I have already listed in the request list to up the number from 8 to XX. I can't find this on the list, which means I have a second list somewhere... d'oh!
I added it to the list. :)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on November 20, 2012, 06:39:35 PM
Is there any intention to increase the number of zones as well? 16 does sound like quite a lot, but I could imagine wanting more...
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on November 20, 2012, 06:52:41 PM
Is there any intention to increase the number of zones as well? 16 does sound like quite a lot, but I could imagine wanting more...

I think we should increase the number of everything. :) I think we should have at least 32 or everything - zones, step events, special keys, etc.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: nologgie on November 27, 2012, 11:50:36 AM
Is there any intention to increase the number of zones as well? 16 does sound like quite a lot, but I could imagine wanting more...

I think we should increase the number of everything. :) I think we should have at least 32 or everything - zones, step events, special keys, etc.

If we still use color-coding it could be a real challenge to tell the zones apart.  From a functional standpoint I think it's best to have more step events than zones, but there comes a numeric point where it really doesn't matter.  Somewhere near that point it becomes a problem of screen clutter.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Milos Gulan on November 19, 2013, 03:05:14 PM
I would like to have blocks for wilderness maps like walls for dungeons, that means just - or | like spaces not full square blocks. I need them to block only one direction not entire square. Hope it is not too much to ask, and i don't need it soon.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Jaesun on September 28, 2014, 11:22:42 AM
Could this thread please be a sticky? I would assume now that 1.0 is out, we will have more requests for this thread.

Request: The [L]ook button

When pressed, text "you look around" will display. If however there is an event that will be fired when you [L]ook, the "you look around" text will briefly show up on the screen and then the associated text of the event firing will then show up.

*Ideally* if there IS an event that will trigger when the party searches, the "you look around" text should not display. If there is NOT any event triggered by [L]ook then display that text. Or remove that "you look around" text entirely. Or allow us to remove it, and possibly customize it The party searches the area in vain and finds nothing...

Of note, FRUA does not have any message at all when you [L]ook.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on September 28, 2014, 08:00:22 PM
I had not made this or any of the other feature request threads sticky, because I had this totally awesome idea to write them all down and create one thread with the requests listed in the first three posts (one for engine, one for editor and one for other) with new requests added by folks in subsequent posts. Well....I am still totally going to do that, but stickying this until then. :)

Hmm, would you make a mini-mod of this and post it in the Testing sub-forum, jasesun? This is really a bug, I think, though of the kind we would have pushed back until after version 1.0, which coincidentally it now is. :) If a message appears, and it is not something where the designer is allowed to choose how long it appears for, it should remain long enough to be read. Or, as you suggest, in the case where it triggers an event with displayed text of any kind, perhaps it shouldn't appear at all. I suspect the fixing of this will mean a script in my future. Scripts are good things.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Jaesun on October 01, 2014, 06:57:50 PM
One more suggestion: I would love for the title screen to look something like this (see attachment). The Author could just supply a Description.txt file(?) to add in the title, author and description. If the author does not provide one, perhaps the title then is filled in from the Globals Module Name. There is just so much wasted space there, and I thought this would be a good idea, also when you are playing a module for the first time, you can now get a description of the recommended size of a party to make for a module (if the author provides one).

Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on October 02, 2014, 01:19:12 AM
A better way to handle this might be to allow the designer to specify a custom graphic to be displayed on the Main Menu screen (in front of any screen background and the borders). This would allow the designer more flexibility and allow them to include any text they think fit, as part of that image.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on October 02, 2014, 02:37:41 PM
This isn't a bad idea. Actually, right  now, the character view screen is already completely scripted. Rather high on the feature list is to do this for 3d view, start screen/menu and combat. I guess I shouldn't say completely scripted as borders are still handled with config.txt but I would like to change that as well.
Essentially what I already want us to do, with the addition of reading from a text file would cover this. Maybe it would be something like using a function in the talk.bin... (just thinking out oud here). :D
Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on October 02, 2014, 10:22:51 PM
Can we please add to that list the screen which appears at the end of character creation which looks just like the default character view screen but which is not affected by changes to the script for the character view screen?
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Dorateen on October 03, 2014, 02:27:26 PM
I was wondering if there is a console command to Kill All Enemies in a combat encounter? This would be for testing purposes, if needed to get through a battle quickly.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Jadefang on October 03, 2014, 03:43:07 PM
I was wondering if there is a console command to Kill All Enemies in a combat encounter? This would be for testing purposes, if needed to get through a battle quickly.

If the Editor is open while playing, the Win button should appear during combat which does that.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Dorateen on October 03, 2014, 05:03:09 PM
"The Party has forced a victory"

Great! Found the button, just what I was looking for. Thanks!
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Jaesun on October 04, 2014, 12:33:00 PM
I would love the ability to NAME each of the Zones. Because I have to make a separate text file so I can remember what each zone is for. Just like FRUA (granted the text for the name is limited).
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on October 04, 2014, 02:34:15 PM
I would love the ability to NAME each of the Zones. Because I have to make a separate text file so I can remember what each zone is for. Just like FRUA (granted the text for the name is limited).

How would you like this ot be different than what we have now?

In the Zone Editor, which is found under Levels/Zones.... you can change the name of each zone from 'Zone 1', 'Zone 2', etc to something else.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Jaesun on October 04, 2014, 04:47:48 PM
I would love the ability to NAME each of the Zones. Because I have to make a separate text file so I can remember what each zone is for. Just like FRUA (granted the text for the name is limited).

How would you like this ot be different than what we have now?

In the Zone Editor, which is found under Levels/Zones.... you can change the name of each zone from 'Zone 1', 'Zone 2', etc to something else.

OK I had forgotten you CAN name the Zones.

However what would be nice, in the Step Editor, if the checklist of Zones would use the name of the zone if we named it other than the default. Also it would be nice if the name also appears (if we do give it a name) show up in the level editor window. I still have to go back and forth to either the Zone Menu or my cheet sheet to remember what zones do what, as I try to use a descriptive name for each Zone, if I use them. See attached for examples.

Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on October 04, 2014, 05:15:00 PM
Now this is a feature request. ;)

I have noticed this issue myself. I usually just leave the number and add my description. So Zone 1 becomes 1 Shopping District, for example. Maybe tis will help you until we get the feature request implemented.

There are several zone requests - this one, more zones, more step events.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Jaesun on October 14, 2014, 02:46:58 PM
When in the Shop event. I would really like it if weapons or armor the currently selected character cannot use, be colored in say Red or perhaps Orange? Allow the player to still buy the item if they wish, but have those items distinctly marked as that class cannot use them.

It took me 5 minutes to figure out what in the hell a Druid can and cannot use. heh
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Jaesun on October 20, 2014, 10:28:09 AM
I the Event Viewer window could remember the last position it was in, and open up in that last position would be really nice.

Currently it always opens at this one spot (centered and off to the right).
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on October 20, 2014, 01:29:38 PM
I the Event Viewer window could remember the last position it was in, and open up in that last position would be really nice.

Currently it always opens at this one spot (centered and off to the right).

Do you know that when in Event Mode that you can click on a cell and the editor opens with that cell as the focus? If an event is already there, you will have the optoin to edit, and if no event you have the option to add (as well as being able to select any of the other events like you are currently doing).
To be in Event Mode, click on the "E" on the menu bar.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Jaesun on October 20, 2014, 03:08:45 PM
I the Event Viewer window could remember the last position it was in, and open up in that last position would be really nice.

Currently it always opens at this one spot (centered and off to the right).

Do you know that when in Event Mode that you can click on a cell and the editor opens with that cell as the focus? If an event is already there, you will have the optoin to edit, and if no event you have the option to add (as well as being able to select any of the other events like you are currently doing).
To be in Event Mode, click on the "E" on the menu bar.

Yep, I do that all the time. That is very handy.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Jaesun on October 21, 2014, 04:01:34 PM
I would really like an option, if the designer wanted to, to allow optional starting character levels. Which would be asked BEFORE character creation.

Take for example, someone wants to do a DC version of a classic D&D module that is for Level 7 through 9 characters. In the Globals menus for the module, an option of "Ask what starting level" and then we could populate some question selection fields the player could select. In this such case, a box would come up that would have 3 options: Start at level 7, Start at level 8 and Start at level 9. After the player selects what level they want, when they click on Create Character, the character creation screen would now be set to the level they selected.

Currently the only way to achieve this, is to make 3 different versions of your module, that has the 3 different starting XP values.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on October 22, 2014, 02:48:03 PM
I would really like an option, if the designer wanted to, to allow optional starting character levels. Which would be asked BEFORE character creation.

Take for example, someone wants to do a DC version of a classic D&D module that is for Level 7 through 9 characters. In the Globals menus for the module, an option of "Ask what starting level" and then we could populate some question selection fields the player could select. In this such case, a box would come up that would have 3 options: Start at level 7, Start at level 8 and Start at level 9. After the player selects what level they want, when they click on Create Character, the character creation screen would now be set to the level they selected.

Currently the only way to achieve this, is to make 3 different versions of your module, that has the 3 different starting XP values.

I always took "7-9" to mean one of two things, 1) with the same amount of experience, a 7th level paladin may be an 8th or even 9th level thief or 2) if you have characters from another design, they should fit this range. ;) (I'm not disagreeing with you at all, just saying I never thought of it.)

Actually, right now, you can do this: Give enough XP for level 7 at start (though see above) and then ask the player right at the beginning if they would like to pstart as level 8, if yes, chain to Give XP and Training Hall. Repeat question and results for level 9, etc.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: steve_mcdee on October 22, 2014, 05:24:53 PM
A bit clumsy though. But wouldn't it be possible using logic block events to increase each character's XP and level without active involvement from the player? Magic-users might be messy because they would not have the chance to choose extra spells, but this seems a minor problem and you could ensure there are some appropriate scrolls early in the game.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on October 22, 2014, 06:23:03 PM
A bit clumsy though. But wouldn't it be possible using logic block events to increase each character's XP and level without active involvement from the player? Magic-users might be messy because they would not have the chance to choose extra spells, but this seems a minor problem and you could ensure there are some appropriate scrolls early in the game.

Completely possible to do it that way. If the designer were working with a specific range of levels, they could even easily (though time consumingly) write a script to assign spells to the magic user.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: SilentThief on October 23, 2014, 12:56:17 AM
Completely possible to do it that way. If the designer were working with a specific range of levels, they could even easily (though time consumingly) write a script to assign spells to the magic user.

I haven't gotten (yet) into this, but I suspect that I will have a lot of questions regarding this (the scripting side). When I think of a remake (and lets face it update/fleshing out) of what I had in my pnp dnd days I envisioned that any wizard characters could "apprentice" to a master wizard, and this would determine the spells that they could learn as they progress. Huge undertaking, so I am going to force myself to start much smaller...

does this mean I have a mod in the works, perhaps...

ST the "wanting more free time to do stuff, but unfortunately has to pay bills" guy

Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on October 23, 2014, 01:09:36 PM
Completely possible to do it that way. If the designer were working with a specific range of levels, they could even easily (though time consumingly) write a script to assign spells to the magic user.

I haven't gotten (yet) into this, but I suspect that I will have a lot of questions regarding this (the scripting side). When I think of a remake (and lets face it update/fleshing out) of what I had in my pnp dnd days I envisioned that any wizard characters could "apprentice" to a master wizard, and this would determine the spells that they could learn as they progress. Huge undertaking, so I am going to force myself to start much smaller...

does this mean I have a mod in the works, perhaps...

ST the "wanting more free time to do stuff, but unfortunately has to pay bills" guy

Well, fortunately for you, you already have a giant guidebook of DC scripts, a little thing I like to call the Special Abilities database. ;) Combined with Paul's Help documentation for the Hooks and functions, you have a fomidable resource at your finger tips. :D
Title: Re: Dungeon Craft Editor Feature Requests
Post by: wariodude128 on February 09, 2015, 11:17:24 PM
If I could be a little selfish, I would like to have a level list that instead of giving me 255 it gives me 9999 levels to do what I want with. Excessive? Definitely. More than enough for just about everyone? Completely. Do I want to add another 9 and haven't because having 9999 levels to do whatever with is already an insane amount as it is? No question.

As a side note, it would be great if the 1.03 version of Dungeon Craft was put up as the default download on Sourceforge.net. For completeness's sake.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Dorateen on February 10, 2015, 09:12:16 AM
Well, if we are going to exapnd into the thousands of levels, there is one feature I would like to see, which would be useful even with the 255 levels.

Right now, when doing a transfer module event (for Area Transitions), you have to scroll through all the level names starting from the beginning. I would like to see this altered to a drop down menu where the designer could simply select the level they want to transfer to. Or at least a field where the desired level could be entered in, rather than side scrolling through all the levels.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on February 10, 2015, 10:27:06 AM
Quote from: wariodude128
I would like to have a level list that ...gives me 9999 levels

I don't understand why you want the number of levels
to be limited.  Dungeoncraft does not limit the number
of spells, for example.  Can you help me here?
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Milos Gulan on February 10, 2015, 12:21:18 PM
Yes that would be very good :) more levels though I can say that I have trouble to make one that is good :)). Limtless levels would be best.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Dinonykos on February 10, 2015, 12:22:12 PM
I would like to see this altered to a drop down menu where the designer could simply select the level they want to transfer to. Or at least a field where the desired level could be entered in, rather than side scrolling through all the levels.

Yes! That would be great!

Of course, infinite levels would be great, too! (When I read this discussion first, I thought it was about character levels...  ::) ). While chances are probably low a design could exceed 9999 levels, I could well imagine to use more than 255 myself. E.G., one could do a design in which each day and night is reflected by a different level. :D
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on February 10, 2015, 06:26:27 PM
I challenge you to create a design that uses all of the currently available space. ;) You have 100 x100 x255 cells to use. Heck, I'll even count it if you use 80%. ;) :D :D

(I'm not saying we shouldn't have more levels...)
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on February 10, 2015, 06:59:27 PM
2,550,000 cells.   When you put it that way, it
does seem a lot.  How many cells can a designer
implement per minute?  Approximately.

Suppose that only one cell in a hundred has an event.
That would be only 25,500 events.  Five minutes per
event would be 96 events per 8-hour day.  A designer
would reach the limit in less than nine months.  So it
becomes clear why the limit is too restricting.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on February 10, 2015, 07:05:34 PM
When you put it that way, Paul, I completely agree. Also, I feel woefully inadequate. Maybe I am working at the 9 day per event level. ;)

With all of this being said, I have more than one design that is truncated because I did not have enough levels. [While the levels are 1000x100, I am not using all of each level - I have a ground floor level, and then use one level per each of the additional stories. Modern cities with a downtown that averages 20 stories takes  a lot of levels for each city.]
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on February 10, 2015, 07:59:27 PM
My notion is that the levels should be named; not numbered.
You are welcome to name your level "23" if you like.
Then levels would be selected as we select spells, from
an alphabetized list with a vertical scroll bar.

Backward compatibility would be gained when converting
old designs by naming the levels with a combination of the
old level number and old level name.  Eg: "047Woods".
When importing old levels, we would do the same.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Milos Gulan on February 11, 2015, 02:23:06 AM
Thanks for info. I didn't do math, i just imagined a module with lets say Grehawk City, Zagig's bridge to the north and Greyhawk Castle with 30 levels that probably would need at least double or triple in DC maps. To that probably could connect a lot of planes, then count GH adventures around, then lets connect other Ad&d settings like FR, Mystara, DL, Ravenloft and so on, then add possible official and unofficial adventures I am trying to collect. Just add few towns, add few wilderness areas for each adventure and so on.

255 levels might be a lot, but my idea went large :) I guess i could do all of that with more then one module that would be connected, but you would have to export characters between them, something like in the Realms series from FRUA. For now I am still trying to make one good level, and to make mini mod for Manikus, and to learn as much as I can. At least I am having progress in 3d art, I hope I will have minimod soon, been busy last few days, will try to make it till the end of the week.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on February 11, 2015, 01:21:29 PM
My notion is that the levels should be named; not numbered.
You are welcome to name your level "23" if you like.
Then levels would be selected as we select spells, from
an alphabetized list with a vertical scroll bar.

Backward compatibility would be gained when converting
old designs by naming the levels with a combination of the
old level number and old level name.  Eg: "047Woods".
When importing old levels, we would do the same.

Psst... we already do this...

You can name any level anything you want, up to I believe 255 characters (but maybe it's only 40 - I've never named one that was too long...) and when you use one of the Transfer Module events, you scroll through the levels in numerical order, but both the number and name are displayed.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on February 11, 2015, 01:29:41 PM
Thanks for info. I didn't do math, i just imagined a module with lets say Grehawk City, Zagig's bridge to the north and Greyhawk Castle with 30 levels that probably would need at least double or triple in DC maps. To that probably could connect a lot of planes, then count GH adventures around, then lets connect other Ad&d settings like FR, Mystara, DL, Ravenloft and so on, then add possible official and unofficial adventures I am trying to collect. Just add few towns, add few wilderness areas for each adventure and so on.
Paul, replace each name he says with "really big area". ;)

However, Milos, I think you could do the whole castle in 3 or 4 levels. If you look at the GoldBox games, they are all 16x16 levels, so almost every GB game could fit on one or at most two DC levels (not counting overlands)

255 levels might be a lot, but my idea went large :) I guess i could do all of that with more then one module that would be connected, but you would have to export characters between them, something like in the Realms series from FRUA. For now I am still trying to make one good level, and to make mini mod for Manikus, and to learn as much as I can. At least I am having progress in 3d art, I hope I will have minimod soon, been busy last few days, will try to make it till the end of the week.
When you do get around to the mini-mod, do not post it in this thread - post it in the bug thread you have already started.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on February 11, 2015, 02:10:18 PM
Quote from: Manikus
Psst... we already do this...

It may appear to you from the outside looking in......
But on the inside the levels are numbered.  In fact,
they are numbered 1 through 255.  And they are
displayed in numeric order....not alphabetic.  Eg:
9 comes before 10. And Zebra might come before Aardvark.

I suggest the identification be alpha-numeric and that
they be displayed in alpha-numeric order. 
Eg: 10 comes before 9.  And Aardvark comes before Zebra.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: manikus on February 11, 2015, 02:36:16 PM
Actually, I was describing how it works from the designer's viewpoint. If we can already name the levels, and we can already see those names when using events that would access that kind of information. I expect that what it looks like on the programmer side would almost necessarily be different.

Personally, I think ordering the levels alpha-numerically would be a step backwards for anyone using numbers.
If you make a design with more than 9 levels, the order makes no sense - 1, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 2, 20, 21, 3, 4, 5, 6, 7, 8, 9. I personally loathie this.
I realize that I could put in leading zeroes, but honestly this sounds like a pain to just get back to what DC already does.

But, we have plenty of time to debat this and come to something that we can both agree on, as there are still unresolved bugs that need to come before any feature requests.
Title: Re: Dungeon Craft Editor Feature Requests
Post by: Milos Gulan on February 11, 2015, 05:21:34 PM
Ok, and interesting thing about 16x16 levels. I had idea to make one level per monster from MMs also. Anyway I will just be happy with this I have till i reach at least half of the max number of levels possible :)
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Le Marquis on August 30, 2015, 04:27:25 PM
Not a request and probably asked already, but could it be possible to have higher resolutions for dungeoncraft like 1920/1080 ? Of course I know new art would have to be drawn, but I just wanted to know...
More stupid questions in a few days :D
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: manikus on August 31, 2015, 01:40:55 PM
Not a request and probably asked already, but could it be possible to have higher resolutions for dungeoncraft like 1920/1080 ? Of course I know new art would have to be drawn, but I just wanted to know...
More stupid questions in a few days :D

Not possible with the current editor, which only supports 640x480, 800x600 and 1024x768. Originally DC was just 640x480 and then a user wanted it higher and jumped in adding he code for the other two. I don't know if that means its easy or hard to do. :)

This is something on my radar, but not a priority. As widescreen monitor user, I would love to be able to utilize the whole screen. :D However, something to consider is that if you are doing this for designs to release, a lot of folks still don't use higher resolutions on their monitors.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Ishad Nha on September 13, 2015, 02:30:44 AM
Converting pre-v1.0 designs to v1.0+ format, you need to manually re-number the levels, starting with the last one. You need to increase the level number by 1.
We need this automated.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on September 13, 2015, 08:56:08 AM
I thought that the editor offered to do this
for you.  I remember the editor asking me if I wanted
it done.

Perhaps there are circumstances that prevent this.
Could I have your old design to test this feature with?
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Ishad Nha on September 13, 2015, 11:58:11 PM
Go to the Hacking UA sub-forum, you will find a few threads containing Templates, at the top of the first page. Champions of Krynn is an example of a design that can't be opened properly in either v0.914 or v1.0.
By contrast, DKK and CAB open in v0.914 but not in v1.0 of course.
Clicking on my name will give you the Show Posts option, under Attachments you will see the Templates, along with all sorts of other files.
My approach to conversion is to make a new v1.0 design, then I add the Template files to the Data folder of the new design.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on September 14, 2015, 10:02:52 AM
I went to your site and downloaded
NewChampionsofKrynn.zip

I added resources and a "config.txt".
I tried to open the design with editor version 0.916.
It said the design was created with version 0.930283.
So I tried opening it with version 0.930283 and that failed, too.

The "game.dat" file is only 8000 bytes; smaller than the
template design.  A hex dump of the file indicates to me
that it is incomplete.

How do you successfully open this design?  With what editor?
What exactly do you add to the design to make it complete?
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on September 14, 2015, 10:33:42 AM
I tried the following with apparent success:

Using editor version 2.17:

1) Create new design in folder "NewNew"
2) Exit editor
3) Copy all files from NewChampionsOfKrynn/data to NewNew/data
4) Run editor version 2.17
5) Open design NewNew
It told me that the level files had to be converted and that
it would make a backup for me.  I said "OK"
It complained about monster "keys".  I said "OK"
Attached is a screendump of Level 8.
What is the problem here?  Should this be level 9?
There was no Level 0 so perhaps that was confusing.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Ishad Nha on September 14, 2015, 11:27:52 AM
Here is the list of zones:

GEO1.DAX   32   Throtl & Throtl Temple
GEO1.DAX   34   Throtl Catacombs
GEO2.DAX   48   Gargath
GEO2.DAX   49   Gargath Keep
GEO2.DAX   50   Jelek
GEO2.DAX   64   Neraka City & Base
GEO2.DAX   66   Neraka Prison
GEO2.DAX   67   Tomb of Sir Dargaard
GEO2.DAX   68   Southern Outpost
GEO3.DAX   80   Sanction Docks
GEO3.DAX   81   Temple of Huerzyd, Shadow People's Tunnel
GEO3.DAX   82   Temple of Duerghast
GEO3.DAX   96   Flying Citadels
GEO3.DAX   97   Kernen Square and Base
GEO3.DAX   99   Ogre Base
So level 8 should be Gargath Keep.

I was using DungeonCraftEditor_Test10101.exe from the complete_Starting_Package_1_01.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on September 14, 2015, 12:01:40 PM
Quote from: Ishad Nha
So level 8 should be Gargath Keep.

As you can see in the screenshot, Gargath Keep is level 8.

So I still need to know if this is satisfactory or if there is
still some problem with renaming the levels.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: manikus on September 14, 2015, 12:24:22 PM
Gorgoth Keep is 4th on Ishad's list, but level 8 - is this due to Ishad reserving the first four levels for overland levels like FRUA does?

This weekend I happened to convert one .914 design and one .93x design. I clicked "OK" every time presented with the option and it all seemed to work just fine.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Ishad Nha on September 14, 2015, 09:13:24 PM
In CK the Outdoor zone  is a pure-Ecl, there is no Geo file for the outdoor part of the game. Ditto the Knight's Outpost. I decided to follow FRUA conventions and start the towns at the fifth level.

The contents of the Ecl files:
ECL1.DAX         
ECL1.DAX    16    Outdoors
ECL1.DAX    17    Knights Outpost
ECL1.DAX    18    ????
ECL1.DAX    32    Throtl
ECL1.DAX    33    Throtl Temple
ECL1.DAX    34    Throtl Catacombs
ECL1.DAX    36    Intro
ECL2.DAX         
ECL2.DAX    48    Gargath
ECL2.DAX    49    Gargath Keep
ECL2.DAX    50    Jelek
ECL2.DAX    57    Demo
ECL2.DAX    64    Neraka City & Base
ECL2.DAX    66    Neraka Prison
ECL2.DAX    67    Tomb of Sir Dargaard
ECL2.DAX    68    Southern Outpost
ECL3.DAX         
ECL3.DAX    80    Sanction Docks
ECL3.DAX    81    Temple of Huerzyd, Shadow People's Tunnel
ECL3.DAX    82    Temple of Duerghast
ECL3.DAX    96    Flying Citadels
ECL3.DAX    97    Kernen Square
ECL3.DAX    98    Kernen Base (Myrtani's Stronghold)
ECL3.DAX    99    Ogre Base


Editor has overland zones that come with ovl_overland.png as their graphic, I can't find it anywhere so I just rename bigpic_Map.png.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: manikus on September 15, 2015, 01:28:51 PM
Most of the graphics have been renamed since .914. So, if you are using a base design from .914, you will need change all of the walls and backdrops as well.

It appears from what you have said that the 8th level in DC should be the 8th level. Correct?
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Ishad Nha on September 16, 2015, 03:12:24 AM
8th level in FRUA should be the 8th level in DC.

I am hitting trouble with converting v0.9## to v2.17, it might be due to Windows 10. Currently I can't go straight from the first to the latter, crash to desktop happens immediately. I seem to be able to go from v0.9## to v1.01, that then gets me to v2.17. I will need to figure out what is happening.

Most graphics in my Templates were from Rosedragon, hence there should be no name changes for them. Problems are coming from elsewhere? In v0.9## there was no Resources folder for graphics.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: manikus on September 16, 2015, 12:33:23 PM
It is causing the editor to crash? Can you make this happen and post the UafErr_Edit.txt file? This will give Paul some inscite into what is happening.

Version .916 and earlier did not use a Resources folder, .930 and later did. There were no test releases between .916 and .930. (.914 had neded a couple of engine fixes for Dinonykos design to work so Paul made them and then froze the code and called it .916.)
If there is a file attached to an event called "ovl_Overland.jpg" and it existed in .914 and in 2.17 in the Resources folder, DC should still find it. However, if it was the default file for creating a new Overland level in .914, it is not in 2.17.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on September 17, 2015, 11:48:08 AM
I downloaded your DKK.

I am having trouble with it.  I don't know if it
is the same problem you saw or not.
I'll report as soon as I figure out what is going on.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: manikus on September 17, 2015, 01:37:47 PM
I downloaded your DKK.

I am having trouble with it.  I don't know if it
is the same problem you saw or not.
I'll report as soon as I figure out what is going on.

http://ua.reonis.com/index.php?topic=3118.0
Sorry Paul. I split his post off and thought I marked to have it and all (yours) subsequent posts go, but it just split his.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: SilentThief on October 24, 2015, 12:53:20 PM
Hello everyone.

I am asking for an editor feature request. I would like to have the ability to read the difficulty level into a script variable.

the player can set the difficulty to 5 different levels, named something like:
novice, veteran and champion

and these do not do anything currently (as far as I can tell - correct me if I am wrong).

What I am asking for is something like being able to do this:

if $difficulty(veteran) = true
do combat

ST
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: manikus on October 24, 2015, 04:07:02 PM
Hello everyone.

I am asking for an editor feature request. I would like to have the ability to read the difficulty level into a script variable.

the player can set the difficulty to 5 different levels, named something like:
novice, veteran and champion

and these do not do anything currently (as far as I can tell - correct me if I am wrong).

What I am asking for is something like being able to do this:

if $difficulty(veteran) = true
do combat

ST

And there is not already a function to check difficulty?
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on October 24, 2015, 04:43:45 PM
Quote
there is not already a function to check difficulty

I can find no such function.  Moreover, although there is
provision for such things, I cannot find that it is put to any use.
Here are the variables that holds the information:

  CString m_Name;
  BOOL m_ModifyHD;
  BOOL m_ModifyQty;
  BOOL m_ModifyMonsterExp;
  BOOL m_ModifyAllExp;
  char m_HDAmount;
  char m_QtyAmount;
  char m_MExpAmount;
  char m_AExpAmount;
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: manikus on October 24, 2015, 05:06:18 PM
I looked just now and don't see any either. :) I didn't search the code, though.

I think a function that returned the name of the difficulty setting might be helpful, don't know that the other ones would need to be done, however. To be honest, setting the difficulty level is not a feature that I think I have ever used in DC, and in FRUA, maybe I played something on Novice? Maybe not.
Title: Re: STICKY: Dungeon Craft Editor Feature Requests
Post by: Paul R. Stevens on October 24, 2015, 06:55:49 PM
SilentThief:

Let us call the function:   $SetDifficulty(difficultyLevel);

  "NOVICE"
  "SQUIRE"
  "VETERAN"
  "ADEPT"
  "CHAMPION"

The function will return the previous difficulty level.
Specifying an illegal string leaves the difficulty level
as it was.

So the function you asked for is:

diflvl = $SetDifficulty("");

Now you need to create a mini-mod using that function
and submit it as a bug report (Because it obviously does
not yet work as herein documented!!!).