Elmanager
Moderator: Moporators
Re: Elmanager - Updated 23rd June 2013
Use these keys: http://i.imgur.com/pMHvjLf.png (not the numpad ones, that is).
Re: Elmanager - Updated 23rd June 2013
Heh thanks!! At first try didn't work but figured out that i use my keyboard in Spanish idiom, just had to change it to English and works!
with spanish its like: http://i.imgur.com/bE5Z2YE.png pretty awful :[}
thanks again.
with spanish its like: http://i.imgur.com/bE5Z2YE.png pretty awful :[}
thanks again.
Re: Elmanager - Updated 23rd June 2013
Some bugs I've found:
Unable to set grid size > 10
If grass polygons intersect with head of player it counts as topology error
Poly operation doesn't work if polygons are exactly next to each other, or when a vertex is exactly on the line of the other polygon (Example)
Unable to select vertexes when they are exactly on a line in another polygon (Example)
If you select many apples and change gravity it only changes gravity on one of them.
If you change LGR path in main settings it doesn't change in rendering settings.
If you have two vertex on exactly the same spot, checking topology won't detect it, but level won't be playable. (Actually I'm unable to replicate this right now but it's happened to me before, I'll give an example if I encounter it again.)
If you select polygons and pictures and move them, then undo, the pictures won't be selected any more.
Not bugs but some small changes/updates I would like to see:
Would like to use other size values in pipe tool (Now only increments of 0,05)
When using transform it could only transform the side you select, for example if you select left or right side you can can't tilt the selection etc.
Ability to expand a selection (for example make selection X% bigger)
Unable to set grid size > 10
If grass polygons intersect with head of player it counts as topology error
Poly operation doesn't work if polygons are exactly next to each other, or when a vertex is exactly on the line of the other polygon (Example)
Unable to select vertexes when they are exactly on a line in another polygon (Example)
If you select many apples and change gravity it only changes gravity on one of them.
If you change LGR path in main settings it doesn't change in rendering settings.
If you have two vertex on exactly the same spot, checking topology won't detect it, but level won't be playable. (Actually I'm unable to replicate this right now but it's happened to me before, I'll give an example if I encounter it again.)
If you select polygons and pictures and move them, then undo, the pictures won't be selected any more.
Not bugs but some small changes/updates I would like to see:
Would like to use other size values in pipe tool (Now only increments of 0,05)
When using transform it could only transform the side you select, for example if you select left or right side you can can't tilt the selection etc.
Ability to expand a selection (for example make selection X% bigger)
Re: Elmanager - Updated 24th November 2013
Thanks for this report, I'll see what I can do about them when I have some time.
EDIT: Updated now, see changelog. I didn't fix all of the bugs you mentioned yet, but many anyway.
EDIT: Updated now, see changelog. I didn't fix all of the bugs you mentioned yet, but many anyway.
Re: Elmanager - Updated 24th November 2013
Thanks Smibu, much appreciated!
Re: Elmanager - Updated 24th November 2013
Thanks a lot indeed Very fast fix and very much appreciated indeed!
Re: Elmanager - Updated 24th November 2013
Smibu, I have ONLY 3 questions.
1. How do I change direction on my vertex? Ingame editor that is "enter.".
2. Why am I unable to chose pictures? Also If I make lev at ingame editor and go to SLE
for making autograss the pictures will dissapear.
3. Where can I set sieze for pipe tool? If want to make tighter pipe.
Tnx.
1. How do I change direction on my vertex? Ingame editor that is "enter.".
2. Why am I unable to chose pictures? Also If I make lev at ingame editor and go to SLE
for making autograss the pictures will dissapear.
3. Where can I set sieze for pipe tool? If want to make tighter pipe.
Tnx.
Re: Elmanager - Updated 24th November 2013
Ty for update Smibu!
Blaz:
1. space
3. + -
Blaz:
1. space
3. + -
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
Re: Elmanager - Updated 24th November 2013
Lousku correct - and for 2, you need to set an LGR file for the lev editor in rendering settings.
Another possibility is that the pictures are hidden - see the "Visibility" category in rendering settings.
Another possibility is that the pictures are hidden - see the "Visibility" category in rendering settings.
Re: Elmanager - Updated 24th November 2013
Aha, that solved my problem. Thank you for this editor Smibu. Pretty good one.
Re: Elmanager - Updated 24th November 2013
Smibu: in Replay Manager, is it possible to display every player paths with different colors? if i merge 2 or more recs, only one path is displayed with red... would be nice to see all paths
Elasto Mania - 34:21.69 | #421 - 11. April 2024
Ancient Internals
Ancient Internals
Re: Elmanager - Updated 24th November 2013
Yep, you just have to select all the players from the list, like this: http://i.imgur.com/qRa7rP1.png
Re: Elmanager - Updated 24th November 2013
wow, great! didnt know that, thx!Smibu wrote:Yep, you just have to select all the players from the list, like this: http://i.imgur.com/qRa7rP1.png
Elasto Mania - 34:21.69 | #421 - 11. April 2024
Ancient Internals
Ancient Internals
Re: Elmanager - Updated 24th November 2013
someone plz make one with Apple Harvest and Tunnel Terror or Curva
Elasto Mania - 34:21.69 | #421 - 11. April 2024
Ancient Internals
Ancient Internals
Re: Elmanager - Updated 24th November 2013
Minor fak: ctrl+a doesn't select start.
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
Re: Elmanager - Updated 24th November 2013
polyop is acting very weird after the newest update, and im getting an error when saving levs. (though the levs are fine and the program doesnt crash).
screenshots:
http://kopasite.net/up/3ksybo6p56t4du3/sle06.png
http://kopasite.net/up/2pyc13u1r814w09/sle07.png (shows results after polyopping the polygons from other screenshot)
also here is another screenshot i made in previous version, sle crashed after i tried merging some polygons which had parallel lines (never crashed before in that version for me).
http://kopasite.net/up/90uo293r6mp81m7/sle05.png
screenshots:
http://kopasite.net/up/3ksybo6p56t4du3/sle06.png
http://kopasite.net/up/2pyc13u1r814w09/sle07.png (shows results after polyopping the polygons from other screenshot)
also here is another screenshot i made in previous version, sle crashed after i tried merging some polygons which had parallel lines (never crashed before in that version for me).
http://kopasite.net/up/90uo293r6mp81m7/sle05.png
Re: Elmanager - Updated 6th February 2014
Damn, can you post example lev files in which this happens?
If this is unfixable, I will revert back to the old algorithm.
You have the two new dll files (GeoLib and GeoPolygons) in Elmanager directory, right?
If this is unfixable, I will revert back to the old algorithm.
You have the two new dll files (GeoLib and GeoPolygons) in Elmanager directory, right?
Re: Elmanager - Updated 6th February 2014
Yeah I have those files. Here is the lev from screenshot: http://kopasite.net/up/ec1o73negbofwv2/DAFF103.lev
oddly enough the polygon in bottom right merges as it should.
oddly enough the polygon in bottom right merges as it should.
Re: Elmanager - Updated 8th February 2014
Ok thanks, I updated now. Let me know if you still get some errors.
Re: Elmanager - Updated 8th February 2014
I get this error when saving lev for the first time (but saving still works): http://pastebin.com/FZZh4nW0
Re: Elmanager - Updated 8th February 2014
Reproduced when I deleted the settings file, thanks. I updated, but you probably have to download manually because the day of the update is the same.
I will probably push a "blank" update tomorrow to make sure everyone gets the latest version.
I will probably push a "blank" update tomorrow to make sure everyone gets the latest version.
Re: Elmanager - Updated 9th February 2014
Working very well so far, thank you!
Re: Elmanager - Updated 9th February 2014
Could you add a warning message to (save and) close Elmanager before updating it? I always forget and have to extract twice the new files since cant rewrite an open application.
Re: Elmanager - Updated 9th February 2014
Hehe yeah, same here. A warning message would be very welcome. Or, even better, maybe the program could just close when you decide to download the new version.
Re: Elmanager - Updated 9th February 2014
When creating ellipses with over 24 vertexes (at least it doesn't happen with 24 and happens with 25) then leftmost vertex will be two vertexes in same spot. Also, I guess I've mentioned this before but checking topology won't find the spot (level won't be playable tho, can be very hard to find the error if you've made quite a lot).
http://kopasite.net/up/kq6224imbk1rc58/sle08.png
http://kopasite.net/up/kq6224imbk1rc58/sle08.png
Re: Elmanager - Updated 9th February 2014
I guess it doesn't find the error since it doesn't intersect itself being on the same coordinate?
Re: Elmanager - Updated 9th February 2014
Yes, probably.
Re: Elmanager - Updated 7th March 2014
Fixed this ellipse bug, thanks. The loop for creating the ellipse sucked a bit...
Improved also the update procedure slightly.
Improved also the update procedure slightly.
Re: Elmanager - Updated 7th March 2014
Thanks! I can't live without your editor so these quick updates are very much appreciated
Re: Elmanager - Updated 7th March 2014
-Update checker: Elmanager will automatically exit after downloading an update. Added also a warning text for this.
-Update checker: When the download button is clicked, the text of it will turn into "Downloading..." to indicate that the download started.
Those don't work for me for this update, I guess it requires the new version for this to work for next updates, now that I think about it lol.
-Update checker: When the download button is clicked, the text of it will turn into "Downloading..." to indicate that the download started.
Those don't work for me for this update, I guess it requires the new version for this to work for next updates, now that I think about it lol.
Re: Elmanager - Updated 7th March 2014
Some idea: draggable lines. I think it would be quite useful if you could drag just one line instead of the whole polygon (by pointing at that line). And to drag the whole polygon you would have to point at its insides. What do you think?
Re: Elmanager - Updated 7th March 2014
You already can drag a line (or lines) by first selecting the corresponding vertices (rectangular selection is the fastest way I guess).
This might not be good in practice - usually you want to begin a rectangular selection by clicking an empty area which often happens to be inside some polygon.And to drag the whole polygon you would have to point at its insides.
Re: Elmanager - Updated 7th March 2014
Hmm, maybe could have a modifier key like Shift to enable the line selection mode instead of polygon selection. I don't know, maybe it sounds like a silly request because rectangular selection doesn't take THAT much time. I'm just too used to being able to select lines by clicking in Doom editors I guess. (Doom editing is kinda similar to Elma, it's too basically a bunch of lines connected by vertexes)
Re: Elmanager - Updated 7th March 2014
In NEW! you can select either vertex, edge or poly with rectangular or free selection. Could be a nice feature in SLE too, but I don't actually need it.kuchitsu wrote:Hmm, maybe could have a modifier key like Shift to enable the line selection mode instead of polygon selection. I don't know, maybe it sounds like a silly request because rectangular selection doesn't take THAT much time. I'm just too used to being able to select lines by clicking in Doom editors I guess. (Doom editing is kinda similar to Elma, it's too basically a bunch of lines connected by vertexes)
Re: Elmanager - Updated 22nd April 2014
Updated. Changelog:
-SLE: Selected vertices are now preferred when two or more vertices are under mouse pointer.
-SLE: Added a shortcut key for copying (Ctrl+C).
-Bugfix: SLE: Level width and height must be < 188, not <= 188.
-SLE: Selected vertices are now preferred when two or more vertices are under mouse pointer.
-SLE: Added a shortcut key for copying (Ctrl+C).
-Bugfix: SLE: Level width and height must be < 188, not <= 188.
Hehe, didn't remember to fix this one, I'll do it on next update.Lousku wrote:Minor fak: ctrl+a doesn't select start.
Re: Elmanager - Updated 22nd April 2014
-SLE: Selected vertices are now preferred when two or more vertices are under mouse pointer.
what is that?
-SLE: Added a shortcut key for copying (Ctrl+C).
sweet
-Bugfix: SLE: Level width and height must be < 188, not <= 188.
kinda wish eol was <=
And I can't wait for a replacing tool for multiple selection
what is that?
-SLE: Added a shortcut key for copying (Ctrl+C).
sweet
-Bugfix: SLE: Level width and height must be < 188, not <= 188.
kinda wish eol was <=
And I can't wait for a replacing tool for multiple selection
Re: Elmanager - Updated 22nd April 2014
I guess for example if you select a vertex, and move it over another vertex, then when you try to move that vertex again you won't select the vertex 'under' the one you have already selected.Mawane wrote:-SLE: Selected vertices are now preferred when two or more vertices are under mouse pointer.
what is that?
Re: Elmanager - Updated 22nd April 2014
Nice app, will be using this instead of the good ol' ALE for now on.
Pressing space bar while having only one vertex for a polygon causes an error, not really troubling, but thought I'd post here anyway.
Pressing space bar while having only one vertex for a polygon causes an error, not really troubling, but thought I'd post here anyway.
System.ArgumentOutOfRangeException: Non-negative number required.
Parameter name: count
at System.Collections.Generic.List`1.RemoveRange(Int32 index, Int32 count)
at Elmanager.Geometry.Triangulate(List`1& polygons)
at Elmanager.Geometry.Triangulate(Polygon polygon)
at Elmanager.EditorTools.VertexTool.KeyDown(KeyEventArgs key)
at Elmanager.Forms.LevelEditor.KeyHandlerDown(Object sender, KeyEventArgs e)
at Elmanager.CustomControls.RadioButtonMod.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Re: Elmanager - Updated 6th July 2014
Updated, changes:
-SLE: Added "Import level(s)" function.
-SLE: Added "Save as picture" function.
-SLE: Added free selection mode.
-SLE: Added option to show crosshair.
-SLE: The inactive edges of grass polygons are hidden.
-SLE: In pipe tool, radius can be adjusted with Page Up/Down.
-SLE: Removed maximum limit of 20 vertices in smoothing tool.
-SLE: Some settings of tools are saved (number of sides in ellipse, pipe radius, frame radius and smoothing parameters).
-SLE: Improved smoothing tool by widening the range of parameters.
-SLE: If there are many vertices under mouse, the closest one will be taken (but selected vertices are still preferred).
-SLE: Vertices are now rendered using small triangles instead of points. This is faster style and matters in huge levels.
-SLE: Optimized polygon decomposition algorithm a lot. This makes some operations a lot faster.
-SLE: Optimized topology checking with the help of an external library.
-SLE: Bugfix: Undoing an operation was not possible in a certain scenario when bending an edge.
-SLE: Bugfix: The text "Checking topology..." was red in some cases.
You can begin free selection mode by holding Left Shift when starting to select (no need to hold Shift all the time while drawing selection).
I couldn't reproduce that bug in the newest version at least. Let me know if you still get the bug.
-SLE: Added "Import level(s)" function.
-SLE: Added "Save as picture" function.
-SLE: Added free selection mode.
-SLE: Added option to show crosshair.
-SLE: The inactive edges of grass polygons are hidden.
-SLE: In pipe tool, radius can be adjusted with Page Up/Down.
-SLE: Removed maximum limit of 20 vertices in smoothing tool.
-SLE: Some settings of tools are saved (number of sides in ellipse, pipe radius, frame radius and smoothing parameters).
-SLE: Improved smoothing tool by widening the range of parameters.
-SLE: If there are many vertices under mouse, the closest one will be taken (but selected vertices are still preferred).
-SLE: Vertices are now rendered using small triangles instead of points. This is faster style and matters in huge levels.
-SLE: Optimized polygon decomposition algorithm a lot. This makes some operations a lot faster.
-SLE: Optimized topology checking with the help of an external library.
-SLE: Bugfix: Undoing an operation was not possible in a certain scenario when bending an edge.
-SLE: Bugfix: The text "Checking topology..." was red in some cases.
You can begin free selection mode by holding Left Shift when starting to select (no need to hold Shift all the time while drawing selection).
I think it's actually better if Ctrl+A won't select start. If, for example, I want to select all apples and move them, I'd apply the filter to select apples only and then select all. It would be annoying if start was selected too.Lousku wrote:Minor fak: ctrl+a doesn't select start.
Sorry, didn't notice your post until now :oIthy wrote:Pressing space bar while having only one vertex for a polygon causes an error, not really troubling, but thought I'd post here anyway.
I couldn't reproduce that bug in the newest version at least. Let me know if you still get the bug.
Re: Elmanager - Updated 6th July 2014
Ty for update! Veri useful.
Dragging a grass vertex around looked like a bug but I'm an idiot. :-) Couldn't find bugs.
Dragging a grass vertex around looked like a bug but I'm an idiot. :-) Couldn't find bugs.
Ah ye, forgot about selection filter. Ye, makes sense.Smibu wrote:I think it's actually better if Ctrl+A won't select start. If, for example, I want to select all apples and move them, I'd apply the filter to select apples only and then select all. It would be annoying if start was selected too.Lousku wrote:Minor fak: ctrl+a doesn't select start.
then again i don't know anything
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
maybe easier not to think abouut alöl things thought than not things thought ... or something..=?
Re: Elmanager - Updated 6th July 2014
Great update, love to see so much new stuff after I have a little break from editing Will give feedback if I run into any problems!
edit: One thing which I would like to be able to turn off, is the topology check on undo. Sometimes I have lots of overlapping polygons etc while i make levs, so if I have to use undo I get lots of red squares all over lev which are very distracting. Maybe also a button like "ignore current topology errors" that will clear the lev of all red squares?
edit: One thing which I would like to be able to turn off, is the topology check on undo. Sometimes I have lots of overlapping polygons etc while i make levs, so if I have to use undo I get lots of red squares all over lev which are very distracting. Maybe also a button like "ignore current topology errors" that will clear the lev of all red squares?
Re: Elmanager - Updated 6th July 2014
Yes, I've noticed this too and I wasn't sure if it should be like that or not. For the next update I can make it so that all errors are cleared when undoing or redoing.danielj wrote:edit: One thing which I would like to be able to turn off, is the topology check on undo. Sometimes I have lots of overlapping polygons etc while i make levs, so if I have to use undo I get lots of red squares all over lev which are very distracting. Maybe also a button like "ignore current topology errors" that will clear the lev of all red squares?
Re: Elmanager - Updated 6th July 2014
Replay viewer needs skins for the bike(s), easy to see why here: http://kopasite.net/up/6g3i7sq33jhzwvy/slerec.png
Re: Elmanager - Updated 6th July 2014
id suggest to show whole bike instead of frames, you can also show drivers path and also u can select which bikes to see by clicking the recs u merge. unselected are semi-transparent and can uncheck to totally hide. but ye maybe add drivers paths color to the semi-transparency? but atm im fine the way it works, pretty max to see a big bunch of recs at once
Re: Elmanager - Updated 6th July 2014
Thx Maw, didn't realize what I wanted was already in the program
Re: Elmanager - Updated 6th July 2014
I just had a crash when I accidentally merged a probably invalid polygon (it has two vertexes on the same point)
Screenshot here: http://kopasite.net/up/zr1dj508bvxkzzn/sle09.png (I was going to merge with the top polygon and accidentally hit the grass polygon I used for grid)
Bug can be replicated quite easily here if you try to merge the two polygons: http://kopasite.net/up/184o1juqz24z4zg/slebug02.lev
I guess you shouldn't be able to merge these polygons but it would be nice if it didn't crash.
edit: would be nice if you could change the properties of all textures selected at once. Also would be nice if you could change the distance of pictures/textures with +/- without opening properties
edit2: also would be very nice feature if not too hard to make: A function that removes all unnecessary textures (all sky textures that is not in contact with sky and all ground textures that is not in contact with ground)
edit3: if you try to edit a grass polygon with the vertex tool, it acts very strange and messes up the whole polygon. Another feature request: cut/connect should also work with "Snap to grid", all other functions that could snap to grid seem to do so. I would also like it if when you have "Default level title Same as filename" only set the title if it's the first time you are saving a level, since I have fairly often have my level title reset and forgot to check it before I publish lev. I'm sorry if I sound too demanding or I say stuff other people have already said
edit4: if you watch multiple recs with replay viewer and ground texture, the texture goes crazy.
Screenshot here: http://kopasite.net/up/zr1dj508bvxkzzn/sle09.png (I was going to merge with the top polygon and accidentally hit the grass polygon I used for grid)
Bug can be replicated quite easily here if you try to merge the two polygons: http://kopasite.net/up/184o1juqz24z4zg/slebug02.lev
I guess you shouldn't be able to merge these polygons but it would be nice if it didn't crash.
edit: would be nice if you could change the properties of all textures selected at once. Also would be nice if you could change the distance of pictures/textures with +/- without opening properties
edit2: also would be very nice feature if not too hard to make: A function that removes all unnecessary textures (all sky textures that is not in contact with sky and all ground textures that is not in contact with ground)
edit3: if you try to edit a grass polygon with the vertex tool, it acts very strange and messes up the whole polygon. Another feature request: cut/connect should also work with "Snap to grid", all other functions that could snap to grid seem to do so. I would also like it if when you have "Default level title Same as filename" only set the title if it's the first time you are saving a level, since I have fairly often have my level title reset and forgot to check it before I publish lev. I'm sorry if I sound too demanding or I say stuff other people have already said
edit4: if you watch multiple recs with replay viewer and ground texture, the texture goes crazy.
Re: Elmanager - Updated 19th August 2014
Thanks, fixed these now. Just a note - when editing a grass polygon with vertex tool, it shows all edges, so don't consider that a bug. :)I just had a crash when I accidentally merged a probably invalid polygon (it has two vertexes on the same point)
if you try to edit a grass polygon with the vertex tool, it acts very strange and messes up the whole polygon.
This is a bug, it's fixed now.Another feature request: cut/connect should also work with "Snap to grid", all other functions that could snap to grid seem to do so.
Those would be probably sometimes useful but they would need some work; I won't promise anything.would be nice if you could change the properties of all textures selected at once. Also would be nice if you could change the distance of pictures/textures with +/- without opening properties
also would be very nice feature if not too hard to make: A function that removes all unnecessary textures (all sky textures that is not in contact with sky and all ground textures that is not in contact with ground)
I didn't understand this. Can you give a step-by-step explanation of this problem?I would also like it if when you have "Default level title Same as filename" only set the title if it's the first time you are saving a level, since I have fairly often have my level title reset and forgot to check it before I publish lev.
Can you give me the lev and the recs, and a screenshot (preferably including all those settings in replay viewer)?if you watch multiple recs with replay viewer and ground texture, the texture goes crazy.
I also disabled the automatic topology check on undo/redo. Full changelog here:
-SLE: Bugfix: Vertex tool was broken when editing a grass polygon.
-SLE: Bugfix: Cut/connect tool did not obey Snap to grid -option.
-SLE: Topology errors are cleared on undo and redo.
-SLE: Bugfix: Polygon operation could cause Elmanager to crash in some situations (fixed IsSimple method).
Re: Elmanager - Updated 19th August 2014
Thanks so much for the fixes! Great update
I was actually unable to get this bug again, if I encounter it again I will give you that information.Smibu wrote:Can you give me the lev and the recs, and a screenshot (preferably including all those settings in replay viewer)?
For example, this happened when I was making Sanpo002.lev: I saved the level with the correct title "Sanpo002 - Fuefuki no Shonen", then later I wanted to create some backups in case I mess something up, so I save something like snpo02b.lev, and the title got changed to "snpo02b", then when I saved it as Sanpo002.lev again, I forgot to check the title before publishing and it got published with the title "Sanpo002". This wouldn't be a problem if SLE only set the title the first time you save, I.E. only when Title = New Level or something.Smibu wrote:I didn't understand this. Can you give a step-by-step explanation of this problem?