What does everybody think? It is missing the animated tiles and layers, but over all I am able to load and display entire maps, either zoomed out, or zoomed in.
I am either planning on making a stand-alone map tile editor, or perhaps porting the engine over. I think a map tile editor would be first, if anything. I would hope to add some nice advanced features, such as randomizing tiles on the map. This would be useful for generating trees in a forest, or debris on the ground. I may also add tile chunks, where you can place a bunch of tiles at once. This would be useful for say, placing houses that look similar in a town, even wells, or other multi-tile objects.
I will stick only with bare tile map editing, you can manage everything else in custom. Tilemaps are the simplest to read and write, and their format is not going to change that often. Mouse support will more than likely be added as well. It will run on both Linux and Windows, as CUSTOM currently does. I haven't decided upon how to load and save data from the RPG files, I don't want to cause any corruptions. Currently, this works on an unlumped version of Vikings, and am working with the files directly. What I may do, is make the editor search for a working.tmp folder in the usual places and edit the maps directly from there. This would mean that you will need to open the game in custom before launching this editor, and keeping custom open. Although, I do not see much trouble with this. James did state that maps are not going to the new RELOAD format, and the tile maps will remain the same for the most part.
Any suggestions are welcome! Subscribe to this thread here, if you want updates to the process of this. The full source code is currently on CastleParadox, on this page:
http://www.castleparadox.com/ohr/viewtopic.php?p=84355#84355
For the record, I will keep any very technical in nature in that CP thread. Anything related to a testable demo or new developments will be posted here.[/img]



