Do you mean slow as in the program itself becomes sluggish at times (are you on Linux/running it through WINE?) or that the process of editing is slowed down by the interface? I've never had a problem with the former (on Win XP/7 32-bit/7 64-bit) and have found the interface to be the best one out there in terms of efficiency and streamlinededness.Gridlock wrote:I noticed in CK Guy's editor that things could severely slow down, while I never had this problem in TED5.
A "perfect" editor.
Glad to hear that, LJH, it's always good to have competition.
I guess I could try to learn it... it'd be useful. I'm not really familiar with anything outside of BASIC, PHP and MMF2 at the moment... let's see what I can do. *downloads*Commander Spleen wrote:Not if it has the same performance issues as Mindbelt, which is usable but not always fun.
We already have a Qt-based tileinfo editor. Qt level editors would go along with that nicely.
time goes by 時の流れは二人を変えて行くけれど
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いつも君の側で...
失くしたものも夢見るものもその手を取って思い出すよ
いつも君の側で...
I was running this through Windows. The program would become quite laggy the more I used it. I think I remember having to reload maps 2 or 3 times to get them to run quickly. Of course I think it may have been an older computer.Do you mean slow as in the program itself becomes sluggish at times (are you on Linux/running it through WINE?) or that the process of editing is slowed down by the interface? I've never had a problem with the former (on Win XP/7 32-bit/7 64-bit) and have found the interface to be the best one out there in terms of efficiency and streamlinededness.
The only real reason I see for creating a new editor is to get rid of the need for Dosbox for Ted5 and to get a more centralized editor. Some would argue that KeenNext fits this, but many I think prefer the design of the Ted5-styled interface. Also, I think beginners have a difficult time learning how to set things up, although the tutorials help. I'd rather see a more practical editor like a music or hitbox editor.
Goddamnit, carmackization is pissing me off.
I can get a fake carmack (like Instant Carma) working, but whenever I try and do a proper carmack, it refuses to work. >_>
EDIT: And even weirder, if I try to extract my carmackized levels, then repack them again with the working fake-carmack, THEY WORK FINE!!! So it seems my carmack algorithm can be read by my own decompression (which also decompresses the real levels just fine), yet not by the actual game. Any tips here, guys?
I can get a fake carmack (like Instant Carma) working, but whenever I try and do a proper carmack, it refuses to work. >_>
EDIT: And even weirder, if I try to extract my carmackized levels, then repack them again with the working fake-carmack, THEY WORK FINE!!! So it seems my carmack algorithm can be read by my own decompression (which also decompresses the real levels just fine), yet not by the actual game. Any tips here, guys?
Last edited by LJH on Sun Feb 13, 2011 19:22, edited 1 time in total.
time goes by 時の流れは二人を変えて行くけれど
失くしたものも夢見るものもその手を取って思い出すよ
いつも君の側で...
失くしたものも夢見るものもその手を取って思い出すよ
いつも君の側で...
- DaVince
- lazy/busy Keener
- Posts: 1476
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Release what you have IF you abandon it. That way maybe someone can pick it up and continue work on it.LJH wrote:I am indeed attempting to make one, however do keep in mind I have a terrible history of abandoning projects due to losing interest, so I wouldn't count on it.Mink wrote:Does this mean we'll be seeing a fully-fledged editor from you?
Wow look at me I'm lurking
Hm, does anyone know if maybe the game doesn't support recursive carmacking?
For example, if I have:
12 34 56 78 12 34 56 78 12 34 56 78 12 34 56 78
As the uncompressed data.
Is the game unable to utilize it compressed as:
12 34 56 78 02 A7 02 04 A7 04
And would require it compressed as one of:
12 34 56 78 02 A7 02 12 34 56 78 02 A7 02
12 34 56 78 12 34 56 78 04 A7 04
(or maybe)
12 34 56 78 02 A7 02 02 A7 04 02 A7 06
For example, if I have:
12 34 56 78 12 34 56 78 12 34 56 78 12 34 56 78
As the uncompressed data.
Is the game unable to utilize it compressed as:
12 34 56 78 02 A7 02 04 A7 04
And would require it compressed as one of:
12 34 56 78 02 A7 02 12 34 56 78 02 A7 02
12 34 56 78 12 34 56 78 04 A7 04
(or maybe)
12 34 56 78 02 A7 02 02 A7 04 02 A7 06
time goes by 時の流れは二人を変えて行くけれど
失くしたものも夢見るものもその手を取って思い出すよ
いつも君の側で...
失くしたものも夢見るものもその手を取って思い出すよ
いつも君の側で...
1.) BACK UP YOUR WORK. I do this every time I make a change I wouldn't want to have to repeat. Usually at least once c day. select -> send to zip works.
2.)
The game supports 'recursive' carmackizing since it reads from the data decompressed so far. (It's not really recursive.)
My suggestion would be to take the decompressed elvels made by TedSetup and run them through your compressor. Then take a look at how YOUR compressed data differs from the games. This is useful because you *know* how the data *should* be compressed. I had some terrible problems with the 'sliding window' (How far back you could get data from.) when in doubt, simplicity beats file size. keenGraph doesn't bother with huffman compression since nobody will really notice it anyway. This is why fake carma works, who really cares if thier levels are 500kb instead of 250?
2.)
You can write anything that you can decompress, doesn't mean you're right. I had the same problem doing carmack. Bleah.So it seems my carmack algorithm can be read by my own decompression (which also decompresses the real levels just fine), yet not by the actual game. Any tips here, guys?
The game supports 'recursive' carmackizing since it reads from the data decompressed so far. (It's not really recursive.)
My suggestion would be to take the decompressed elvels made by TedSetup and run them through your compressor. Then take a look at how YOUR compressed data differs from the games. This is useful because you *know* how the data *should* be compressed. I had some terrible problems with the 'sliding window' (How far back you could get data from.) when in doubt, simplicity beats file size. keenGraph doesn't bother with huffman compression since nobody will really notice it anyway. This is why fake carma works, who really cares if thier levels are 500kb instead of 250?
What you really need, not what you think you ought to want.