251

Re: [TeeUniverse] Devlog

Neox wrote:

Deleted.

I was answering to your latest answer but it's pointless as you're not gonna change the license anyway, even while most people think this license isn't good. I probably won't write here anymore.

By the way, if you wonder about why I dislike this license ; I have servers with account systems. These servers exist for months, even years. I simply don't wanna publish these servers sources, for several reasons (such as people hosting that same server in order to steal my old players passwords, people changing the rewards so that you get 1000x more than in the original mod... or simply because I don't want everybody to have the work I've done).

No one is forcing you to make TeeUniverce mods you may still write TeeWorlds mods that do not have this license. If you don't want to  open source you do not have to. The comunity will get better because of this license, and you can use TeeUniversies client to make TeeWorlds maps. But you don't even have to use that either.

Jesus is my Lord and Savior. Praise be unto God for giving us a way to live with him.

Check out my DeviantArt for all my TeeWorlds art and ideas for Teeoworlds

252 (edited by necropotame 2016-11-30 21:47:06)

Re: [TeeUniverse] Devlog

The first beta is available smile You can contact me on IRC in the channel #teeuniverse (QuakeNet) if you need help. Please post any bugs in GitHub

https://s17.postimg.org/drx1ktxzj/Screenshot_from_2016_11_30_18_48_16.png

Sources: https://github.com/teeuniverse/teeunive … v0.1.0.zip
Linux Binaries: https://github.com/teeuniverse/teeunive … tag/v0.1.0
OSX Binaries: I Need someone to do it
Windows Binaries: I will try to do it this week

This version contains

  • basic map edition (create layers, edit quads and tiles, add images)

  • basic Undo system (you lost your history if you delete a layer or if you load/close a package

Missing features (that will be implemented for the next beta)

  • Animations

  • Redo system

  • Shortcuts

  • Automatic tiling/quad creation

Small tutorial

Create your first map:

  • File → New package.

  • Edit → New map.

Create a tile layer:

  • Right click on the map (in the left panel) → Add foreground group.

  • Right click on the new group (in the left panel) → Add tile layer.

Import a vanilla image to tile:

  • File → Open Package.

  • Select the env_grass (in some Data Directory)

  • Click on the package "mypackage" (left panel, top part)

  • Click on the tile layer that you have created

  • In the right panel, click on the button next to "Image" and select "grassMain"

Start to tile

  • Select the "Stamp" tool in the toolbar https://s15.postimg.org/gphvswbm3/stamp.png

  • Start to tile like in the vanilla editor. To open the palette (tile selection), use right click in the view (instead of spacebar)

253

Re: [TeeUniverse] Devlog

Devlog: I'm implementing a new type of map layer: "Object Layer". An object is a line or a polygon, with a style attached to it. I hope this layer will encourage people to make less square based maps. Of course the client-side collision is not compatible with such elements, but for decoration and server-side collision (like death area or freeze area), it's really good.
Since objects are made of quads, the object layer can be converted in the vanilla map format smile

https://s16.postimg.org/5gwav4rv9/teeuniverse_line_editing.png

254

Re: [TeeUniverse] Devlog

remind me if you, by any chance, decide to write really good core collision and sliding mechanic to this. cool

255

Re: [TeeUniverse] Devlog

Bezier curves and line thickness (the bottom right part is a repeated texture with a curved line for the border):
https://s14.postimg.org/rilfzd7yl/teeuniverse_bezier.png

Siile wrote:

remind me if you, by any chance, decide to write really good core collision and sliding mechanic to this. cool

I want to do it, but since it will break the compatibility, it's postponed until there is enough players that use the TeeUniverse client.

256

Re: [TeeUniverse] Devlog

Still waiting for windows binaries.. please! <3

257

Re: [TeeUniverse] Devlog

Yeah, I am sure that 90% of the end-users use windows!

I will be banned if I troll again ...

258

Re: [TeeUniverse] Devlog

Deepfinder wrote:

Yeah, I am sure that 90% of the end-users use windows!

sad sad sad sad sad sad  *sry for off-topic*

259

Re: [TeeUniverse] Devlog

unsigned char* wrote:
Deepfinder wrote:

Yeah, I am sure that 90% of the end-users use windows!

sad sad sad sad sad sad  *sry for off-topic*

Eh, it's a good thing to belong to the 10% tongue *even more sorry for even more off-topic*

260

Re: [TeeUniverse] Devlog

Not to be annoying but windows binaries would be very appreciated. smile

burn the land and boil the sea, you can't take the sky from me.

261

Re: [TeeUniverse] Devlog

I'm currently trying to compile it on Windows. It's painful.

262 (edited by necropotame 2016-12-15 18:52:12)

Re: [TeeUniverse] Devlog

I've fixed a lot of bugs with windows compilation. I've added an option to disable harfbuzz because I've not found any binaries of harfbuzz-icu for windows. If you use this option, the only difference is that arabic is no more supported as well as others script-like language.

I'm now stuck with this error:

/usr/lib/gcc/i686-w64-mingw32/4.8/../../../../i686-w64-mingw32/lib/../lib/libmingw32.a(lib32_libmingw32_a-crt0_c.o): In function `main':
/build/buildd/mingw-w64-3.1.0/build/i686-w64-mingw32-i686-w64-mingw32-crt/../../mingw-w64-crt/crt/crt0_c.c:18: undefined reference to `WinMain@16'
collect2: error: ld returned 1 exit status

Someone can test it directly on windows ? Here is the procedure to compile it:

263 (edited by necropotame 2016-12-13 19:09:16)

Re: [TeeUniverse] Devlog

Devlog: Material creation implemented. You can set a texture to fill the part inside the polygon, and a sprite to skin the edges of the polygon. Here is a screenshot of a block made using one polygon + 2 lines for decoration. If the polygon is well placed, the collision stay coherent smile

What you see:
https://s24.postimg.org/kmvond9s1/Screenshot_from_2016_12_13_17_41_49.png

What are the collision tiles:
https://s27.postimg.org/9p4lbwpfj/Screenshot_from_2016_12_13_17_42_25.png

The material is made of two images:
https://s30.postimg.org/ynyjanzxp/mangrove_tiles2.png https://s28.postimg.org/uoh7evb3t/mangrove_line.png

Edit: If you want something more teeish tongue
https://s30.postimg.org/w2vhfyjq5/Screenshot_from_2016_12_13_18_08_33.png

264 (edited by wappsify 2016-12-13 22:43:58)

Re: [TeeUniverse] Devlog

necropotame, your project is the reason I visit this forum everyday still. Hats off to you, I am excited to see and use some kind of final release.
Keep it up!

burn the land and boil the sea, you can't take the sky from me.

265

Re: [TeeUniverse] Devlog

Devlog: The material editor is a bit more advanced now. It's now possible to do a lot of different style for various purpose. Here is a list of styles made with it, applied each time on the same surface (a disk):

https://s27.postimg.org/d4k7leolr/material_align_line.png https://s27.postimg.org/qmr3xp0r3/material_align_world.png https://s27.postimg.org/ti474k4r3/material_bamboo.png https://s27.postimg.org/6uoxyep73/material_chain.png https://s27.postimg.org/a2tfbgbgv/material_desert.png https://s27.postimg.org/b7nhgtxxr/material_mangrove.png

In the editor, you can define as many layers as you want. For example, the string with lamps is made of 3 layers. The first one don't use a texture and is stretched along the line, the second and the third ones use a sprite aligned to the world (instead of the line).
https://s27.postimg.org/4fx2dz8y7/material_editor.png

In addition, I've reworked a little the toolbar to make icons more visible and readable:
https://s27.postimg.org/4qtmfe28v/toolbar_icons.png

wappsify wrote:

necropotame, your project is the reason I visit this forum everyday still. Hats off to you, I am excited to see and use some kind of final release.
Keep it up!

Thanks smile

266

Re: [TeeUniverse] Devlog

Devlog: TeeUniverse is now compatible with Windows. I can't provide binaries right now because the current state of the code is not ready for release (I'm still implementing some stuff related to material, and there is also some bugs to fix). You can follow on github the progression until the version 0.2 is done: https://github.com/teeuniverse/teeuniverse/milestones

267

Re: [TeeUniverse] Devlog

wappsify wrote:

necropotame, your project is the reason I visit this forum everyday still. Hats off to you, I am excited to see and use some kind of final release.
Keep it up!

Yes!!! I agree with u 100%

268

Re: [TeeUniverse] Devlog

I've updated the instructions to compile with Windows in the GitHub project. You can read it here

Please note that this version is not a release. Do it only if you want to help to debug the program and test the compilation process. If you never tried to compile a C++ program before, you should not try it.

269

Re: [TeeUniverse] Devlog

Devlog: Object layers are now automatically converted into quad layers during map export. Here is the result (vanilla client):

http://s23.postimg.org/obaal975l/screenshot_2016_12_19_11_05_52.png

The background is made of one polygon + an appropriate material using vanilla images. I've also added a quad layer to add some non aligned unhookable tiles. It's just for decoration, but such effects could be used to break the feeling of playing in a big grid. This is something that can be done also with vanilla editor, but it's painful because you have to found manually the texture coordinates and resize the quad in a complex way.

270

Re: [TeeUniverse] Devlog

Does that introduce a performance/storage problem because quads are handled differently (at least in Vanilla)? But nice work

Having troubles finding servers in the serverlist? Go to Pastebin (its a referer cause there is daily a new pastebin) and add the lines to your settings.cfg (in %APPDATA%\teeworlds). Then open teeworlds and go to the favorites tab. (Note however, standard teeworlds client can only show 256 favorites, use ddnet instead)

271 (edited by necropotame 2016-12-19 15:36:38)

Re: [TeeUniverse] Devlog

Yes, technically, the client don't clamp quads during rendering. So if you create 1 billions of quads you will feel the difference smile In the above test, the frame-rate was not affected. Concerning the storage, quads are nothing in comparison of an image, so I don't think we can say that it's an issue.

In fact, it's a little bit more difficult to analyze. The screen try to display around 1200 quads per tile layer (because the rest is clamped). In the above example, where the object is 2x bigger than the screen, I use 900 quads (and it's really not optimized: ~800 for the border and ~100 for the inner part). Of course, it's not a good solution to replace all tiles by this. But it's still a good solution, and no so horrible in term of number of quads, to add decorations.

There is multiple ways to optimize this: improve the tessellation algorithm of the polygon and edges, remove invisible quads during export, add some quality parameter attached to the object...

Edit: I've forget to mention: the sprite used for this material is a small square (because I've took the vanilla one). So I need to split a lot the line to repeat the sprite along the line. Using a better image/sprite could decrease a lot the number of quads too.

272

Re: [TeeUniverse] Devlog

Devlog: Sorry for the delay! Materials are way more complicated than expected. I've implemented auto-break of lines when the angle is too strong. The next step is to add corner sprite and extremity sprite depending of the context. The final step will be to change the sprite depending of the angle of the line, to allows different style for the top, the left, the right and the bottom.

273 (edited by necropotame 2017-01-11 21:44:35)

Re: [TeeUniverse] Devlog

TeeUniverse 0.2.0 is available

There is still a lot of bugs, in particular with materials, but to create maps just with tiles and quads, it's fine smile

Linux 32-bit binaries
Linux 64-bit binaries
Windows 32-bit binaries

http://teeuniverse.net/images/teeuniverse_editor_0.2.0.png

Added
- Object layers in maps
- Materials
- Tool to create sprite from images
- Tools to create an object and edit its vertices
- Mirror buttons for tile layers
- Export maps to the InfClass format
- Ctrl+Left button to move the camera in the map
- Shortcuts to flip and rotate the stamp selection
- Text selection with copy/paste
- Automatic scrolling during text editing
- Statusbar to display map coordinates
- Confirmation dialog during saving
- Ctrl+S to save the current package
- Import/Export in PTU map format
- Option to align entities with on the grid
- Camera position and zoom saved in the package
- Settings in map view
- Game layer of DDNet maps support

Changed
- Bigger toolbar in the view
- New icons for tools in the view
- Better appearence for focused boxes
- Better appearence for separators

Removed
- Import/Export in the old InfClass map format

Fixed
- Fix non-loaded images after deletion of an image
- Fix unusable crop tool for map layers (the tool is now disabled for layers)
- Fix incoherent behaviour for sliders
- Fix visible gui_editor package in the asset selector
- Fix wrong clipping values for exported maps
- Fix internal images exported as external
- Fix env_snow package

274

Re: [TeeUniverse] Devlog

Would be cool to have a image-preview of the tiles/quads like the h-client:

http://img.picshare.at/1484235753_screenshot_2017-01-12_16-41-17.png

I will be banned if I troll again ...

275

Re: [TeeUniverse] Devlog

I think it takes a too much space. But I can try to implement a small popup that show a preview of the asset. Like the images, the size, ... If it's displayed immediately, I think it will be equivalent smile