CaveEditor again (beta, maybe alpha)

Jul 17, 2009 at 11:05 PM
Hoxtilicious
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VoidMage_Lowell said:
Well, when I've got more posts than most of the senior members here, and real posts, not a bunch of spam, I'm pretty sure I'm not a new member anymore.
And you should go ask around first, I guess I'm not a new member by your terms, either.

Postcount doesn't matter.
Don't brag about your postcount and activity here.
Just accept and think about things senior members are telling you, they have got more experience. A huge postcount and activity doesn't make you a senior. If you believe in that you're no senior anyway.
 
Jul 17, 2009 at 11:57 PM
Been here way too long...
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And what seems to be the breakage?
Iono, random stuff, saving glitches, scripts sometimes don't change when I modify them, weird crashes, etcetera.

and for the interface, I just want it into one window, having multiple ones always freaks me out. (and prettier colors for the tile editing screen)
 
Jul 18, 2009 at 12:02 AM
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Lace said:
Iono, random stuff, saving glitches, scripts sometimes don't change when I modify them, weird crashes, etcetera.

and for the interface, I just want it into one window, having multiple ones always freaks me out. (and prettier colors for the tile editing screen)

The only thing I can think of it to manually remove the read-only state from any files.

As for random crashes, what kind?
Total freeze?
Just CE?


And regarding the tiles, you can edit that yourself in CE_Tiles.png in the CE folder. I've softened mine to greyscale myself.

Lastly, I kinda agree with you on the one-window idea, but I'd rather see the option for multiple script edit windows etc.
I do a lot of paralell edits; it's make it 1000 x faster.
 
Jul 18, 2009 at 12:04 AM
Been here way too long...
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The random crashes are just ce closing and/or cave story randomly closing
and I've already de-readonlied everything on my drive so, yeh...

And regarding the tiles, you can edit that yourself in CE_Tiles.png in the CE folder. I've softened mine to greyscale myself.
I know, but it would be nicer if they were built in pretty
 
Jul 18, 2009 at 12:05 AM
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since I'am using Linux, GIMP freaks me out, too.
I hate that multiple window set-up, it kills the whole work-flow.
Go for single or add a option to "undock " a window :D
 
Jul 18, 2009 at 12:49 AM
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DragonBoots said:
7.) Basic Script Snippets

Type: Extension of existing feature

Description: Maybe add support for a few basic scripts (doors, chests, teleports etc.) that can be added straight into a section.

Suggestions for implimentation: Again, once more, at a loss.

If this were implemented, I would switch entirely over to CE. Right now, the only thing preventing me from doing so is how much I love SW's rectangle tool, a "macro" type function would convince me despite no rectangle tool. (Assuming, of course, that you could define your own macros)
 
Jul 18, 2009 at 1:07 AM
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Schokobecher said:
since I'am using Linux, GIMP freaks me out, too.
I hate that multiple window set-up, it kills the whole work-flow.
Go for single or add a option to "undock " a window :D

You know, this might be the first time I've ever agreed with you.
I don't hate the window layout as is, but I think you're onto something.
But still, the option to work on 2 or more maps and scripts simultaniously would be OSM.
 
Jul 18, 2009 at 1:16 AM
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for some reason or another, my gimp windows are messed up too.
also, macro tools would be totally ba, I hate copy and pasting stuff over and over and over again, especially when you have a very large puzzle script.
 
Jul 18, 2009 at 2:08 AM
The Bucket Fairy
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Nughmbaer Sehvhegn

[/SIZE]
DragonBoots said:
Maybe add support for a few basic scripts (doors, chests, teleports etc.) that can be added straight into a section.

Do it. :)
Do it now. :mad:
I really don't care when it gets done but DO IT.
 
Jul 18, 2009 at 2:20 AM
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Mr. Fist said:
[/SIZE]

Do it. :)
Do it now. :mad:
I really don't care when it gets done but DO IT.

In the meantime, you can reference this: this.
 
Jul 18, 2009 at 3:37 AM
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Hmm..

This thread is supposed to be about Cave Editor and now it is about new/old members.
Screw new or old, you're in this forum to discuss about Cave Story.
 
Jul 18, 2009 at 5:47 AM
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Okay... Cave Editor is famous for being incompatible with Sue's Workshop, right? That is, after editing with Cave Editor you can no longer edit with Sue's Workshop? The question is: would you consider fixing that?

If the answer is "no", then I have an alternative suggestion: have both Cave Editor and Sue's Workshop put something in a fixed location in the executable which indicates that it has been edited with that respective program. Then if Sue's Workshop finds Cave Editor's magic word in the file, it will know that it cannot edit it; similarly, if Cave Editor finds Sue's Workshop's magic word in the file, it will know that it cannot edit it (if that's the case, at least) or alternatively that it has to read it slightly differently.

VoidMage_Lowell said:
Lace, define new.
I'm far more active then most people here, so I've probably clocked a lot more time.
I'm not a new member, don't judge by join dates.
{And if you think I've even come close to trolling, you're seeing things}
Well, you're well over 1000 posts, and from what I've seen a lot of them are quite useful.

S. P. Gardebiter said:
Look at my join date and cry.
You're definitely new here, that hasn't to do with active.
You lose your status as a "new member" when senior members accept you as one of them.
First of all, that's not very nice. Okay, it's true that he's new in terms of join date – that cannot be disputed. But you have no right to tell him to "cry" or say that some "elite group" must "accept" him before he is no longer considered a "new member". Moreover, it's not the type of attitude an administrator should have.

And while it's true you have approximately twice as many posts as Void, you also have a tendency to post random nonsense (ie spam). I wouldn't be surprised if your total constructive contribution (in terms of posts alone) is about equal to that of Lowell's. (Note: that does not take into account things such as hosting a community FTP site or working on Sue's Workshop.)

Schokobecher said:
Real Posts?
That is not a real post.
Like most of your posts.
They all end up in Off-Topic.
Go to hell.
Nice, we have a pot calling the kettle black. Or to put it into literal terms, hypocrisy.

S. P. Gardebiter said:
Postcount doesn't matter.
Don't brag about your postcount and activity here.
Just accept and think about things senior members are telling you, they have got more experience. A huge postcount and activity doesn't make you a senior. If you believe in that you're no senior anyway.
You're naïve to think that post count, join date, seniority, or general activity has anything to do with experience. For all you know a random newbie could have 25 years of hacking experience under his belt!




I have a point-by-point response to Dragonboots's post too... pending...
 
Jul 18, 2009 at 6:00 AM
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DragonBoots said:

1.) Item List in Script Editor

Type: Extension of exisitng feature

Description: I'm thinking that adding support for a list of common values pop-up (weapons, maps, music, SFX etc.) into the Script Editor would both save time when modding and allow for easier script-review.

Suggestion for implimenting: I'm sure that, apart from adding a few new external info files (CE_Items_Info.txt, CE_Music_Info.txt etc.), a modification fo the existing CE_TSC_Info.txt to include 'tags' for the TSC commands ie. <CMU would be tagged with an 'M', and when entered into the Script Editor, would bring up the music list. For the most part, the values that would be brought up would be the first (or 'X') value of the command.
External files aren't necessary, actually... that said, they would simplify stuff if someone wanted to translate the program.

Basically, this is a marvellous idea. I have little more to say on the matter.

In fact, this sounds like something similar to the suggestion ability in IDEs such as Xcode and Eclipse – in that case, you type a dot, and the program brings up a list of all members of the name preceding the dot.

DragonBoots said:

2.) Spell-Checker and Text Box Parser

Type: Extension of exisitng feature

Description: Just a little tool to allow for easier spacing of <MSG, <MS2 and <MS3 within the text box, as well as a basic spell-check.

Suggestions for implimenting: A slight modification of the Syntax Checker would suffice for the spell check, but as for the parser, I'm drawing a blank. Wouldn't be too hard, I don't think.
Spell-checking is good, of course. I bet you could find an open-source library for it on Google Code or Sourceforge – it would save you the trouble of trying to implement it yourself. As for text box parser... I'm honestly confused as to what you mean by that.

DragonBoots said:

3.) Intro Screen Editor

Type: New feature

Description: Maybe add the abillity to edit the intro screen (the one with New/Load etc.); especially the music and character displayed.

Suggestions for implimenting: I'm at a loss for this one.
Conceptually, this is quite simple. Just find where the relevant values are stored, and then write an interface to edit them. The hardest part is finding the location in the first place, probably.

I suppose editing the music would also mean editing the meaning of 290.rec?

DragonBoots said:

4.) Icon Editor

Type: New Feature

Description: While, yes, you can easilly edit the icons with ResHacker, I think add the option to do this internally within CE would be an amazing extension.

Suggesttions for implimentation: Again, at a loss.
Why reinvent the wheel? Find an open-source Windows resource editor (like ResHacker, except I have no idea if that's open source) and borrow their source code. Then you could eliminate the need to use a resource hacker at all – add ability to import orgs and other useful resources as well.

DragonBoots said:

5.) Illustration Editor/Importer

Type: New Feature

Description: Add support for editing/importing new/replacement illustrations for use with <SIL

Suggestions for implimentation: A simple extract/edit/replace shouldn't be too hard to come up with...
I thought the illustrations were external files?

DragonBoots said:

6.) Custom Grid Sizes

Type: Modification of existing feature

Description: Maybe add support for a custom grid size, as not all NPC's fit into the pre-defined spaces (namely Drolls, Bosses etc.).

Suggesttions for implimention: Just add a "Custom..." option to the grid choices with a little dialogue for X and Y.
I don't really see this as being very useful. Sure, you can put it on a todo list, but I see it as low priority in comparison with anything else on this list.

DragonBoots said:

7.) Basic Script Snippets

Type: Extension of existing feature

Description: Maybe add support for a few basic scripts (doors, chests, teleports etc.) that can be added straight into a section.

Suggestions for implimentation: Again, once more, at a loss.
For snippets, you could design a snippet format that includes descriptive placeholders, such as <TRA[destination map]: ... etc

This would make it quite clear what parts need to be tweaked by the user.

For snippets which don't require a piece of code in two separate scripts, you could actually make it automatically generate and substitute necessary event numbers.
 
Jul 18, 2009 at 6:01 AM
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Celtic Minstrel said:
Okay... Cave Editor is famous for being incompatible with Sue's Workshop, right? That is, after editing with Cave Editor you can no longer edit with Sue's Workshop? The question is: would you consider fixing that?

If the answer is "no", then I have an alternative suggestion: have both Cave Editor and Sue's Workshop put something in a fixed location in the executable which indicates that it has been edited with that respective program. Then if Sue's Workshop finds Cave Editor's magic word in the file, it will know that it cannot edit it; similarly, if Cave Editor finds Sue's Workshop's magic word in the file, it will know that it cannot edit it (if that's the case, at least) or alternatively that it has to read it slightly differently.

Well, you're well over 1000 posts, and from what I've seen a lot of them are quite useful.

First of all, that's not very nice. Okay, it's true that he's new in terms of join date – that cannot be disputed. But you have no right to tell him to "cry" or say that some "elite group" must "accept" him before he is no longer considered a "new member". Moreover, it's not the type of attitude an administrator should have.

And while it's true you have approximately twice as many posts as Void, you also have a tendency to post random nonsense (ie spam). I wouldn't be surprised if your total constructive contribution (in terms of posts alone) is about equal to that of Lowell's. (Note: that does not take into account things such as hosting a community FTP site or working on Sue's Workshop.)

Nice, we have a pot calling the kettle black. Or to put it into literal terms, hypocrisy.

You're naïve to think that post count, join date, seniority, or general activity has anything to do with experience. For all you know a random newbie could have 25 years of hacking experience under his belt!




I have a point-by-point response to Dragonboots's post too... pending...

QFT, I love you.

Anyway, I'd really like to see compatibility with SW sometime soon :D
 
Jul 18, 2009 at 6:04 AM
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*sigh*

I really don't mind being "quoted for truth". However, I do wish it had been a short post that you quoted...


(At the very least, if you're responding to one specific part of that message, please edit to remove all the other parts?)
 
Jul 18, 2009 at 6:47 AM
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Jul 18, 2009 at 6:52 AM
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Celtic Minstrel said:
*sigh*

I really don't mind being "quoted for truth". However, I do wish it had been a short post that you quoted...


(At the very least, if you're responding to one specific part of that message, please edit to remove all the other parts?)

I 'quoted for truth' everything you said.

Except the last sentence. c:
 
Jul 18, 2009 at 6:57 AM
Hoxtilicious
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Celtic Minstrel said:
First of all, that's not very nice. Okay, it's true that he's new in terms of join date – that cannot be disputed. But you have no right to tell him to "cry"

That "cry" thing was a joke. But anyway, a member telling an admin that he has "no right" to do something... That's a joke too isn't it? :mad:

Celtic Minstrel said:
or say that some "elite group" must "accept" him before he is no longer considered a "new member". Moreover, it's not the type of attitude an administrator should have.

This is a community. A forum is always a social network. However if you're new, the other members and the admin have to accept you before you can call yourself one of "them". You don't really think that if a troll joins the forums the other members will like him, do you?

You have absolute no right to call yourself a senior member, even if you have a equal postnumber and activity, that's totally disrespectful to any senior member in the forums. And showing off with your postnumber and activity and saying: "OMG I HAVE MOAR POSTS THAN SENIOR MEMBERS LOLZ, MY E-PENIS IS THE BIGGEST" is not something I will countenance. The senior members decide if you're being helpful or not and if you are one of them or not, because they ARE the community and therefor the biggest part of the forum. A forum is a service that the admins provide you, but because they provide it to you, that doesn't mean they have to.

Celtic Minstrel said:
And while it's true you have approximately twice as many posts as Void, you also have a tendency to post random nonsense (ie spam). I wouldn't be surprised if your total constructive contribution (in terms of posts alone) is about equal to that of Lowell's.

So you joined about a year ago?
I joined about five years ago. If you really read all my posts I've made in the last year then you know about 1/5 of my posts.
That's not very much. And that's what I mean, if you are new you have no experience with the other members. If you would be a senior, you would know that I was the one who did enforced the new anti spamming rules. DoubleThink, Andwhyisit and I made them. You don't know how the social climber is like if you're new. And you don't know how it was like 2 years ago or so. Plus you don't know all the senior members, because some of them aren't even active anymore but contributed a lot to the forums. (e.g. Prof. Eich, Runelancer, Cookie, Kapow, etc.) It really depends on the joining date.

You know, if you really want to contribute something then you try to organize the information in the threads. Or write FAQ's, code tools and editors or you're going to figure out some new stuff and share it with others.
And that's why I call for example Wistil, andwhyisit or Lace rather a senior member than Void. Void maybe made some helpful posts, but I don't see any social experience, FAQ's, some new stuff, a good demo of a mod or something, instead he is going to complain about senior members having "no respect", because they posted some softcore pseudo-pornograhic images.

Celtic Minstrel said:
Note: that does not take into account things such as hosting a community FTP site or working on Sue's Workshop.

These things are much more helpful for the next generation of members than any helpful posts who are just growing into huge mountains of posts which noone of the newbies care to read/search anyway.

Celtic Minstrel said:
Nice, we have a pot calling the kettle black. Or to put it into literal terms, hypocrisy.

Just for calling someone a hypocrite you're a hypocrite. Because not everyone is jesus perfect.

Celtic Minstrel said:
You're naïve to think that post count, join date, seniority, or general activity has anything to do with experience. For all you know a random newbie could have 25 years of hacking experience under his belt!

That newbie would have no knowledge about the members (social experience) and would have contributed nothing to the forums.

Plus a random newbie with 25 years of hacking experience doesn't know how to hack Cave Story, before he is taking a look at it and learns about it.

End of story.
 
Jul 18, 2009 at 6:58 AM
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I'd also Quote you For Truth Celtic, but you're right, that's one long post.

On an offtopic note, the forums seem filled with more spam and drama lately. Some of it I could care less about (the more spammy ones in the spam sub-forums) but the ones that are just filled with trolling are just dreadful, especially when it veers incredibly off-topic. And about the "Kazuma: Gay for Quote Thread." isn't that a theory? Shouldn't it be in the theories subforum? Seriously. [/offtopic]

Now back on topic. I can't wait to try out the current updates for CE (like the fixes that were made right when wistil was ressurected) but recently I've been taking a break from modding. However now that wistil is alive, I'd like to comment on 2 things that still make SW my best map editor.

1) That rectangle tool: The one that allows you to place a section of a tileset, like 3 by 3, over and over again by dragging the mouse to make a rectangle (someone PLEASE give me the proper name for this). This tool is ESSENTIAL when making maps, and saves a lot of time. I'd recommend finding a way to implement this, or even improve on it.

2) The ability to add multiple npc's: The way SW handles this is superb. Adding an npc just by clicking on a spot is freaking fantastic. And with the multiple npcs enabled, you can add 1-billion entities with ease. In CE adding great numbers of entities can be a pain. If you could include something like this, or yet again, improve on it, that would be greatly appreciated.


Also, I think we're due for another reply from wistil sometime soon. Because if he disappears again, we may be in for a long wait until someone works on CE again.
 
Jul 18, 2009 at 7:02 AM
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GIRakaCHEEZER said:
I'd also Quote you For Truth Celtic, but you're right, that's one long post.

On an offtopic note, the forums seem filled with more spam and drama lately. Some of it I could care less about (the more spammy ones in the spam sub-forums) but the ones that are just filled with trolling are just dreadful, especially when it veers incredibly off-topic. And about the "Kazuma: Gay for Quote Thread." isn't that a theory? Shouldn't it be in the theories subforum? Seriously. [/offtopic]

Now back on topic. I can't wait to try out the current updates for CE (like the fixes that were made right when wistil was ressurected) but recently I've been taking a break from modding. However now that wistil is alive, I'd like to comment on 2 things that still make SW my best map editor.

1) That rectangle tool: The one that allows you to place a section of a tileset, like 3 by 3, over and over again by dragging the mouse to make a rectangle (someone PLEASE give me the proper name for this). This tool is ESSENTIAL when making maps, and saves a lot of time. I'd recommend finding a way to implement this, or even improve on it.

2) The ability to add multiple npc's: The way SW handles this is superb. Adding an npc just by clicking on a spot is freaking fantastic. And with the multiple npcs enabled, you can add 1-billion entities with ease. In CE adding great numbers of entities can be a pain. If you could include something like this, or yet again, improve on it, that would be greatly appreciated.


Also, I think we're due for another reply from wistil sometime soon. Because if he disappears again, we may be in for a long wait until someone works on CE again.

Your suggestions were just faster ways of stuff that can be accomplished by CE manually.

And I also want it.
 
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