From: FreedroidRPG b. t. u. <fre...@li...> - 2009-07-07 10:08:41
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Bugs item #2806889, was opened at 2009-06-16 02:30 Message generated for change (Comment added) made by ahuillet You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=474016&aid=2806889&group_id=54521 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: FreedroidRPG specific bugs Group: None Status: Open >Resolution: Accepted Priority: 7 Private: No Submitted By: Stefan (stedevil) Assigned to: Arthur Huillet (ahuillet) Summary: Editor: Possible to place obstacles outside of map Initial Comment: Currently it's possible to place, but not remove, obstacles that are outside of the red borders. To reproduce Choose eg a tree to place Aim outside of the current levels red border, in any direction (N E S W) Click The tree is now standing, linked to the current level, by looking like it stands on neighbour level (or even in empty void if no neighbour level exsists) It is possible to undo the placement, but you cannot select it to remove it (presumably since it's outside the level). It is also not possible to select it if one moves to the neighbour level (which I guess confirms that it belongs to the level it was originally placed from). Prefered solution: I actually like the improved workflow of being able to work on both sides of the red line at the same time. Saves an awful lot of pointless "jumping between levels". However, the select tool and place floor tool should work the same way, and naturally, an obstacle placed outside of the current level should be saved to the level it is actually placed on, not necessarily the one Tux is on (this btw implies not being able to place things in "void" as well, since there is no level to associate the placement with). In short, the "active level for interaction" should preferably seamlessly be switched to the level currently being interacted with as opposed to the current "fixed" solution. Simple solution: Block the possibility to place things outside the red lines. A quick and easy fix I presume, but longterm makes the workflow near level borders a lot worse. ---------------------------------------------------------------------- >Comment By: Arthur Huillet (ahuillet) Date: 2009-07-07 11:36 Message: Hi, stupid f*cking sf.net code killed my message. So, in a much shorter version than original: I started work on the preferred solution but it's much harder than I expected, notably because of undo feature and e.g. impossibility of connecting two waypoints on different levels. I don't believe this is worth the amount of work involved, and I have attached my patch for you to see. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=474016&aid=2806889&group_id=54521 |