bzedit 1.6.2

Discussion, updates, modifications, etc for the various map editors...
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JeffM
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bzedit 1.6.2

Post by JeffM » Tue Jan 20, 2004 6:57 am

Version 1.6.2 has been built and posted on sourceforge

http://sourceforge.net/project/showfile ... up_id=3248

this version supports 1.10.4 style maps, with name objects, and has an interface for the shoot and drive thru options.
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blast
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Post by blast » Tue Jan 20, 2004 1:34 pm

Cool, I'll have to download this when I get home. Keep up the good work. :D
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Post by Grumbler » Tue Jan 20, 2004 2:27 pm

As a note, 1.6.2 does not understand the world size field.

but, thank you, thank you, thank you.......
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Post by JeffM » Tue Jan 20, 2004 6:49 pm

yeah it dosn't have the world field, or world wepopns. that needs more inteface work.

The code is in CVS so anyone can buck up and add that ( hint, hint ). :)
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Post by Grumbler » Tue Jan 20, 2004 6:56 pm

last hint, hint i got i was up till 5am downloading all the linux libraries for pybzflag...........hehe............althought i have to admit the worldthumbnailer is worth it.

general questions to all:

what tools would I need to compile bzedit on windows? (since I have none at present) Are there opensource equivalents?(............i suspect bill put a stop to that)

this weekend "people" indicated that compiling the linux version of bzedit was an exercise in futility, is that correct?..........or was someone pulling my leg?
.........you kids, get out of my tank...........

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Post by larsl » Tue Jan 20, 2004 9:16 pm

The current CVS code for Linux-bzedit works for me. I used these commands to build it:

Code: Select all

aclocal
automake -a
autoconf
./configure --with-gl-prefix=/usr/X11R6
make
The Linux version hasn't been updated in a while though, so it doesn't know about the new map stuff.

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Post by JeffM » Wed Jan 21, 2004 2:19 am

bzedit on windows uses MFC, it is designed to work with visaul C++ 6.0, it could work with minigw or some other compiler if you could get MFC libs for that compiler. You would also need to create a build system for that compiler if it did not read VC dsp and dsw files.
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Shoot Through for Teleporters

Post by Mozul » Thu Jan 22, 2004 1:14 am

I saw in the new version that you have ShootThrough and DriveThrough checkboxes for the Teleporters. I assume this has to do with the frame of the teleporter. However it does not store this information in the file. I wanted to have ShootThrough set for a teleporter

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Post by JeffM » Thu Jan 22, 2004 3:30 am

hmm it's suposed to save them. I shall look into it, or you are welcome to grab the code and see.
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