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bzedit 1.6.2
Posted: Tue Jan 20, 2004 6:57 am
by JeffM
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.
Posted: Tue Jan 20, 2004 1:34 pm
by blast
Cool, I'll have to download this when I get home. Keep up the good work.
Posted: Tue Jan 20, 2004 2:27 pm
by Grumbler
As a note, 1.6.2 does not understand the world size field.
but, thank you, thank you, thank you.......
Posted: Tue Jan 20, 2004 6:49 pm
by JeffM
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 ).
Posted: Tue Jan 20, 2004 6:56 pm
by Grumbler
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?
Posted: Tue Jan 20, 2004 9:16 pm
by larsl
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.
Posted: Wed Jan 21, 2004 2:19 am
by JeffM
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.
Shoot Through for Teleporters
Posted: Thu Jan 22, 2004 1:14 am
by Mozul
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
-Mozul
Posted: Thu Jan 22, 2004 3:30 am
by JeffM
hmm it's suposed to save them. I shall look into it, or you are welcome to grab the code and see.