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#editor

adrientd
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pegperegogaucho
CKSus
pegperegogaucho
āļž
adrientd
pegperegogaucho
Something I've wanted to ask: Any specific reason for the level to be sector -1? Why not sector 0 like the game refers to it?
adrientd
Because I initially went that way, as it is used in the STR* file names.
adrientd
But I admit that handling different sector numbers starting with 0 and with 1 just makes things confusing.
pegperegogaucho
Yeah, gets me confused as well
adrientd
I think the problem is that while of course it is normal to have to handle between both types of numbers, I seem to have encourage more the use of sector number starting at 0 than 1, and this ended up to be a mistake.
adrientd
I probably should have make everything start 1, except for mapping from sector to STR where you need to decrease by 1.
adrientd
Note also that KEnvironment also start the sector number with 0, which is essentially an index to the sectorObjects vector. And I think because I always need to access objects through sectorObjects I obviously need the sector number starting with 0.
pegperegogaucho
Maybe index 0 of sectorObjects could be the level
adrientd
Yeah that could simplify a lot of code
pegperegogaucho
because it being -1 adds a lot of extra code to refer to the level
pegperegogaucho
I saw you made a separate class for Marker indices in the latest commits, you should also consider making a class for color values which are surprisingly used a lot
pegperegogaucho
Sky color, fog box color, vertex lighting color, some cinematic nodes....
pegperegogaucho
then, for reflection, you could use ImGui::ColorEdit4
adrientd
Yes, that could be done eventually
pegperegogaucho
Btw what is the sqBiz stuff for? The markers
adrientd
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