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Prefab Editor (Alpha)

That would be pilles domain, but I imagine the form has a set minimum resolution so everything fits.
That is what I am thinking - some fixed setting. Can it be edited, I wonder?

 
@Pille or GuppyCur. I have an issue with the Tools/Advanced window. Whichever resolution my pc is set at (it is normally at 1360 x 768), the Exchanger window is too big for the screen. I have to keep switching to higher display resolutions over and over to get one that works, and when I do, all other windows (eg, browser windows) are now fuzzy. I then have to switch resolution back again to see my browser windows properly. Obviously this is a bit of a pain. Is there any way you could make that "Exchanger" window resizable? Thanks!
The GUI wasn't designed with low screen resolutions in mind (quite the opposite^^) but maybe there's an easy fix for your problem. To be honest, I hadn't planned to release another patch before A17 but I am going to rethink my decision. So ... there could be a new patch tomorrow or by thursday. ;)

That is what I am thinking - some fixed setting. Can it be edited, I wonder?
By the user? No.

 
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Update Time!!!

Changelog v0.46

- fixed: in certain cases, the texture selection window didn't resize correctly/automatically

- improved compatibility with low resolution displays: i've reduced the minimal width of most of the windows and there are new options in the option menu: 'Enable high dpi scaling', 'use high dpi pixmaps' and 'GUI scale factor'.

BE CAREFUL WHEN USING THESE OPTIONS! WRONG SETTINGS MAY RENDER THE EDITOR USELESS.^^ You can manually reset the editor though by deleting the Zombie.ini file (location: Zombie/settings/Zombie Coop/Zombie.ini). Or just delete these 3 lines in the ini file and restart the editor if something bad happens to the GUI:

highDpiScaling=...

highDpiPixmaps=...

guiScaleFactor=...

I recommend to enable the high dpi scaling option and high dpi pixmaps. The option GUI scale factor sets a scale factor for the whole application. Lower numbers means smaller text fields and fonts. Values below 0.5 apparently doesn't work.

@LibbyA

I am not sure that the patch will fix your problem but you should give it a try.^^ I guess it's a good idea to set the 'GUI scale factor' to 0.5. Please let me know if that works.

@Guppycur

Aside from installing a new monitor? I dunno. Pille?
Hopefully, it is possible now. :)

 
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Download links in the original post have been updated (if you have trouble using the autoupdater).

 
Well I got it downloaded and installed, and I set the GUI scale factor to 0.5, to 0.7 and to 0.9 and none worked. They basically all gave me a blankish screen, ad I had to re-set the editor each time. So, I guess for me, it's a new monitor!

Thank you so much for trying, Pille!

 
Well I got it downloaded and installed, and I set the GUI scale factor to 0.5, to 0.7 and to 0.9 and none worked. They basically all gave me a blankish screen, ad I had to re-set the editor each time. So, I guess for me, it's a new monitor!
Thank you so much for trying, Pille!
Don't worry this was just my first attempt to fix the problem. :D I am going to prepare another update very soon (2 or 3 days)... Oh forgot to ask, do you use Windows 7?

 
I am using Windows 10. One of the issues with Windows 10 is that it won't let you set your own scaling below 100% as you used to be able to. That would probably solve the issue in one step! I look forward to trying the new update when it comes. :)

EDIT: since I have an nVidia 1070, I managed to play around with the custom resolutions and found one that is workable for the time being. I had to adjust the zoom on web pages, but at least now I can see all of your program! :)

 
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Changelog v0.47

- improved compatibility with low resolution displays (see green window, scrollbars). There's still a problem with main window though (red arrow):

7qP4WO5.jpg


 
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EDIT: since I have an nVidia 1070, I managed to play around with the custom resolutions and found one that is workable for the time being. I had to adjust the zoom on web pages, but at least now I can see all of your program! :)
A resolution of 1360 x 768 and a nVidia 1070? That's an exotic combination. :)

 
A resolution of 1360 x 768 and a nVidia 1070? That's an exotic combination. :)
Haha, right? My pc itself is awesome but I've been using a tv, with limited res, always meaning to get a better monitor. The tv gives me a great screen for games, but not so much for programs like Pille's editor :p I have decided to get myself a new monitor soon, but.. the good news is, in the meantime, this update is perfectamundo! And you sir, are a star! And a genius! And I am a happy bunny! :D

 
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@all

Hey guys/gals I need your help. Is there a way to create a tool that can be used to destroy bedrock (so without materials.xml or blocks.xml modding)?

 
Hey Pille,

From the numbers in the xml you'd need a block damage greater than 500 million (after all multipliers). I can't think of anything that would get you that high without modding xml or code. Maybe a telnet command if you have access?

 
Hey Pille,
From the numbers in the xml you'd need a block damage greater than 500 million (after all multipliers). I can't think of anything that would get you that high without modding xml or code. Maybe a telnet command if you have access?
Modding the items.xml would be ok (I just don't want to change the properties of the bedock block)... So what I have to do? I could change the block damage (<property name="DamageBlock" value="500000000"/>) but what about the multipliers you've mentioned. Sorry I am a xml noob.^^

 
Modding the items.xml would be ok (I just don't want to change the properties of the bedock block)... So what I have to do? I could change the block damage (<property name="DamageBlock" value="500000000"/>) but what about the multipliers you've mentioned. Sorry I am a xml noob.^^
I'd stick a few more zeros on a give it a whirl. Don't bother with tool multipliers, just base damage. Things like stamina level reduces damage and if you're in a land protection zone so you'll have to be bigger than the minimum damage without going so high you go above the maximum float value which is 340282300000000000000000000000000000000 (ish) so you've got a bit of room to play with ^^

Only issue then is if they've got something in the code that says if bedrock then damage = 0

 
Preview

Find the new features of 0.48^^:

x0oMA2Q.jpg


- after the prefab is load, the window is centered on (upper left corner?)

then have to manually center the prefab (to get in the center for a better view, after reduce zoom).

I would like that the window has begun to draw from the center.
That was annoying.^^ It should be fixed in my dev version.

Edit:

Ok, a more complete preview:

- added memory tracking (see tab 'system')

- added optional acoustic signal for loading/saving (makes switching between ingame editor and zombie editor faster because when you save your prefab you don't need to stare at the zombie editor until the saving process is finished. You can instantly switch to the ingame editor and wait for the acoustic signal...)

- added FTP support (experimental) (very basic implementation atm.)

- renamed tab 'console' -> 'system'

- fixed: grid focus on upper left corner when loading a prefab

- fixed: general gui fix (some buttons were misused as labels)

- fixed: block info text blocks mouse click (i did nothing to fix this but for some reason the label doesn't block the mouse clicks anymore, see screenshot below)

lcG6BKW.jpg


 
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very good news - thx for info

do u think the "decals-generation-function" has a chance to become real soon too?

It sounds like a vacuous Addiction, but IMO that would be the final cherry on the cremecake for all prefabs :)

my dream is to have a function like the SleeperGenerator, but just for placing randomly decals on the ground (and maybe also walls)

(Iam talking about these papers,bloodstains,trashfakes,etc u can see on the roads)

 
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