Jump to content

Feedback Wanted: Infinity Areas (Tool) – Pre-Alpha


Recommended Posts

Infinity Areas is now pinned to Java 17. 👍

The "editing overlapping polygons" issue should be resolved. There's now a 'Visible Objects' pane that lets you hide polygons:

Spoiler

XyhiKln.gif

Link to comment

When I try to open a key file from a BGT game, I get this:
 

Spoiler

java.lang.IllegalStateException: Failed to find bif: "DATA\PROGTEST.BIF"
    com.github.bubb13.infinityareas.game.Game.readBifs(Game.java:701)
    com.github.bubb13.infinityareas.game.Game.loadInternal(Game.java:371)
    com.github.bubb13.infinityareas.misc.TaskTracker.subtask(TaskTracker.java:47)
    com.github.bubb13.infinityareas.misc.StackTaskTracker.subtask(StackTaskTracker.java:40)
    com.github.bubb13.infinityareas.misc.TrackedTask.subtask(TrackedTask.java:106)
    com.github.bubb13.infinityareas.game.Game$1.doTask(Game.java:84)
    com.github.bubb13.infinityareas.game.Game$1.doTask(Game.java:80)
    com.github.bubb13.infinityareas.misc.TrackedTask.run(TrackedTask.java:158)
    java.base/java.lang.Thread.run(Thread.java:1583)

 

Link to comment
On 7/31/2024 at 9:11 PM, Bubb said:

I don't normally mix modding and irl stuff, but as this project has been something I wanted to do for a while, it seemed a natural fit.

@suy

Fwiw, I'm reasonably sure that in my university most of (all?) Computer Science lecturers know these games (they are interested in D&D in general...), so in my case it wouldn't be so unnatural to mix modding and irl stuff (and that's precisely what I did for my Code Transformation and Optimization coursework...)

Link to comment

Basic search map editing is implemented. As always, let me know if you have any suggestions.

Some miscellaneous things fixed over the past couple of days:

  • Clicking the background now deselects any selected objects
  • Classic games that define multiple alias paths (such as disk versions of oBG2) now load correctly.
  • Performance has been greatly improved on object-heavy maps.
Link to comment

Congratulations on the release.

I'm very interested in testing the tool, but my time is limited at the moment.

Therefore my suggestion is a theoretical one as I cannot test it (with your tool) and have very limited experience with area creation.

  • Transferable polygon coordinates from one WED file to another WED file, as this could help add polygons to new similar areas more quickly.
  • This could also be done with other area information such as enemy spawn points, traps, etc.

(I would have preferred Python instead of Java as I assume it doesn't have many question marks regarding licenses like Java. Doesn't matter anymore though. I'm glad there is an area creation tool that is updated and maintained.)

Edited by Incrementis
typo
Link to comment

WOW! This promises to be interesting. I hope the project develops well 👍.

I'm not a dltcep master (my friends and I are in the process of making our first mod, with custom maps), and I'am not sure what your plan is for this application, but obviously I think what is REALLY needed is a tool that has all the functionality of dltcep for map making, but improved (like in InfinityAreas drawing search map, or dragging/drawing polygons, etc.) a modern, better version of that editor. 

Looking far ahead:

It would be great to have something like the TIS converter (in the new NI version) for EE games (so that e.g. water overlays can be done correctly right away, or just TIS converted from BMP or PNG to be compatible with EE without problems).

A less sophisticated way of creating doors. 

Wish:

Overall more intuitive than in dltcep, less coarse and more flexible, but with similar safe & stable results. Yea, hehe.

At the moment I am testing only in PSTEE, and the available options work ok. One small thing I would consider is maybe some distinction between are/wed/tis in the override folder and the original areas.

Link to comment

Thanks for the feedback!

7 hours ago, szef said:

One small thing I would consider is maybe some distinction between are/wed/tis in the override folder and the original areas

Could you elaborate on what you mean here? The program already presents two separate entries in the left pane for a resource if an override version exists, (override first, bif second). That said, there's a small caveat in its implementation, in that it doesn't auto-detect an override file if the program was running before the file was created. I need to add a 'refresh' button like what Near Infinity has.

Link to comment

If the locations have the same name then yes the resource is first as an override, but if the map name is unique, then you have to go to the bottom of the list. I was thinking of maybe listing a separate override tree. But this is not necessary.

Spoiler

66IKeLh.jpg

Nvm.

Whenever I run the program I have a 50/50 split of the screen, some kind of width memory would be useful. 

When creating a region, it would be nice to have a cursor icon, or preferably automatically set to the most used, e.g. Info: 22 etc.

I don't understand "Bisect Segment".

Also (if possible) "Destination Entance Name" in dltcep reads for us from various .are, here you have to remember the name yourself.

When hover on an main option, seing some brief desc: "what this is for" would be nice (not required, but you now - this things of "life eases" at least for me - are missing).

 

Edited by szef
Link to comment

👍

First impressions:

  • asks about game path even when started in one, at minimum I think the file chooser starting path should default to the CWD
    • an improvement could be to be able to pass it on the command line
  • it can't handle a tolower-ed game
    • error windows are not dynamically sized — oversized in this case
    • a queue, buffer, would help, so one doesn't have to click through tens of error windows if unlucky
      • or an exit button, now only killing helps
    • still managed to get to the main window, which shows some robustness
  • if you cancel out of the game selector once a game is already loaded, the app will exit instead (as if it was the startup invocation)
  • on a non-tolower-ed game it didn't even show CHITIN.KEY in the file picker - sent you a PR
Link to comment
On 8/12/2024 at 5:11 PM, dark0dave said:

I am a little late but congratz on the release!

Thanks!

On 8/13/2024 at 2:35 PM, lynx said:

First impressions... <snip>

All good suggestions – and thanks for the pull request! Infinity Areas was being particularly picky on Linux, being unable to open games because of case issues / not recognizing the Windows path separator that's embedded in some key files. I believe everything is working as it should now on Linux.

Link to comment
9 hours ago, Bubb said:

Thanks!

All good suggestions – and thanks for the pull request! Infinity Areas was being particularly picky on Linux, being unable to open games because of case issues / not recognizing the Windows path separator that's embedded in some key files. I believe everything is working as it should now on Linux.

@Bubbfirstly thank you making this work on Linux much appreciated secondly you should be able to use:

You are already doing the above you can ignore me!

I'll give it a go locally as well and let you know how it goes.

Thank you again.

Edited by dark0dave
Link to comment

So it opened everything ok! I couldn't see the bif files however.

 

$ uname -a
Linux n7 6.6.44-1-MANJARO #1 SMP PREEMPT_DYNAMIC Sat Aug  3 10:09:33 UTC 2024 x86_64 GNU/Linux
$ java --version
openjdk 21.0.2 2024-01-16
OpenJDK Runtime Environment (build 21.0.2+13-58)
OpenJDK 64-Bit Server VM (build 21.0.2+13-58, mixed mode, sharing)

My directories are case-insensitive, as I have a flag on ext4 (don't worry about what this means), I just can't test the tolowered from weidu.

./gradlew run

> Task :run
Aug 15, 2024 12:57:09 PM com.sun.javafx.application.PlatformImpl startup
WARNING: Unsupported JavaFX configuration: classes were loaded from 'unnamed module @b121a86'

(java:131145): Gdk-WARNING **: 12:57:25.640: XSetErrorHandler() called with a GDK error trap pushed. Don't do that.
<=========----> 75% EXECUTING [4m 16s]
> :run

working.png

Edited by dark0dave
Link to comment

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...