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Thread: FMEditor Project (Update: Devlog #3 - The project is alive!)

  1. #101
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    I guess it's a poetic expression of disappointment due to lack of updates.

  2. #102
    New Member
    Registered: Feb 2021
    Having a remote hint of an idea how complicated that software must be to master, I choose to cheer you people for every update, rather than being disappointed about the lack of any.

    That said, I am actively reading every single post in that thread in highest anticipation.

  3. #103
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    Having a remote hint of an idea how complicated that software must be to master, I choose to cheer you people for every update, rather than being disappointed about the lack of any.
    Thanks! Good to hear there are folks waiting for the editor to see the light of the day at some point!

    Meanwhile, small update on Twitter:

    https://twitter.com/PyTaffers/status...z6Z8srXrODXhuA

  4. #104
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    Quote Originally Posted by PinkDot View Post
    Thanks! Good to hear there are folks waiting for the editor to see the light of the day at some point!

    Meanwhile, small update on Twitter:

    https://twitter.com/PyTaffers/status...z6Z8srXrODXhuA
    You can be assured that we're all looking forward to seeing what it can do, no doubt. I might not have it in me to learn another editor, but I'll reserve that for when the time comes. Doesn't keep me from anticipating it; so I'm also cheering in silence for progress.

    I believe there are a lot of people watching it intently even if they aren't voicing an opinion on it. It's a big deal.

    I will have to try and find my twitter login info; I know I've got it saved somewhere.. I tried to it, but it wouldn't let me without signing in.

  5. #105
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    Quote Originally Posted by Hit Deity View Post
    You can be assured that we're all looking forward to seeing what it can do, no doubt. I might not have it in me to learn another editor, but I'll reserve that for when the time comes. Doesn't keep me from anticipating it; so I'm also cheering in silence for progress.

    I believe there are a lot of people watching it intently even if they aren't voicing an opinion on it. It's a big deal.
    Cheers!

    I will have to try and find my twitter login info; I know I've got it saved somewhere.. I tried to it, but it wouldn't let me without signing in.
    You shouldn't need an account to follow that link - the tweet is public. Unless I'm not aware of something... However, I can still see it being logged out...

  6. #106
    New Member
    Registered: Jan 2023
    Quote Originally Posted by PinkDot View Post
    Thanks! Good to hear there are folks waiting for the editor to see the light of the day at some point!

    Meanwhile, small update on Twitter:

    https://twitter.com/PyTaffers/status...z6Z8srXrODXhuA
    absolutely man! keep up the good work, that editor definitely has potential, and im patiently waiting for it to release to start creating some FMs!

  7. #107
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    Some progress update - Properties dialogs:

    https://twitter.com/PyTaffers/status...158033921?s=20

    Conversation Property now fits into one dialog!
    Last edited by PinkDot; 2nd Mar 2023 at 02:48.

  8. #108
    Member
    Registered: Sep 1999
    Location: Texas
    Ohhh yeahhhh

  9. #109
    Member
    Registered: Oct 2018
    Location: Ukraine
    FMEditor go brrrr again. Hurray!

  10. #110
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    This update is dedicated to A.Stahl

    Properties dialogs - Copy and Paste feature:
    https://twitter.com/PyTaffers/status...127151106?s=20

  11. #111
    Member
    Registered: Oct 2018
    Location: Ukraine
    Quote Originally Posted by PinkDot View Post
    Copy and Paste

    FMEditor go brrrr again. Hurray!
    FMEditor go brrrr again. Hurray!
    FMEditor go brrrr again. Hurray!
    FMEditor go brrrr again. Hurray!
    FMEditor go brrrr again. Hurray!
    FMEditor go brrrr again. Hurray!
    FMEditor go brrrr again. Hurray!
    FMEditor go brrrr again. Hurray!
    FMEditor go brrrr again. Hurray!
    FMEditor go brrrr again. Hurray!

    Cool! Works!


  12. #112
    Member
    Registered: Jun 2009
    Just dropped by to say I am still thinking about and planning around the release of this editor.

    As mentioned, people are excited and talking (and awaiting)!

    Thank you for your dedication!

  13. #113
    Member
    Registered: Sep 2002
    Location: swirling in the night wind
    WOw - this is so incredible!

  14. #114
    Member
    Registered: Jun 2001
    Location: Tatry Mountains, Poland
    Great work, guys!

    It made me want to tinker in DromEd again.

  15. #115
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    Quote Originally Posted by bukary View Post
    Great work, guys!

    It made me want to tinker in DromEd again.
    Thanks. I can see "The Cartographer's Note" finally made with FM Editor!

  16. #116
    Member
    Registered: Oct 2003
    Location: Eagle, Idaho
    I saw where someone asked why y'all didn't use GtkRadiant instead of writing a completely new editor. I wrote many tutorials on how to use iD Software's editor, so I (was) quite familiar with it.

    Dromed carves out the world. Picture the world as an infinite block of solid blackness. You carve into the block to create rooms, halls, etc.

    GtkRadiant adds to an infinite space. Each wall, floor and ceiling has to be slotted into place until you have a room. It's prone to leaks, causing all kinds of BSP and lighting issues. I hated using it.

    Hope that helps.

  17. #117
    Brethren
    Registered: Apr 2000
    Location: The Docks
    Terry, since you're used to Radiant, maybe you should try editing for The Dark Mod? You could make thieflike levels fairly easily with their editor (Dark Radiant) and have access to Thief themed models/textures/assets etc right off the bat. In case you didn't know, TDM was originally a mod for Doom 3, but it's standalone now.

  18. #118
    Member
    Registered: Oct 2003
    Location: Eagle, Idaho
    I'll check it out, bro. Thanx.

  19. #119
    Member
    Registered: Aug 2018
    Omg! It's hard to not know The Dark Mod.
    Looking forward to autumn FMEditor updates ��

  20. #120
    Member
    Registered: Aug 2009
    Location: Poland
    Work is going in rather microscopic speed, but forward.

  21. #121
    Member
    Registered: Nov 2013
    Its nice to see such ambitious project, created by your country Citizen and neighbour! Great work, keep going

  22. #122
    Member
    Registered: Apr 2021
    I've known about this for a few years but never sat down and looked at what I hope is even a fairly old dev state, and oh wow. Even in dev blog 1 you can see how it looks like good old dromed but also how much easier stuff is, like drawing terrain. Hope you guys keep working on it!

  23. #123
    Member
    Registered: Aug 2009
    Location: Poland
    Hi Kubrick. Thank you for your feedback. Yes, we are working on it! Things got hectic recently, as we are working on some more low level stuff now, but we are planning a small update soonish.

    Recently we've developed a tool for ourselves (and future users), so that we can add features faster, and investigate problems more easily: Script Editor

    A preview in action is here.

  24. #124
    Member
    Registered: Jan 2001
    Location: 27430 Cells
    I have a suggestion:

    The option for a new/cloned terrain brush to have it's Time value set to 1 after the previous selection.

    I'm currently re-building some terrain, which follows a set of paths, and I want each one to follow the previous one with its Time value so I can easily cycle through them with the Tab key. As things become more complicated it's also much easier to see how each brush relates to its surroundings then the Time values are close.

    In Dromed I'm just changing each Time value as I go. There will be plenty of times with the usual behaviour is fine so I think a toggle checkbox in the UI would be ideal for quickly turning the behavour on and off.
    Last edited by R Soul; 17th Dec 2023 at 17:21.

  25. #125
    Member
    Registered: Apr 2011
    Quote Originally Posted by R Soul View Post
    The option for a new/cloned terrain brush to have it's Time value set to 1 after the previous selection. ... I think a toggle checkbox in the UI would be ideal for quickly turning the behavour on and off.
    such a feature would be a slight improvement over what i do in this case of draw brush, press Y, type the time, Enter, repeat (i have Y bound to "brush_set_time @@9999"). but i think time management deserves bigger thinking than slight tweaks to what we can do in dromed.

    obviously having better ways to work with sets of brushes (whether as "groups" inkscape/powerpoint style, or "layers", or some other style) is a highly desirable feature for managing brushes. and if we had such groups/layers, having new brushes be added to that group/layer and be timed accordingly, seems like a natural extension.

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