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Zeus -- Layout

Posted: Fri Sep 21, 2012 9:53 pm
by Sparky
How do you prefer Zeus to display the metadata of tags in a map?

Would you prefer I displayed the metadata like Eschaton displays it? This is where you click on the tag type name and the list of tags of that type is displayed beneath it, then you click on a tag and the metadata fields are displayed, in this case, in another window. They could also be displayed beneath the tag name.

Ah, I think I have it: I'll do it like that, only display it with scrolling, so that the metadata is all displayed like Eschaton's scroll view.

So displaying the metadata will be like this: All the tags in the map are listed and are sorted by tag type by default. You can resort them by clicking on the column header names. When you click on a tag name, it will reveal the tag's metadata below it.

I'll have to refresh the values on the page dynamically, like http://www.collabedit.com does. That maintains the changes between modders during multi-modding. (This is a lot of file reading/writing, though :sweating: , I'll have to timestamp the changes or something, maybe? Eh, I think not.)

This is for Zeus version 0.5.

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The scenario viewer/editor (like swordedit) can be either in a separate window or it can be above the list of tags. Which do you prefer?
I actually prefer above the list of tags, since you can change the size of the display using the bottom-right area handle like a window. But I'm not quite at this step yet, so it might actually be a better idea to have it in another window... I don't really care. How about an option to popup the display into a separate window? LOL. That will give you options.

For map files, it will display the scenario. For tag files, it will display the mod2 if it's a mod2 or the coll if it's a coll... or the sbsp if it's an sbsp, or the scnr if it's a scnr. (lol?)

For behavior like Sapien in loading map files, where you read the sbsp's portal volume information and references and change them dynamically based upon the camera position and hear them dynamically based upon the camera's position. So for example, you would hear the teleporter loop sound scenery and you would hear the background music/sound applied to that portal volume that the camera is in.

This would all be ready by version 1.0. Ambitious, no? :D But certainly in my line of sight! :burning:

Re: Zeus -- Layout

Posted: Tue Sep 25, 2012 7:46 pm
by rEsTnPeAcEz
Separate windows would be better just to make it organized.

Re: Zeus -- Layout

Posted: Wed Sep 26, 2012 11:14 am
by Dead Site
rEsTnPeAcEz wrote:Separate windows would be better just to make it organized.