Elmanager
Moderator: Moporators
Re: Elmanager - Updated 24th April 2016
i told to skint in irc but for those of you who have that mongo extra mask appear: you have wrong lgr that somehow almost everyone has (and im sure partly from jappe2.net), recently added correct one to jappe2.net zip when saw ramone and someone else discuss it. they said it was kopaka who someone made this wrong one spread like mad but i dont know the origin of that story and kopaka himself said he didnt know about the extra mask and as far as i know the lgr is otherwise identical to the real original so hard to spot. uploaded here also: http://kopasite.net/up/4ze9d8if3km625i/Default.lgr
Re: Elmanager - Updated 24th April 2016
I remember Kopaka posted that LGR here: http://mopolauta.moposite.com/viewtopic ... 88#p228388Vermin Supreme wrote:i told to skint in irc but for those of you who have that mongo extra mask appear: you have wrong lgr that somehow almost everyone has (and im sure partly from jappe2.net), recently added correct one to jappe2.net zip when saw ramone and someone else discuss it. they said it was kopaka who someone made this wrong one spread like mad but i dont know the origin of that story and kopaka himself said he didnt know about the extra mask and as far as i know the lgr is otherwise identical to the real original so hard to spot. uploaded here also: http://kopasite.net/up/4ze9d8if3km625i/Default.lgr
It not only has one extra mask, but also all the other masks are 1 pixel higher (Zero noticed this when he was making the Half video), Q1SUSP2 has an extra tiny white line in the middle and Q1SUSP1 and Q1UP_ARM are somehow modified too, although there's no visible difference.
The one you posted now is 100% correct. Good job.
Re: Elmanager - Updated 24th April 2016
I've heard that it's Jappe2. No idea how people figured that out.Bjenn wrote:Who are you again? What's your nick in EOL?
Re: Elmanager - Updated 24th April 2016
Ive been using that "wrong" lgr all this time, made BBLP even and now i see one lev is mongo pic cuz i used s3top brick picture (which isnt on default lgr).
Lol
Lol
Re: Elmanager - Updated 24th April 2016
i found some weird bug or something. i managed to make a level that just gets stuck in "loading" when entering a level and causes elma to not respond, i attached the level to this post. everything should be ok topology wise, not over poly/texture/object limit etc. also the level works fine if i remove those few masks that spell "it's a secret" but no idea how they could cause it other than being outside of the "main" polygon that has everything else inside it except that hidden msg made of masks
- Attachments
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- J2BA003a.lev
- (64.57 KiB) Downloaded 232 times
Re: Elmanager - Updated 24th April 2016
This lev worked just fine for me, although I did notice that the secret text is beyond what I can see in f1, which could be related to the problem. The only difference I can think of between our systems are OS, resolution and maybe ddraw if you have that.
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Re: Elmanager - Updated 24th April 2016
without ddraw it just straight up crashes for me instantly but if it works for you then dunno what going on, should maybe test with different resos and zooms
Re: Elmanager - Updated 24th April 2016
It seems the lev causes a crash because the textures are outside the bounds of the lev. If you add a small polygon above the text, it will work. Or, if you use some LGR that has no textures, it will work because Elma won't try to render/process them.
Even the internal editor doesn't catch this error. The check is easy to add to SLE. I just need to do some tests to find out the exact limit for the bounds (I think it is lev min/max +/- 6 units).
As for the non-default mask with the texturize function, I can fix it so that it won't throw an exception. And maybe the non-default masks should not be checked by default.
Can someone give me the "faulty" LGR?
Even the internal editor doesn't catch this error. The check is easy to add to SLE. I just need to do some tests to find out the exact limit for the bounds (I think it is lev min/max +/- 6 units).
As for the non-default mask with the texturize function, I can fix it so that it won't throw an exception. And maybe the non-default masks should not be checked by default.
Can someone give me the "faulty" LGR?
Re: Elmanager - Updated 24th April 2016
Drawing a huge grass poly that encloses the actual lev will also cause a crash. I don't know the exact reason behind that, but the offender in both cases is probably the same bug.
Re: Elmanager - Updated 24th April 2016
The DL link on your homepage doesn't work, also auto-update feature only gave me the 08.01.2016 version. Thanks for all the great work Smibu, looking forward to try all the new features etc!
Re: Elmanager - Updated 24th April 2016
Not sure what went wrong with the script that handles downloading... I restarted it and now it works again.
And yeah, I don't update the old site anymore so if you had some version from last year, you'll first get the January 2016 version and then that version will check updates from the new site.
And yeah, I don't update the old site anymore so if you had some version from last year, you'll first get the January 2016 version and then that version will check updates from the new site.
Re: Elmanager - Updated 24th April 2016
Worked, thanks!
Re: Elmanager - Updated 24th April 2016
any possibility to add that background picture function ale has? used it a lot since teh vectrast or whatever sle uses is quite shit at scanning images and making them into polygon
Re: Elmanager - Updated 24th April 2016
I'd rather just find something to replace Vectrast, such as OpenCV which is likely to have better edge detection algorithms. Added to FRs.
Re: Elmanager - Updated 24th April 2016
but doing them by hand should be possible also unless that OpenCV drastically improves on current method, no biggie though since can use ALE for that anyway
one small "bug" fix maybe: check level titles for characters that elma doesnt recognize and give message about that, currently they are replaced with ? ingame, another not so big thing but i dont even know what is allowed and i cant be arsed to test every character
one small "bug" fix maybe: check level titles for characters that elma doesnt recognize and give message about that, currently they are replaced with ? ingame, another not so big thing but i dont even know what is allowed and i cant be arsed to test every character
Re: Elmanager - Updated 24th April 2016
Is this known? I make http://i.imgur.com/9zYvToH.png but see http://i.imgur.com/Py9Pd6Z.png ingame. All pictures have distance 380.
Re: Elmanager - Updated 24th April 2016
I just discovered a very rare bug I think. Both internal editor and SLE say that there are no problems with this level, but when I load it I get internal error. I assume it is because the back wheel is placed exactly on a line and it can't decide whether it should be above or below the line or something.
- Attachments
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- startbug.zip
- (1.15 KiB) Downloaded 205 times
Re: Elmanager - Updated 24th April 2016
Also seems like you can't select multiple polys and convert all of them to grass at the same time (only one converts).
Re: Elmanager - Updated 24th April 2016
kuchitsu reported that earlier: https://gitlab.com/Smibu/elmanager/issues/52Vermin Supreme wrote:one small "bug" fix maybe: check level titles for characters that elma doesnt recognize and give message about that, currently they are replaced with ? ingame, another not so big thing but i dont even know what is allowed and i cant be arsed to test every character
Hmm, not sure. I'll have to investigate that.kuchitsu wrote:Is this known? I make http://i.imgur.com/9zYvToH.png but see http://i.imgur.com/Py9Pd6Z.png ingame. All pictures have distance 380.
Oh nice find, maybe I can add a check for that.kuchitsu wrote:I just discovered a very rare bug I think. Both internal editor and SLE say that there are no problems with this level, but when I load it I get internal error. I assume it is because the back wheel is placed exactly on a line and it can't decide whether it should be above or below the line or something.
Thx, adding to buglist too.kuchitsu wrote:Also seems like you can't select multiple polys and convert all of them to grass at the same time (only one converts).
Re: Elmanager - Updated 24th April 2016
Some feature idea... Often when drawing polygons I want to make a perfectly horizontal/vertical/45degree line because these somehow can be very neat looking. Currently the best way to do that is to use the grid I guess but it's kind of limited. For example, if I start drawing from a vertex that isn't on the grid I can't really do what I want: http://i.imgur.com/ZTTvsX6.png And it's just a hassle having to click on "show grid" and "snap to grid" every time I want to draw a "neat" line.
I think maybe there could be a hotkey for this. Like you can just draw a polygon without using the grid, but when you're holding that key the mouse pointer kind of gets "locked" and only allows you to choose one of the 8 angles to continue (0 degrees, 45 degrees, 90 degrees, etc), kinda like this: http://i.imgur.com/LxlEHqU.png Then levelmakers wouldn't have to spend time on searching for things like this in their levels: http://i.imgur.com/QzQaD0u.png
I would probably use it all the time.
I think maybe there could be a hotkey for this. Like you can just draw a polygon without using the grid, but when you're holding that key the mouse pointer kind of gets "locked" and only allows you to choose one of the 8 angles to continue (0 degrees, 45 degrees, 90 degrees, etc), kinda like this: http://i.imgur.com/LxlEHqU.png Then levelmakers wouldn't have to spend time on searching for things like this in their levels: http://i.imgur.com/QzQaD0u.png
I would probably use it all the time.
Re: Elmanager - Updated 24th April 2016
Zero complains about the exact same thing all the time. His solution to make perfectly straight line is to use the rectangle tool in ale. Some kind of solution would be greatly appreciated by him I speak for the entire team dat when I say this. It is team dat approved osv.
Also when more shapes and custom shapes so one doesn't have to use ale to make things like a perfect rectangle?
Also when more shapes and custom shapes so one doesn't have to use ale to make things like a perfect rectangle?
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Re: Elmanager - Updated 24th April 2016
Very good idé, I approve too
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Re: Elmanager - Updated 24th April 2016
Yeah, I see the problem. A solution to the grid problem could be that there is a hotkey to "synchronize" the grid with the last placed vertex when creating vertex. Optionally this could be automatic. It doesn't solve the whole problem, so as you said some locking option is needed. Your idea is fine but I'd make it more general (choose the number of angles, minimum being 3, maybe possible to rotate the angles as well).kuchitsu wrote:Some feature idea... Often when drawing polygons I want to make a perfectly horizontal/vertical/45degree line because these somehow can be very neat looking. Currently the best way to do that is to use the grid I guess but it's kind of limited. For example, if I start drawing from a vertex that isn't on the grid I can't really do what I want: http://i.imgur.com/ZTTvsX6.png And it's just a hassle having to click on "show grid" and "snap to grid" every time I want to draw a "neat" line.
I think maybe there could be a hotkey for this. Like you can just draw a polygon without using the grid, but when you're holding that key the mouse pointer kind of gets "locked" and only allows you to choose one of the 8 angles to continue (0 degrees, 45 degrees, 90 degrees, etc), kinda like this: http://i.imgur.com/LxlEHqU.png Then levelmakers wouldn't have to spend time on searching for things like this in their levels: http://i.imgur.com/QzQaD0u.png
SLE can also create rectangles but the functionality is probably a bit too hidden (hold left shift when creating vertex). I will add a hint to the vertex tool help text at least.bene wrote:Zero complains about the exact same thing all the time. His solution to make perfectly straight line is to use the rectangle tool in ale. Some kind of solution would be greatly appreciated by him I speak for the entire team dat when I say this. It is team dat approved osv.
No deadlines available, but at least no need for ALE to make rectangles.bene wrote:Also when more shapes and custom shapes so one doesn't have to use ale to make things like a perfect rectangle?
The best workaround for custom shapes is:
Smibu wrote:Been suggested too and I think it is on the FR list, but you can emulate this feature quite well by creating a template.lev where you put all the reusable polygons you might think of, and set that level to be the template for new levels in SLE settings.skint0r wrote:while you could maybe do something by importing lev and pics, would be coal to be able to store some shapes/polygon templates and select from some menu or tool whatever. like you make some arrows for gravity, nick logo or whatever shape and save it so you can reuse whenever.
Re: Elmanager - Updated 24th April 2016
I didn't know about the rectangle thing, seems pretty nifty!
Re: Elmanager - Updated 24th April 2016
1. threshold in Draw tool depends on zoom imo there should be a possibility to activate/deactivate zoom influence in this tool.
2. Adding vertices to the existing poly works only with Vertex tool. it should works with Draw as well.
2. Adding vertices to the existing poly works only with Vertex tool. it should works with Draw as well.
Re: Elmanager - Updated 24th April 2016
Am I missing something..? You can always tell when a line is along 0, 45, 90, 135, 180 degrees etc by the way the line looks? If it's neat and without furry edges it's aligned, otherwise it will get fuzzy and ugly?
You can see here B and D are smooth and sexy while A and C look shriveled and disgusting
You can see here B and D are smooth and sexy while A and C look shriveled and disgusting
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Re: Elmanager - Updated 24th April 2016
The problem is that it's never accurate, it's just an approximation. This means that on different zoom often you get a lot lines with an ugly step. Just snapping to angles seems like a no brainer.Igge wrote:Am I missing something..? You can always tell when a line is along 0, 45, 90, 135, 180 degrees etc by the way the line looks? If it's neat and without furry edges it's aligned, otherwise it will get fuzzy and ugly?
You can see here B and D are smooth and sexy while A and C look shriveled and disgusting
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Re: Elmanager - Updated 24th April 2016
The best solution is to add hotkey (e.g. Shift). When drawing polygon, hold Shift to force last line of poligon to be locked to angle (0,45,90...). Similar function to the MS Paint penRuben wrote:The problem is that it's never accurate, it's just an approximation. This means that on different zoom often you get a lot lines with an ugly step. Just snapping to angles seems like a no brainer.Igge wrote:Am I missing something..? You can always tell when a line is along 0, 45, 90, 135, 180 degrees etc by the way the line looks? If it's neat and without furry edges it's aligned, otherwise it will get fuzzy and ugly?
You can see here B and D are smooth and sexy while A and C look shriveled and disgusting
Re: Elmanager - Updated 24th April 2016
Yes, you can see the neatness with the naked eye, but it takes some careful mouse moving to achieve it. Especially if you want to make a rectangle smooth by moving one of its vertices, it can be tricky to achieve both horizontal and vertical smoothness at the same time (I usually end up moving the vertex on both axes). With a hotkey it would be trivial.
Holy crap. You changed my life.dawid wrote:Similar function to the MS Paint pen
Re: Elmanager - Updated 24th April 2016
Added the first as a FR.dawid wrote:1. threshold in Draw tool depends on zoom :( imo there should be a possibility to activate/deactivate zoom influence in this tool.
2. Adding vertices to the existing poly works only with Vertex tool. it should works with Draw as well.
The second one was also suggested by ville_j during FEM. Added this too so I won't forget.
Re: Elmanager - Updated 24th April 2016
why it always gets (0,0) pixel to set picture transparency in LGR? https://gitlab.com/Smibu/elmanager/blob ... LGR.cs#L70
Re: Elmanager - Updated 24th April 2016
That is how elma does transperancy. If you check you'll notice that all pictures/masks in lgrs' topleft pixel is a transperent pixel.
Although maybe this can be changed in elma2? Not sure best way to make compatible with old elma
In any case easy fix is add 1 row of transperent pixels. Only annoying for masks because has to be multiple of 2
Although maybe this can be changed in elma2? Not sure best way to make compatible with old elma
In any case easy fix is add 1 row of transperent pixels. Only annoying for masks because has to be multiple of 2
Re: Elmanager - Updated 24th April 2016
In LGR the position of the transparency pixel is defined in a field (4 possible values, each of which means one of the four corners). It is basically always topleft, which is why the code has worked so far. And I guess I didn't know about this detail when I wrote LGR.cs.
Re: Elmanager - Updated 24th April 2016
Is there an option to fill with textures inside polygons? Sometimes i want to do this and i have to put more than 100 little sky "masklitt" Example:
If no, im suggesting this for next versions (8
Awesome editor, thanks Smibu!
If no, im suggesting this for next versions (8
Awesome editor, thanks Smibu!
Re: Elmanager - Updated 24th April 2016
5ft value is none/no transparency as far as i know. Is there any info about LGR file structure? I analyzed it from ALE and Elmanager sources but I don't know few things about structure.Smibu wrote:In LGR the position of the transparency pixel is defined in a field (4 possible values, each of which means one of the four corners).
Re: Elmanager - Updated 24th April 2016
There is such option. It is quite new so update ur Elmanager.Sla wrote:Is there an option to fill with textures inside polygons? Sometimes i want to do this and i have to put more than 100 little sky "masklitt" Example:
If no, im suggesting this for next versions (8
Awesome editor, thanks Smibu!
Select polygon->Click Selection from menu bar->Texturize. The window will show, set Sky in clipping property.
Re: Elmanager - Updated 24th April 2016
Oh, true. I was using that function but always with "ground", me nab.
Thanks!
Thanks!
Re: Elmanager - Updated 24th April 2016
Has anyone already complained about how every time you change the texture of a mask it also changes distance and clipping to the default values? It makes me mad lol.
edit: found a bug? If I just edit the apple animation number, seems like SLE doesn't consider it a change and Ctrl+S doesn't resave the level.
edit: found a bug? If I just edit the apple animation number, seems like SLE doesn't consider it a change and Ctrl+S doesn't resave the level.
Re: Elmanager - Updated 24th April 2016
Almost every time I start SLE computer totally freezes for about 1 minute (not even music plays, but continues from where it left off once sle starts)
Dunno why but seems SLE requires too much ram or something, this happens less frequently when I have almost no programs running but still happens, dunno what do, update some software?
Dunno why but seems SLE requires too much ram or something, this happens less frequently when I have almost no programs running but still happens, dunno what do, update some software?
Re: Elmanager - Updated 24th April 2016
What Windows version? Maybe it reads many recs from disc to database.Hosp wrote:Almost every time I start SLE computer totally freezes for about 1 minute (not even music plays, but continues from where it left off once sle starts)
Dunno why but seems SLE requires too much ram or something, this happens less frequently when I have almost no programs running but still happens, dunno what do, update some software?
Re: Elmanager - Updated 24th April 2016
Not sure, but I could fix that by not changing them. I see it can be annoying. The default values are not really useful for anything.kuchitsu wrote:Has anyone already complained about how every time you change the texture of a mask it also changes distance and clipping to the default values? It makes me mad lol.
Yeah, good find, I'll fix it.kuchitsu wrote:edit: found a bug? If I just edit the apple animation number, seems like SLE doesn't consider it a change and Ctrl+S doesn't resave the level.
Has it always been like this? It reads the level file names from disk at startup, so that might explain something. It shouldn't require much RAM, though.Hosp wrote:Almost every time I start SLE computer totally freezes for about 1 minute (not even music plays, but continues from where it left off once sle starts)
Dunno why but seems SLE requires too much ram or something, this happens less frequently when I have almost no programs running but still happens, dunno what do, update some software?
I have only this.dawid wrote:Is there any info about LGR file structure? I analyzed it from ALE and Elmanager sources but I don't know few things about structure.
Re: Elmanager - Updated 24th April 2016
I've had an issue for quite some time when if I open the level manager component of Elmanager, it opens and everything is fine, but if I try to open SLE (which I love and would love to be able to use), the application freezes for a few seconds and then quits. I tried redownloading and overwriting all files some time ago but didn't help :( Any advice?
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Re: Elmanager - Updated 13th October 2016
Minor update:
* SLE: Title box warns if title contains non-Elma-printable characters.
* SLE: Added "Textures out of bounds" topology check.
* SLE: Added "Wheel exactly on a line" topology check.
* SLE: Clipping and distance are no longer changed when changing picture/texture image.
* SLE: Added support for opening LEB files.
* SLE: Bugfix: Changing apple animation number didn't cause level to be modified.
* SLE: Bugfix: Crash would happen when level folder was moved.
* SLE: Bugfix: It was not possible to convert multiple ground polygons to grass.
* SLE: Title box warns if title contains non-Elma-printable characters.
* SLE: Added "Textures out of bounds" topology check.
* SLE: Added "Wheel exactly on a line" topology check.
* SLE: Clipping and distance are no longer changed when changing picture/texture image.
* SLE: Added support for opening LEB files.
* SLE: Bugfix: Changing apple animation number didn't cause level to be modified.
* SLE: Bugfix: Crash would happen when level folder was moved.
* SLE: Bugfix: It was not possible to convert multiple ground polygons to grass.
Strange :( one possible thing that might fix it: Try checking the "Disable framebuffer usage" in configuration.Pawq wrote:I've had an issue for quite some time when if I open the level manager component of Elmanager, it opens and everything is fine, but if I try to open SLE (which I love and would love to be able to use), the application freezes for a few seconds and then quits. I tried redownloading and overwriting all files some time ago but didn't help :( Any advice?
Re: Elmanager - Updated 13th October 2016
Downloaded last version. Can change default clipping property for pictures? It shows Unclipped now when im going to put a picture, at least the first time after opening the editor. I really expect a tree or a bush to have Sky clipping when i select it, coz that is the most reasonable thing and also im highly used to it. Maybe textures are another story, but didnt like this new thing on pics. Also Unclipped is not common at all.
edit: just readed the posts a bit more :>
edit: just readed the posts a bit more :>
No, no one ever complained of that. I admit that the distance changing is kinda lame when you select textures. But for pictures, plz smibu let me keep the original settings of elma editor :> current settings is a pain in the ass, also unclipped makes no sense as default, would have to 99.99% of the times change the clipping before placing a picture (at least the first time), which is something that didnt happend before.kuchitsu wrote:Has anyone already complained about how every time you change the texture of a mask it also changes distance and clipping to the default values? It makes me mad lol.
Re: Elmanager - Updated 13th October 2016
Yeah, I was afraid that the fix wasn't perfect. So let's think about the possible solutions:Pab wrote:No, no one ever complained of that. I admit that the distance changing is kinda lame when you select textures. But for pictures, plz smibu let me keep the original settings of elma editor :> current settings is a pain in the ass, also unclipped makes no sense as default, would have to 99.99% of the times change the clipping before placing a picture (at least the first time), which is something that didnt happend before.
* Distance and clipping are changed only when creating a new picture or texture AND the user has not yet manually edited clipping and distance boxes. When editing an existing picture or texture, they wouldn't ever change.
* Distance and clipping are never changed and the default value for clipping is sky instead of unclipped.
* There is a separate button for setting the default values (something like "Set distance and clipping to defaults").
* Something else?
It would be nice if more people gave opinions about this so we won't need a third fix :)
Re: Elmanager - Updated 13th October 2016
Seems like this is a little more complicated than I thought.
I know that when I'm changing the texture of an already existing mask, I pretty much always want the clipping property and the distance to remain. It makes no sense to suddengly change the clipping from ground to sky just because I chose a different kind of stone.
But when I'm placing a new texture or a picture, having the default values (that come from the internal editor I assume?) is definitely very convenient as most of them make a lot of sense and are useful. Maybe it would also be nice if you could set your own default values (some "make it default" checkbox when placing a picture?).
I almost never have to change the type of an existing picture (like selecting an existing bush and changing it to a barrel or something), so I probably don't really have an opinion on that.
So far I like the first of your options best.
I know that when I'm changing the texture of an already existing mask, I pretty much always want the clipping property and the distance to remain. It makes no sense to suddengly change the clipping from ground to sky just because I chose a different kind of stone.
But when I'm placing a new texture or a picture, having the default values (that come from the internal editor I assume?) is definitely very convenient as most of them make a lot of sense and are useful. Maybe it would also be nice if you could set your own default values (some "make it default" checkbox when placing a picture?).
I almost never have to change the type of an existing picture (like selecting an existing bush and changing it to a barrel or something), so I probably don't really have an opinion on that.
So far I like the first of your options best.
Re: Elmanager - Updated 13th October 2016
The new version in a fresh folder works just fine :) Thanks a lot!
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Re: Elmanager - Updated 13th October 2016
I would vote a setting because when "casually" placing pictures it's convenient to have defaults, whereas if you are doing something precise then it's more convenient to sometimes not have the properties change in between. Since you have the code for both now, it would probably suffice to just add a setting & use an if clause type of thing