The MNIKEditor (Latest Version: 8/1/22)

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MyNameIsKooky
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Re: The MNIKEditor (Latest Version: 6/13/22)

Post by MyNameIsKooky » Wed Jun 15, 2022 2:11 pm

nasko222 wrote:
Wed Jun 15, 2022 1:59 pm
Add Data/Adventures mode, like my direct hub editors, it reads the adventures from Data/Adventures directly. :stinkyhappy:
I've been thinking something like that would be really nice!


new MNIKEditor build 6/15/22

- Custom brushes can now be resized without losing the custom brush. This makes it very easy to expand small copied regions into very large regions of the same pattern.
- Added a new toolbar setting called brush wrap which affects custom brush mode. Brush wrap relative is the brush setting you're used to. Brush wrap modulus makes the tiles or objects grabbed in your custom brush wrap around the edge of the brush based on the brush's position. This make it possible to easily do tilings such as checkerboards.
- Objects can now be placed outside of the level boundaries. This is useful for placing distant scenery objects or for teleporting other objects into the scene with CMD 42. Objects also no longer get deleted if they're outside the level during a resize. The brush now renders outside of the level boundaries.
- Switching between dupe modes now causes the brush to switch into set axis mode, which lets you click a tile to set the mirror axis there.
- Resizing the level now moves all objects' adjuster-based positions along with the resizing. This affects NPC move commands, general commands with CMD 7/11/41/42/61, LevelExits in this level that lead to this level, the MoveXGoal/MoveYGoal adjusters, magic/meteor shooters, cuboid CMDs, and motherships.
- Tweaked the Resize Current/Duplicate tooltip text so that the current Resize Current/Duplicate status is on the right side of the tooltip, where the actual level dimensions are.
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Re: The MNIKEditor (Latest Version: 6/12/22)

Post by MyNameIsKooky » Fri Jun 17, 2022 12:26 am

jdl wrote:
Sun Jun 12, 2022 2:32 am
MyNameIsKooky wrote:
Sun Jun 12, 2022 1:50 am
- Removed fullscreen mode due to all the problems it has caused people.
Would it be possible to add the ability to change the rendering resolution of the Editor?
At the moment you're able to maximize or resize the window, but this doesn't seem to change the resolution that the Editor is running at internally, and this causes everything to get very blurry. Perhaps it could go by the same resolution that's set by Player.exe?
Yep, all done now!


new MNIKEditor build 6/16/22

- The editor's window dimensions will now match the dimensions configured for the player executable. This includes widescreen support. You should now be able to have much more space in the level editor for viewing the actual level.
- For new interchanges in the dialog editor, their answers will now end the dialog returning to the current interchange by default (i.e. FNC 1).
- Added tooltips for the AskAbout adjusters in the dialog editor.
- Added some sensible default randomization ranges for Stinker NPC Data values, most notably their hat and glasses. Now you can place unimportant NPCs without angsting over what they should wear!
- Object adjuster randomization ranges now return to their default values every time an adjuster's randomization is turned off or on.
- Mothership destruction particles are now simulated.
- Mothership Data0 (TimerMax) has been renamed to SpawnTimer. The value of 0 has been labeled as "No Spawns". Mothership SubType has been renamed to AudioTimeOffset. Mothership Status values now have proper labels.
- Glovecharge Data1 has been renamed to Usability. Glovecharge Data9 has been renamed to ReadyForSound. Glovecharge SubTypes are now labeled as Regular, Faint, and OneByOne.
- Brush dimensions have been capped at 100 x 100.
- Centered the TTC and OTC tooltips a bit better.
- Added a stupid hack to prevent MAVs from too many vertices at immense brush sizes. The hack is to simply not render additional brush vertices after a certain number of them are present. It's meant to be a temporary solution but I might also just keep this forever. That's the nature of software engineering.
- Fixed a bug that caused simulated player-facing objects to face northwest instead of south when the cursor is not present in the level.
- Mouse wheel scrolling can now be performed on the screen for choosing a new adventure to put in a hub.
- You can now actually edit the Data4 of the OpenWA shard and glyph commands.
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jdl
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Re: The MNIKEditor (Latest Version: 6/16/22)

Post by jdl » Fri Jun 17, 2022 3:36 am

The Accessory and Accessory Color values for Stinker NPCs seem to be bugged - they're acting like the Hat and Hat Color adjusters.
Also the new resolution support for the Editor is great! I do have to adjust the camera zoom level every time I open the Editor since it's zoomed in too much though, but that's just a minor inconvenience.

If you're looking for something to fill the extra space with when running the Editor in larger resolutions, I have 2 ideas: a larger object adjuster area, or a minimap that can be used to pan the camera with the mouse.
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MyNameIsKooky
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Re: The MNIKEditor (Latest Version: 6/16/22)

Post by MyNameIsKooky » Fri Jun 17, 2022 1:04 pm

jdl wrote:
Fri Jun 17, 2022 3:36 am
The Accessory and Accessory Color values for Stinker NPCs seem to be bugged - they're acting like the Hat and Hat Color adjusters.
This is intentional behavior, because under the hood, hats and glasses act exactly the same (except for color values being offset by 1). This means you can give a Stinker two hats or two glasses. If you want to use glasses, set the accessory ID to 101 or higher (ctrl+click on the adjuster to go there immediately). Maybe I will rename the adjusters to Acc1 and Acc2, to give stronger indication that this is not a bug.

I like both the extra adjusters idea and the minimap idea. I will think it over some more.
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Re: The MNIKEditor (Latest Version: 6/16/22)

Post by jdl » Sat Jun 18, 2022 6:16 pm

I had no idea accessories worked that way! Very interesting!

Also, I have found some bugs:
1. If you switch to Hub editing mode on the main menu, there are seven extra yellow ='s on the right side if you have the resolution set big enough to see it.
2. If you have "Show IDs/Indices/Counts" turned on and a NPC Move button selected, the ID/Index/Count will still be displayed under the yellow NPC Move ID text on the NPC in question.
3. You can still move the Editor camera in the background when in the tile graphic picker screen.
4. The numbers for "Show IDs/Indices/Counts" and the NPC Move Button yellow ID text will show up on the tile graphic picker screen.
5. If your resolution is big enough, you can see the level in the tile graphic picker screen.
6. If your resolution is big enough, you can select tiles outside of the normal area in the tile graphic picker screen.
7. You can edit objects while in the tile graphic picker screen. This causes the Editor to enter object-editing mode, and you can no longer pick a tile graphic. Any clicks you make will actually place objects in the background.
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nasko222
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Re: The MNIKEditor (Latest Version: 6/16/22)

Post by nasko222 » Tue Jun 21, 2022 11:08 am

What is the difference between Linked and LinkBack?
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Re: The MNIKEditor (Latest Version: 6/16/22)

Post by MyNameIsKooky » Wed Jun 22, 2022 5:13 am

jdl wrote:
Sat Jun 18, 2022 6:16 pm
I had no idea accessories worked that way! Very interesting!
Me neither, until just a couple months ago when someone brought a custom hat to my attention. Thank you for the bug reports!
nasko222 wrote:
Tue Jun 21, 2022 11:08 am
What is the difference between Linked and LinkBack?
When an object with LinkBack is destroyed, it will set the object with the index matching LinkBack to have a Linked value of -1, essentially "unlinking" it.

In the Lurker room of Strongest Links, you can see what happens when LinkBack isn't set.
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Re: The MNIKEditor (Latest Version: 6/22/22)

Post by MyNameIsKooky » Wed Jun 22, 2022 3:14 pm

new MNIKEditor build 6/22/22

- Added a settings menu that can be accessed from the adventure select menu. The rendering resolution of the editor can be set there, meaning it no longer automatically matches what's set in the player.
- Right-clicking the ID filter now inverts the filter, meaning that objects which would have been hidden will instead be shown and vice versa.
- Shift+scroll and ctrl+scroll while hovering the mouse over the level editor camera now adjusts the width and height of the brush respectively. Both keys can be held at the same time to adjust both the width and the height of the brush at once.
- Added two new adventure folder views in addition to Current and Archive: Player and Data/Adventures. The Player folder will let you easily copy adventures made by other people.
- New adventure filenames will now be checked against what's already in the player or Data/Adventures to verify no duplicates are created.
- The editor can now load adventures that have hashes in the folder name.
- Compiling adventures that have the author's name before the hash will now preserve the author.
- Added access to 21 new walking animations for Stinker NPCs by removing the adjuster limiters on WalkAnim.
- The level editor camera is now less zoomed-in by default on larger window resolutions.
- "<< Height >>" has been changed to "^^ Height vv" so that it is easier to identify the direction of expansion and contraction.
- Cuboid destruction CMDs now show target ID tooltips and overlay text.
- The blue pillar now appears for a spellball's GoalX,GoalY, and it can also be set by middle-clicking. This position will also be preserved upon resizing the level.
- Added a bit more detail to OTC tooltips.
- All object adjusters for integers and floats can now be randomized. New randomization additions include Linked, LinkBack, DestructionType, Frozen, DX, DY, Caged, and Indigo.
- Added labels for the SpdAnm Stinker NPC Turn adjuster values, which only affect Dance and PanicConstant by making the animation twice as fast.
- Fixed a bug that caused the lower bound of random ranges to not have the correct mouse position for adjustment in widescreen editors.
- Fixed a bug that allowed the tile picker to stay open when switching to object-editing mode.
- Fixed a bug that caused object overlay text (object IDs etc) to appear over the texture picker.
- Fixed a MAV that occurred when trying to scroll through the adventure select menu while it isn't longer than a page.
- Fixed a bug that caused simulated gold stars to emit particles while not fully active.
- Fixed a bug that caused simulated alternating bridges to not come up high enough on simulation level 1.
- Fixed a few other small inaccuracies in object simulation.
- Fixed a bug that made a value of -1 accessible on Stinker NPC and Kaboom NPC Turn adjusters.
- The Stinker NPC Hat and Acc adjusters have been renamed to Acc1 and Acc2 respectively, and their Colour adjusters have been renamed to Colour1 and Colour2.
- Magic charger Data4 is now labeled as Homing for the sake of the OpenWA folks.
- The mouse-based texture picker no longer allows you to pick textures that are out-of-bounds.
- The level can no longer be seen behind the texture picker in larger resolutions.
- The camera can no longer be moved while the texture picker is open.
- Removed the extra = characters that are visible in hub editing mode on widescreen.
- Removed the limiters on Thwart and Ice Troll WalkAnim, not that it does anything interesting.
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Re: The MNIKEditor (Latest Version: 6/22/22)

Post by nasko222 » Wed Jun 22, 2022 5:46 pm

you broke something, I opened one of my adventures in the new editor, and the linked values jumped a lot higher. (I was using 6/13/22 till now)
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Re: The MNIKEditor (Latest Version: 6/22/22)

Post by MyNameIsKooky » Wed Jun 22, 2022 7:20 pm

nasko222 wrote:
Wed Jun 22, 2022 5:46 pm
you broke something, I opened one of my adventures in the new editor, and the linked values jumped a lot higher. (I was using 6/13/22 till now)
Good catch. Turns out it's because I typed a single letter wrong... I will release a fix shortly.
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Re: The MNIKEditor (Latest Version: 6/23/22)

Post by MyNameIsKooky » Wed Jun 22, 2022 7:50 pm

new MNIKEditor build 6/23/22

- The objects with the index matching the current object's Linked or LinkBack value are now marked with a red number.
- The camera's position is now saved when using Test Level At Cursor. The camera's position is restored once the editor is reopened.
- Fixed a new bug that caused Linked to be calculated incorrectly.
- Fixed a bug that caused multiple overlay texts to be drawn on top of each other for the same object, for instance when both the yellow ID text and Show Indices are active.
- All object overlay text is now properly outlined.
- Show Indices now precedes every number with a hash symbol to clarify that these values are distinct from IDs.
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Re: The MNIKEditor (Latest Version: 6/24/22)

Post by MyNameIsKooky » Fri Jun 24, 2022 1:34 am

new MNIKEditor build 6/24/22

- General commands now display their command number on the object itself. They are color-coded based on the command type.
- Wraith's default TrueMovement values can now be set with the T key.
- After selecting an adventure on the adventure select screen, the next menu now requires you to release your mouse on the same button you press it on. This means we should all end up accidentally triggering Move to Archive less often now. (It's not just me, right??)
- AutoDoor ActivateID 0 is now labeled as Creatures.
- Fixed a bug that caused fill mode brushes to be able to partially take effect outside of the level boundaries. This may have also fixed a related MAV.
- Fixed a new bug that caused LevelExits' PlayerYaw label to revert to Data4.
- Fixed an ancient bug that caused the master.dat editor to open the wrong file when moving the mouse away from where it was pressed during the loading time. Triggering the bottom buttons during this time period is now prevented as well.
- Fixed an ancient bug that caused the level width and height value display to become off-center when it hits the single or triple digits.
- Fixed a bug that caused mouse text entry's horizontal position to be slightly incorrect.
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Re: The MNIKEditor (Latest Version: 7/1/22)

Post by MyNameIsKooky » Fri Jul 01, 2022 2:01 pm

new MNIKEditor build 7/1/22

- Added a preview for the objects or tiles about to be placed by the brush. This also makes it easy to tell the difference between Brush Wrap Relative and Brush Wrap Modulus when using custom brushes.
- Custom brushes can now be used across brush modes, which means they can be used with block mode, fill mode, and so on. In other words, custom brushes are treated mostly the same way as a normal brush.
- Implemented OpenWA's custom content packing functionality that happens when ctrl+clicking the Compile+Exit button.
- Block mode's aesthetic now matches the other brush modes, particularly in the sense that it previews the tiles or objects being placed.
- Pressing F now flips the brush horizontally.
- Pressing V now rotates the brush 90 degrees. This feature is currently incomplete for custom brushes.
- Brush Wrap Relative is now centered on the brush cursor instead of the top-left of the brush.
- Object deletion now works properly with dupe mode.
- Level dimensions are now capped at 101 by 101 instead of 100 by 100. Thanks for the generosity, Blitz3d!
- Fixed some bugs that caused dupe mode brushes to be rendered incorrectly.
- Placement density is now mirrored properly in dupe mode.
- Potentially fixed a bug that caused the tile picker screen to appear completely black on some machines on some window resolutions.
- Added names for the ParticleSpawn SubTypes.
- The Sound adjuster now only appears on particle emitters of the Sparks or Blinker SubTypes.
- Added the player's Type to the default TrueMovement value retrieval.
- The !GloveTex texture is now properly previewed in the editor.
- Glove Discharge objects no longer appear as white squares.
- The vertex-coloring behavior of the glovecharge Type is now properly rendered.
- The level dimensions UI is now the same color as the rest of the GLOBALS section.
- Custom brushes are no longer purple since their functionality is otherwise identical to regular brushes now.
- Added the modded CMD 16 to the editor's knowledge.
- The transporter Turn adjuster now has proper labels for its OpenWA Turn settings.
- Acc2's Colour adjuster is now properly named Colour2.
- Any Stinker NPC textures that will MAV in-game will now be rendered in the editor as a solid purple.
- UFO and Zapbot Data8 has been renamed to LastShotTimer.
- Zipbot and Zapbot Data9 has been renamed to TrackTextureID. A value of -1 is labeled as Current.
- The adjuster limiters for Track have been removed. This is useful for modelswaps.
- The adjuster limiters for directions have been removed for UFO, Retro Z-Bot, Zipbot, Zapbot, and Scouge. This is useful for modelswaps.
- The adjuster limiters for Data2 have been removed for Zapbot and Zipbot. This means Zapbot speed can now be set above 3 without TrueMovement.
- Removed the spell color adjuster limiters on magic shooters.
- Removed the Data0 adjuster limiters on the Crystal model.
- The Moobot directions are now properly labeled as North/East/South/West.
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Re: The MNIKEditor (Latest Version: 7/2/22)

Post by MyNameIsKooky » Sat Jul 02, 2022 9:05 am

new MNIKEditor build 7/2/22

- Added Brush Wrap Random, which randomly samples a tile from the brush for every tile's worth of content placed. As usual, this works for both tiles and objects.
- Added Step Per Click, which increments values by their step size only when the mouse button enters its pressed state.
- The editor no longer sleeps (i.e. freezes) when pressing a mouse button to adjust a value or setting.
- Pressing X or numpad 5 now resets the level editor camera to its original position.
- Numpad / and *, which adjust the yaw of the camera, now rotate the camera about the world's axis rather than the camera's axis. This makes it feel much less awful.
- Holding shift can now be used to rotate the camera faster.
- Fixed a bug that caused ctrl+clicks to land on the wlv or dia columns when trying to ctrl+click the Compile+Exit button.
- Updated the OpenWA code for custom content packing. This seems to fix any issues with custom content packing that occurred in the previous editor version.
- The "Couldn't load texture" error no longer vanishes into oblivion after the first time it appears.
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Re: The MNIKEditor (Latest Version: 7/3/22)

Post by MyNameIsKooky » Mon Jul 04, 2022 5:49 am

new MNIKEditor build 7/3/22

- Fixed a long-standing bug that caused wlvs saved by the MNIKEditor to not function properly in vanilla (non-solid Moobots, unreadable signs, etc). This was caused by OpenWA's widescreen spellcasting feature saving extra bytes at the end of the file, which confuses the vanilla player into changing the state of every tile in the level. Any wlvs saved with this version of the MNIKEditor onwards will become compatible with vanilla (assuming no OpenWA-exclusive gameplay elements are used). Levels that need to be fixed in this manner will be marked as having unsaved changes once they are opened.
- Pressing X or numpad 5 now only resets the camera's angle, whereas shift+X or shift+numpad 5 resets both the camera's angle and position.
- I and O are now alternatives to numpad / and * to adjust the level editor camera's yaw.
- ButtonPush and Teleportable randomization now show their random range. This is the result of an effort to reuse code across adjusters in preparation for a certain upcoming editor feature.
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Re: The MNIKEditor (Latest Version: 8/1/22)

Post by MyNameIsKooky » Mon Aug 01, 2022 6:40 am

new MNIKEditor build 8/1/22

- Right-click dragging while in tile mode will now move chunks of level with the brush, including the objects on each tile.
- Multiple objects can now be selected at once. Plain old right-clicking will work the same as usual, replacing the current selection.
- Ctrl+right clicking an object will add or remove it from the current selection.
- Shift+right clicking will select all objects inside the brush. This can be combined with ctrl to select multiple regions with the brush.
- Tilde+right clicking will select all objects that have the same Type and ModelName as the clicked object.
- Right-clicking in the various fill modes now selects all objects in the brush region.
- Right-clicking without selecting an object now deselects the current selection.
- Pressing the Delete key while hovering the mouse over the OBJECTS menu will delete all currently-selected objects.
- Right-click dragging moves all selected objects at once.
- Pressing Ctrl+C copies all selected objects to the brush.
- Selecting multiple objects will cause adjusters with differing values to enter relative mode. Object adjusters that display with += will make relative adjustments when the Update button is used. For a relative object adjuster, a display of ... will mean that no change shall be applied to that attribute. Ctrl+clicking a relative object adjuster will turn it into an absolute adjuster, setting that attribute to that exact value on all selected objects when the Update button is used.
- Switching between object presets no longer deselects the currently-selected objects. This makes it possible to easily change a selected object to a given object preset.
- Placing multiple objects at once now immediately selects all placed objects.
- Ctrl+left clicking will place an object and add it to the current selection.
- The controls for block mode have been changed to be based on pressing and releasing buttons. Pressing and releasing the left mouse button will place a block of objects or tiles. Pressing and releasing the right mouse button will select a block of objects. Pressing and releasing delete will delete a block of objects.
- When more than one object is currently selected, the number of currently-selected objects is now shown in place of the object index.
- Randomization now works when using the Update button.
- Ctrl-clicking TTC or OTC now lets you set the attribute to a specified integer.
- The Show Object Counts tool now renders its text with a preceding x.
- It is no longer possible to place or drag objects outside the coordinate range [0, 100] because that crashes the game in vanilla.
- The Linked and LinkBack overlay text now always remains on the screen, pointing towards the object if it's not too far off-screen.
- Object selection markers now have a new look meant to be less intrusive for when numerous objects are all selected at once.
- Fixed a bug that caused Ctrl+F to not toggle fill mode.
- Fixed a bug that caused the Scouge model to not be rendered properly in the editor.
- Fixed a bug that caused find and replace to not work on TextData0 and TextData1.
- The blue marker for spellball goal tiles is no longer shown when either of the (x,y) coordinates is -1.
- ButtonPush and Teleportable now display their integer values in addition to their text.
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