Topics that have reached 100 pages.
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Axiom
- Phanto

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Postby Axiom » Sat Jun 28, 2014 3:12 pm
Is it okay if I kinda correct some of your grammar for the english version? I know English isn't exactly your primary language and I've noticed alot of small mistakes that I'd be willing to correct.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Postby Wohlstand » Sat Jun 28, 2014 3:21 pm
Luigifan2010 wrote:Is it okay if I kinda correct some of your grammar for the english version? I know English isn't exactly your primary language and I've noticed alot of small mistakes that I'd be willing to correct.
You can get and fix editor_en.ts and define fixed strings.
Yes, my native language is Russian, and English - is second language, what I know, but not very well, thanks for help 
Raw strings from sources (*.CPP, *.H, *.UI) are replacing with strings from translation files, as you see. You can send me directly fixed *.ts file, or send into my repo via github. If raw string will be replaced, a lot of translations of same string will be lost, and be careful with raw strings.
Notes:
- Because "Exit door" and "Exit from program" in German and other language have differences words, my friend made "Exit program" raw string instead "Exit". Qt Linguist usually translating by whole strings. Same with "a lie" => "Ложь" and "to lie" => "Лежать", "a stalk" => "стебель" and "to stalk" => "подкрадываться" with equal spelling, or "here"=>"Здесь", "hare"=>"Заяц", "hair" => "Волосы", but difference spelling.
- As you see, I'd replaced "No Yoshi" to "No Vehicles" to generalize value and don't to close it to Yoshi character.
- String "Level Warp" just is "Connect left-right sides of section". Will be more understandable for new people.
- Other closed to concrete characters strings replaced to generalized values.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sat Jun 28, 2014 4:43 pm
Wohlstand wrote:Luigifan2010 wrote:Is it okay if I kinda correct some of your grammar for the english version? I know English isn't exactly your primary language and I've noticed alot of small mistakes that I'd be willing to correct.
You can get and fix editor_en.ts
I will get to doing this asap.
Notes:
- As you see, I'd replaced "No Yoshi" to "No Vehicles" to generalize value and don't to close it to Yoshi character.
This actually opens up another question, will we be able to get specific translations on a per content basis? Like the SMBX content package can have it's own translations to make it more SMBX Friendly?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Contact:
Postby Wohlstand » Sat Jun 28, 2014 4:56 pm
Luigifan2010 wrote:This actually opens up another question, will we be able to get specific translations on a per content basis? Like the SMBX content package can have it's own translations to make it more SMBX Friendly?
Changing of interface strings possible by translates, or define string in the INI file, but need to have own copy of same INI file for each language, this is not good idea.
Inside Help documents I writing inside brackets the SMBX's original names of same options:
This is not full help documents, and need write a lot of pages, as you see:
http://engine.wohlnet.ru/docs/_sources/ ... ditor.html
This is example of using original SMBX's names of options:
http://engine.wohlnet.ru/docs/_sources/ ... tings.html
P.S. I just updated English translate, please, get fresh (before you made change, or I will made same change manually)
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sat Jun 28, 2014 6:06 pm
Right, well at some point (probably over time) I can work on the help. As for right now I just want to start on the UI. 
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
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Postby Wohlstand » Sun Jun 29, 2014 4:54 pm
New update!
-> PGE Editor 0.1 Alpha
Here already realized all level editing features, even events, and fixed a lot of bugs.
Windows built:
Download 0.1 Alpha without music (39 MB) (You can simply place music folder from SMBX 1.3 or 1.3.0.1 into data directory)
Download 0.1 Alpha with HQ music (267 MB) (This already contains HQ SMBX music pack)
Videos:
Changelog 0.1
- Added events control support
- Added sound tester
- Image render are improved and fully support taking alpha channel from masks (before only internal PNG alpha, or 1-bit masks files)
- Fixed default main window size and position
- Fixed Level item toolbox category list translating
- Fixed bug with empty category lists after config reload
- Added support for BMP Files, Ghosties will be appeared ONLY if image really broken.
- Player's start points can be moved by mouse in selection mode
- History manager can store any level data and any settings changes
- New icons for section switch buttons
- Optimized background and music selector
- Language switcher are improved
- Fixed crash on press "Delete" in layer list without selected item
- Fixed bug with door flags "Level Exit" and "Level Entrance" on already placed points
- If not exist translate equal to system, will be used English translate
- Remembering of save paths
- Merging of layers, on rename layer to equal to other exists
- Configuration status window. You can see status of all configuration items and look for errors on load process
- Fixed bug with events resets in properties window
- Added search filter for NPC-Selection dialog
- Added search filter for level Item Box
- Fixed NPC's special option wrong values on placing items
- Fixed grammars and spellings in labels
- Optimized toolbox generation
- Added Notification about wrong custom graphics files
- Fixed frames calculating for NPCs
- On Music files list open current file will be selected
- In music list displaying music files from sub-directories
- Fixed autoalign bug: Grid applying only on moved items
- Fixed random NPC's direction generator
- Added counter of stars in LVL-file save function
- Fixed bug with wrong background on created levels (before save them).
This version support full level editing functional
Screenshots
Also, added two useful console utilities:
Note: For use thees utilities, please, open Command Line CMD.EXE for Windows or Terminal in Linux
GIFs2PNG
GIFs2PNG - converter of SMBX's gifs with masks to transparent PNGs [now planned opposite tool: convert transparent PNG to masked GIFs for SMBX]
How to use:
This utility converting all graphics from folder. For take PNG with transparent, you need place AND source images, AND his masks into same folder. All gifs must be converted from BMP by second tool, if some images didn't read.
For start converting, simply type this in command line:
Code: Select all X:\MyDir\With\PGE-Editor\GIFs2PNG C:\SMBX\worlds\episode1\level3
Where X:\MyDir\With\PGE-Editor\ - path to your PGE-Editor's folder, copy from address bar and paste by right mouse button
Where C:\SMBX\worlds\episode1\level3 - the path to your GIFs in SMBX64 format (with masks), what you want convert to PNG.
You can see more features of utility, if you simply rum them without arguments
LazyFixTool
LazyFixTool - the powerfull utility for automatically fix lazy-made GFXes:
convert all BMPs into GIF format, made correct mask, what created by lazy work. Can fix all GFXes of whole episode in one run!!!
Also, you can made light-gray masks darker, for use real alpha-channel inside PGE instead pseudo-transparent of SMBX:
Note: this utility makes backups of your current graphics into "_backup" sub-folder. If you will find glitch, you can restore old graphics back.
How to use:
This utility fixing all SMBX64 graphics (GIF with mask images) in selected folder and (optionaly) all graphics insided into subfolders.
Mask must be placed WITH its image, fixing process based on calculating broken pixels by comparing between pixels of both images.
For start fixing graphics into one folder:
Code: Select all X:\MyDir\With\PGE-Editor\LazyFixTool C:\SMBX\worlds\episode1\level3
For start fixing graphics of whole episode:
Code: Select all X:\MyDir\With\PGE-Editor\LazyFixTool C:\SMBX\worlds\episode1 -W
For start fixing with gray down of gray-scale masks:
Code: Select all X:\MyDir\With\PGE-Editor\LazyFixTool C:\SMBX\worlds\episode1\level3 -G
Where X:\MyDir\With\PGE-Editor\ - path to your PGE-Editor's folder, copy from address bar and paste by right mouse button
Where C:\SMBX\worlds\episode1\level3 - the path to your GIFs in SMBX64 format (with masks), what you want convert to PNG.
Where -G - switch for made gray color darker.
Where -W - switch for walk inside all subdirectories.
Where -N - switch for disable saving of backups.
You can see more features of utility, if you simply run them without arguments
Last edited by Wohlstand on Mon Jun 30, 2014 10:39 am, edited 2 times in total.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sun Jun 29, 2014 5:27 pm
Absolutely beautiful, as usual
EDIT: PS, I uploaded my edited language translation to the site you linked to but I have a feeling I did it wrong aha, did you receive it?
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Sun Jun 29, 2014 5:49 pm
I have a suggestion:
Instead of 2x2, make it 1x1, and if player wants, it can be HD up scaled.
This is a great work! Congratulations!
Also will this have higher limits than SMBX? (More than 200 warps, more than 8000 BGOs)
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Postby Wohlstand » Sun Jun 29, 2014 6:12 pm
FanofSMBX wrote:I have a suggestion:
Instead of 2x2, make it 1x1, and if player wants, it can be HD up scaled.
This is a great work! Congratulations!
Also will this have higher limits than SMBX? (More than 200 warps, more than 8000 BGOs)
1) You already can use 1x1 sprites in SMBX, this is not limited, but, need made ALL graphics 1x1 pixels (HQ), because mixing of 2x2 and 1x1 not good idea (as says some guy). And: in main.ini user can made in own config his default grid size (instead 32 pixels, for example, 24 pixels, etc.). Don't forget, each item have own grid size. Second note: Blocks and BGOs can have ANY image size, because it is calculating automatically from loaded image, instead stinky VisualBasic, what wanna pre-defined image size from config file. You can replace BGO to any other without closing to size by ID, BUT, in SMBX his closing to size will be leave, and flexible size will be working only with THIS editor and with future engine part.
2) This editor haven't limits for number of items, but note: see on your free RAM space. Limits - your RAM size 
BUT, if you save LVL file with too many items (warps >200, BGOs >8000, etc, you can't open them in SMBX, will be crash, why? you know, this LVL have too many items  )
Second note: Disable animation and disable collision for speed up editing process  Because animators is experimental yet and each placed copy of item have own animator, this is not good for CPU.
In next time I will try experiment with single animator for ALL items, for stabilize animation of large item numbers, and optimize editing process
Last edited by Wohlstand on Sun Jun 29, 2014 6:49 pm, edited 1 time in total.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Contact:
Postby Wohlstand » Sun Jun 29, 2014 6:28 pm
Wohlstand wrote:Luigifan2010 wrote:Absolutely beautiful, as usual
EDIT: PS, I uploaded my edited language translation to the site you linked to but I have a feeling I did it wrong aha, did you receive it?
Oh, I forgot noticed about this folder, on each my run of script "_toALL.bat", will copyng sources from my working dir to:
- this folder with replacing of all to copyed from my working dir (Sorry, I couldn't notice about your upload, I made them for translators can refresh his working version and continue work with them before upload as "end translation" for puch to GitHub)
- to local repo, what pushing to GitHub (Here I can catch replaced files and restore updated and accept changes from other people)
- to my Linux Server's folder for I can build on lunux.
Please, sent me them:
- or by email
- or by attachement
- or by GitHub pull request
- or by other ways
After check I will put your *.TS file into main GitHub repo and will update ZIP-archives with updated translation file.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
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Contact:
Postby Wohlstand » Mon Jun 30, 2014 5:03 am
Just now I update the archives of 0.1 built:
- Fixed bug with custom music paths after save new file.
- Speed up of level loading process,
now Editor opening the huge levels quickly
Archives already updated
Who already download Editor 0.1 alpha. please get fixed files here:
http://engine.wohlnet.ru/docs/_sources/ ... editor.zip
and unpack archive into your Editor folder
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Mon Jun 30, 2014 8:11 am
Thank you for merging, I'm glad to finally be contributing to this somehow haha.
Anyways, how would I go about changing the block names? Is that in the configuration INI?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Mon Jun 30, 2014 8:39 am
Luigifan2010 wrote:Thank you for merging, I'm glad to finally be contributing to this somehow haha.
Anyways, how would I go about changing the block names? Is that in the configuration INI?
Yes!
configs/SMBX/lvl_blocks.ini
Notes:
- Blocks names MUST be sortable, as: "Green bricks 1, Green Bricks 2", etc. Inside Item list ALL items sorting by his NAME. If you set to block wrong name - will be difficult to find them inside list  . I made a very big work for sort them, 638 blocks, this is "a lot of" 
- Charset MUST be UTF-8 without BOM (Don't use Windows Notepad, use Notepad++ or Akelpad for example)
- Category list directly creating from "category" field of same INI file, and not predefined. For add new categoty/group, simply change one of category/group to non-exist in current list, and it will be appeared.
- For fast check your changes inside editor, open tools->Global Configuration -> Reload configs, and all configurations will be reloaded, and in item lists you will see updated values, without restart of application
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Mon Jun 30, 2014 12:40 pm
Wohlstand wrote:Luigifan2010 wrote:Thank you for merging, I'm glad to finally be contributing to this somehow haha.
Anyways, how would I go about changing the block names? Is that in the configuration INI?
Yes!
configs/SMBX/lvl_blocks.ini
Notes:
- Blocks names MUST be sortable, as: "Green bricks 1, Green Bricks 2", etc. Inside Item list ALL items sorting by his NAME. If you set to block wrong name - will be difficult to find them inside list  . I made a very big work for sort them, 638 blocks, this is "a lot of" 
- Charset MUST be UTF-8 without BOM (Don't use Windows Notepad, use Notepad++ or Akelpad for example)
- Category list directly creating from "category" field of same INI file, and not predefined. For add new categoty/group, simply change one of category/group to non-exist in current list, and it will be appeared.
- For fast check your changes inside editor, open tools->Global Configuration -> Reload configs, and all configurations will be reloaded, and in item lists you will see updated values, without restart of application
Alright sweet
Can I ask one more favor of you? Since I know absolutely 0 C++, I'd like to compile my own from source for Linux/Windows since your downloads a little slow, mind if you PM me (or reply, doesn't matter) some instructions since I know there's different compilers and such 
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Contact:
Postby Wohlstand » Mon Jun 30, 2014 12:49 pm
Luigifan2010 wrote:Wohlstand wrote:Luigifan2010 wrote:Thank you for merging, I'm glad to finally be contributing to this somehow haha.
Anyways, how would I go about changing the block names? Is that in the configuration INI?
Yes!
configs/SMBX/lvl_blocks.ini
Notes:
- Blocks names MUST be sortable, as: "Green bricks 1, Green Bricks 2", etc. Inside Item list ALL items sorting by his NAME. If you set to block wrong name - will be difficult to find them inside list  . I made a very big work for sort them, 638 blocks, this is "a lot of" 
- Charset MUST be UTF-8 without BOM (Don't use Windows Notepad, use Notepad++ or Akelpad for example)
- Category list directly creating from "category" field of same INI file, and not predefined. For add new categoty/group, simply change one of category/group to non-exist in current list, and it will be appeared.
- For fast check your changes inside editor, open tools->Global Configuration -> Reload configs, and all configurations will be reloaded, and in item lists you will see updated values, without restart of application
Alright sweet
Can I ask one more favor of you? Since I know absolutely 0 C++, I'd like to compile my own from source for Linux/Windows since your downloads a little slow, mind if you PM me (or reply, doesn't matter) some instructions since I know there's different compilers and such 
Qt framework allow to build same source without changed for any platforms. I.e. you can build same source under Linux, under Windows, under MacOS, etc.
Because inside Linux a lot of distributives, I will made Linux's build for each distributive (I have Debian as Virtual server and CentOS on my hardware server, where I building and testing sources on Linux machines). Need correctly deploy, for application can be work on other computers with same OS.
This is the instruction how build for each OS: http://engine.wohlnet.ru/forum/viewtopic.php?f=17&t=67
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Axiom
- Phanto

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- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Mon Jun 30, 2014 12:52 pm
Wohlstand wrote:Qt framework allow to build same source without changed for any platforms. I.e. you can build same source under Linux, under Windows, under MacOS, etc.
Because inside Linux a lot of distributives, I will made Linux's build for each distributive (I have Debian as Virtual server and CentOS on my hardware server, where I building and testing sources on Linux machines). Need correctly deploy, for application can be work on other computers with same OS.
This is the instruction how build for each OS: http://engine.wohlnet.ru/forum/viewtopic.php?f=17&t=67
I usually run Ubuntu based distributions so I could do some testing for that. Only issue is that because you're using Qt you won't get stuff like Unity menu bars and stuff (unless Canonical's changed stuff) but thank you so much! I'll get to playing around with this 
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Contact:
Postby Wohlstand » Mon Jun 30, 2014 1:01 pm
Luigifan2010 wrote:Wohlstand wrote:Qt framework allow to build same source without changed for any platforms. I.e. you can build same source under Linux, under Windows, under MacOS, etc.
Because inside Linux a lot of distributives, I will made Linux's build for each distributive (I have Debian as Virtual server and CentOS on my hardware server, where I building and testing sources on Linux machines). Need correctly deploy, for application can be work on other computers with same OS.
This is the instruction how build for each OS: http://engine.wohlnet.ru/forum/viewtopic.php?f=17&t=67
I usually run Ubuntu based distributions so I could do some testing for that. Only issue is that because you're using Qt you won't get stuff like Unity menu bars and stuff (unless Canonical's changed stuff) but thank you so much! I'll get to playing around with this 
My friend from Hedgewars working under Ubuntu, I send to him sources long time ago and he built this:
this is my first skeleton of Editor, ver is 0.0.1, what I made in january.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Mon Jun 30, 2014 1:20 pm
Wohlstand wrote:My friend from Hedgewars working under Ubuntu, I send to him sources long time ago and he built this:
this is my first skeleton of Editor, ver is 0.0.1, what I made in january.
It looks really nice. Qt is more respective of the UI than I expected. Has he made anymore builds or will I have to step in there?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Contact:
Postby Wohlstand » Mon Jun 30, 2014 1:22 pm
Luigifan2010 wrote:Wohlstand wrote:My friend from Hedgewars working under Ubuntu, I send to him sources long time ago and he built this:
this is my first skeleton of Editor, ver is 0.0.1, what I made in january.
It looks really nice. Qt is more respective of the UI than I expected. Has he made anymore builds or will I have to step in there?
He made only once, for his preview of my idea and gui
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