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 > > _______________________________________________ > Wesnoth-dev mailing list > [email protected] > https://mail.gna.org/listinfo/wesnoth-dev >
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