Fabi,

This sounds great. I've always thought that the editor should support more
features that are easy to visualize graphically, and I'm glad you've found a
backwards-compatible way to do it.

David

On Thu, Mar 10, 2011 at 5:23 PM, Fabian Mueller <[email protected]>wrote:

> Hello,
> I am currently working with AI on getting the fendrin_editor branch
> polished and in sync with trunk
> in order to get it in before the feature freeze for version 1.10.
>
> To avoid further discussion about the map format I have figured out a way
> without changing anything of it.
> The new features will not affect backwards compatibility in any way.
> Changes to the editor's map loading system are minimal inversive.
> If a new map format is still wanted (and we can reach an agreement) that
> work can be done easily after implementing the rest since
> the code is well encapsulated for that.
>
> The editor will not write in scenario files to avoid conflicts with a human
> editor.
>
> I still plan to implement the following features:
>    * Map [label] placement
>    * Setting the ownership of villages to a side
>    * Unit placement
>    * support for [area], a tag naming map locations that can be used as
> arguments to SLFs
>    * placement of [item]
>    * maybe support for [sound_source]
>
> I am open for more features if they don't cry for a full campaign editor.
> The goal is too reduce new features to ones that do benefit from visual on
> the fly placement,
> so don't suggest support for event coding or something similarly advanced.
>
> I have figured out a gui layout that is still wasting less space than the
> game itself,
> so there won't be problems on devices with small resolutions.
>
> Cheers,
> Fabian Müller alias fendrin
>
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