WoG Editor 0.6+

13 replies [Last post]
Joined: 06/19/2009

So having thought about what could be improved in WoG Editor (over in Enchanter's thread) I started thinking that maybe some of those improvements could be done to the "original" WoG Editor.
I've got no experience with Python at all but I figured I'd download the source and take a look.

In my digging over on Sourceforge I found that (nitro)zark(92) made a few changes last year and produced v0.6, but never released it.

Now.. Hang On...
before you all go running off to sourceforge to get the update....

1) It's only available as Python Source.. there's no exe version.
2) It doesn't actually fix or improve very much.
- Added Zoom in and out Tools (for people without mousewheels)
- Fixed a bug : Circle Items with Images produce "Invalid Image" error
- Added display items for LevelExit and PipeVertexes
(although from the comments you still can't move them around)
but that's it!

So anyway...
I've been poking about in the source for the last few evenings, so I now have 16 hours Python experience... and here's what I've come up with...

Version 0.6.1

* Improved Selection routines

- No "Alt" required to select things "behind"
- Finds the "smallest" item at the point clicked and selects that.

* Improved Wheel Zoom - Now more "natural"

- Keeps the zoomed point in the same place on the screen
- Zooming near the edge scrolls that point "in" a bit

* Combined Move and Select Mode

- Click to select
- Press, hold, drag , release to move an item
- and you CAN now move the LevelExit and PipeVertexes

* Pan Mode is now Pan and Zoom

- Click Left Button to Zoom In
- Click Right Button to Zoom out
- Click and drag to Pan

* Strand Mode (New!!)

- Press left button on a Goo
- Hold, Move to another Goo, Release.. adds strand

* Fixed

- Circle and Rectangle with Image displayed nothing. (Now shows image and Physics item in purple)
*NB: Can't move or rotate them correctly yet! but at least you can see them now
- LevelExit and Fire items displayed the wrong size (was displaying circle 50% of actual size)
- Rotation of simple Rectangles and Pixmaps now works properly (and only shows 1 rotation handle)
- Tool Handles now move with object when moved or rotated
- Update Coordinate display on Zoom or Pan

Get it here! Link to new Page

Known Bug / Annoyance

Fatal Exception (Access Violation) when you close the program.
Dunno why, but it's NOT MY FAULT.. the original unmodified source does it too!

Next up:

Resizing Rectangles
Moving and Rotating Lines
Better (some/any) handling of "combined" visual objects (Circles/Rectangles with Images, Force Fields etc)

thB
thB's picture
ContributorAddin AuthorKleptomaniacToo Much Free TimeSerious OCD
Joined: 04/17/2009

Woot, that's great news! Gonna try it out very soon.

One suggestion for another change/fix:
Remove the "id" property completely when creating/editing a SceneLayer, because SceneLayers do not need ids, but can crash the game if they have when clicking on the continue handle.

my gooey profile | my video channel | author of Hazardous Environment

Joined: 06/19/2009

thB wrote:
Remove the "id" property completely when creating/editing a SceneLayer,
I'll take a look... I already know where and how to remove it... I'll just need to check it's not going break anything if I do.

Also looking into setting a few more "default" values..
Like static = True on geom objects (Circles / rectangles) 'cos 99% of them are, and it'll avoid the NoMass crash.
Can anyone suggest any other defaults / property changes that might be useful?

Joined: 03/19/2010

Here's something that I reeaaly wanted to add as a feature in WoG Level Master. Being able to grab an image/sound (user-defined) off the hard drive and copying it directly into the WoG folder, giving it a default path and everything. It should also display the custom image as if it were native in WoG.

This would be a big help.

Joined: 03/31/2009

Awesome Dab!! wow, you are really.... how should I say this... really universal programmer. You know, JavaScript, probably Java, awesome video editing skills, lighting goo playing and now Python! Shock

I'm kinda busy with my exams so I'l take a look at 0.6v in few days and tell you what should you update in the next 0.7v...

And, we can put this at official EDITOR download page here at goofans? (you'll get all the credits)

My Gooish profile | Videos on YouTube | My WOG Mods

Joined: 03/19/2010

Pavke wrote:
And, we can put this at official EDITOR download page here at goofans? (you'll get all the credits)

Nitrozark still built the original engine, so it should be shared credit.

Joined: 03/31/2009

Enchanter wrote:
Pavke wrote:
And, we can put this at official EDITOR download page here at goofans? (you'll get all the credits)

Nitrozark still built the original engine, so it should be shared credit.

Stare I meant he will get all the credits (that he deserves) of course I will not change Nitrozark work...

My Gooish profile | Videos on YouTube | My WOG Mods

Joined: 03/19/2010

Pavke wrote:
Enchanter wrote:
Pavke wrote:
And, we can put this at official EDITOR download page here at goofans? (you'll get all the credits)

Nitrozark still built the original engine, so it should be shared credit.

Stare I meant he will get all the credits (that he deserves) of course I will not change Nitrozark work...


Um, besides the horrible grammar there, I didn't know you meant that. Wink

Joined: 06/19/2009

@Pavke
Have already created a page for it...
But can't upload because I only have permission to upload goomod (apparently)
Can you grant me permission?

Initially I'm aiming to fix stuff that should work but doesn't, and try to get rid of "common annoyances" and "techincal wizardry required" areas

After that... we'll see! Wink

Oh and under the GNU GPL license I'm required to make the source available, so I will, then if anyone feels like chipping in to help... let me know. Smile

Joined: 03/31/2009

Daft as Brush wrote:
@Pavke
Have already created a page for it...
But can't upload because I only have permission to upload goomod (apparently)
Can you grant me permission?

Initially I'm aiming to fix stuff that should work but doesn't, and try to get rid of "common annoyances" and "techincal wizardry required" areas

After that... we'll see! Wink

Oh and under the GNU GPL license I'm required to make the source available, so I will, then if anyone feels like chipping in to help... let me know. Smile

Send the request to davidc, he is the only one who can give that permission

Fixing the bugs, annoyances and adding simple functions was my idea too Smile

My Gooish profile | Videos on YouTube | My WOG Mods

Joined: 12/31/2009

Think you could add a simple instant camera angler? I'm still having trouble with mine...

Joined: 03/21/2010

Daft, ¿do you know if there's a way to create with your computer Mac o Linux executables? If you know, ¿could you release them, please? I'd compile Mac version, but I can't build the dependences needed.
I say it to you because I see you're working with the program now...

Joined: 06/19/2009

@airblast: Doubtful I can compile Mac and Linux versions on PC.
Will comment further in "your" thread.

Anyway... New Page and a New Version
Just in case you've not noticed... there's now a page for WoG Editor 0.6+
http://goofans.com/download/utility/wog-editor-06

It'll be better if you post comments and suggestions there from now on, rather than in this thread.
Oh.. and I've released a new version on the new page too! (0.62)

There's the source and exe files available.. and also a "Patch" file which contains just the things that have changed.

Version 0.62

SceneLayer and Rectangles now Movable, Resizable and Rotatable
- Resize using Square Handles (Top Left and Bottom Right)
- Rotate using either Circle Handle
- Move by clicking anywhere on object and dragging

Added Movable Visual Element for Hinges (Yellow Diamond)

Copy / Paste now correctly handles "x,y" properties
- Center, ImagePos, Scale etc will now transfer to pasted item
- So the new item will appear exactly as, and on top of, the original.

Property Changes
- id attribute removed from SceneLayer items
- static attribute now defaults to True on new Circles and Rectangles

Strand Mode
- Now "understands" balloons need to be gb2
- Let me know if there any other "special" strand cases it should handle

Joined: 01/13/2009

all new posts should be made here:
http://goofans.com/download/utility/wog-editor-06