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What is the diference between the mission editors?

PostPosted: 13 Apr 2009, 18:10
by Ben
I have been using Lewins mission editor for a long time now (about 8 months), and the more I use it, the more I think that there are more options for me to use while scripting if I use another editor. So I am wondering if I should swich, since I have scriped for a while now and have become experienced. So I would like evryone to tell me which editor they use and why, so I can figure this out. I am asking the Dark Lord especially.

PostPosted: 13 Apr 2009, 18:16
by Krom
I think you should read Help file shipped along with Lewins mission editor and understand the options you could possibly use ...

PostPosted: 13 Apr 2009, 18:27
by harold
No offence to Thunderwolf and Merchator, but I think Lewins mission editor is by far the best.
And most actively developed, fastest in implementing suggestions, etc..

Note to people still using my mission editor: please stop, get Lewins editor, my editor is buggy and doesn't do anything besides breaking the "encryption"..

PostPosted: 13 Apr 2009, 19:39
by Merchator
Yeah, Lewins editor is the best one, of course! His editor is far more developed as the other ones out there!

The editor I made was the first one which could easily break the encryption. Harold made another one before, but it was hard to use. Later he made the editor he is talking about (right?).
Later I added features like "Village builder", and then I thought it's just enough so far. Making a GUI was far impossible for me (I wasn't very skilled then).

There are just two editors im using. Lewins and Kroms! Creating map and placing village with Krom's, the rest with Lewin's.

(Sure, I am not an active mapper, but I just wanted to tell...)

PostPosted: 14 Apr 2009, 07:17
by Thunderwolf
I personally think that the best option at the moment is by using Lewin's editor.

The last released version of MissionBuilder contains a certain amount of bugs, and is therefore not really stable. a few of the errors are solved in my development-version, but I probably won't release it for a while.

I still use MissionBuilder myself, but it's development has been on hold for quite a while now, as well as losing a part of it's code. I will re-develop the lost code, implement the rest which is needed and try to resolve bugs, but that will probably be a while. Furthermore, De/en-coder's code has largely been lost, and the config prog has to become implemented in the main program, rather than as a seperate. As KaM doesn't run in Vista, I can't actively develop anymore, switching from VM to the normal PC simply takes more time.

PostPosted: 26 Apr 2009, 03:02
by Lewin
@Ben: If you are interested in trying advanced scripting then download version 0.3_BETA of my mission editor. It is from before the GUI existed. Try opening one of your missions and see if you can understand the script. You can right click on commands and click Edit, and add new ones from the buttons at the top. Look in the help file (use the one from the latest version, not the 0.3 one) under Scripting Examples and Appendix->List of Commands. It briefly explains how the script works.

But there are few things that can be done with the script which can't be done in the GUI. (human AI like in "The Christmas Setup" is one of the few)
However, it might give you a better understanding of what is really going on behind the scenes.

My editor was always designed to be a user-friendly one, even if that cut out some of the advanced features. Thunderwolf's editor is slightly more advanced, and slightly less user-friendly. (no offence Thunderwolf, that's just my opinion)
Lewin.

PostPosted: 15 Aug 2009, 07:59
by The Dark Lord
Currently I use Merchator's editor, because Harold's didn't work anymore for some odd reason.
Besides that I use Lewin's editor for the animals, after which I copy-paste the code to Merchator's editor.