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#editor

pegperegogaucho
thank god the ground objids will always start at the end of the level objids unlike the dynamic grounds :PogU:
pegperegogaucho
now i can finally give collision to the steles that rubin made
mr.rubinshtein
woah even on vacation Adrien is producing content for editor
mr.rubinshtein
:PogelixReally:
mr.rubinshtein
thats a dedicated man right there
pegperegogaucho
Yeah, and soon you wont have to worry about multiple installations/backups :PauseChamp:
pegperegogaucho
not sure why Appveyor did not compile the separate branch :ThinkingChromosomes:
pegperegogaucho
also btw Adrien, if you import a project file then the .XEC files wont show up in the file selector dialog
adrientd
Because it's not finished yet
adrientd
I made it in a separate branch because it became too big and was not sure if I should keep it or not
adrientd
There are some changes I would like to do
pegperegogaucho
also i noticed that the size of the compiled executable doubled :PauseChamp:
pegperegogaucho
The "Home" screen is nice
pegperegogaucho
do you plan to put anything else into the project settings except version and path?
adrientd
I had the idea of putting some "meta" info such as title, author, description, etc., but that doesn't really have any real use
adrientd
Otherwise not sure what else can come, but at least I made it such that adding new values should be possible without breaking compatibility
pegperegogaucho
Maybe something like camera fov, volume, ... :PES_SadShrug:
adrientd
maybe
pegperegogaucho
maybe it would be smarter to make the import button make a new project with an existing mod of the game :HmmChamp:
pegperegogaucho
or something like that