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andrewj
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Eureka is a map editor that I've had on the back-burner for quite a long time, and I decided to get it to a state where people could play with it. The primary target is Linux OSes, though the code is cross-platform.

Eureka is a fork / rewrite of the Yadex editor, though I don't intend to keep any compatibility with Yadex.

Currently this is very alpha stuff and definitely not ready for serious use, there are major things missing (like a texture / flat / thing browser) and lots of bugs.

The following package contains the source code and a binary, though you may need to compile it yourself. Knowledge of C++, makefiles and FLTK is recommended if you're gonna do that.

http://awwports.sourceforge.net/fil...eka-0.64.tar.gz

'Nuff said, have at it Linux dudes! :-)

Old Post 11-27-11 11:28 #
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neubejiita
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Thank you so much for this, I have been waiting for someone to pick up the Yadex code and improve on it. If only the DCK source was not lost...

Good Job! A nice screenshot below from Fedora Core 15.

http://www.securitronlinux.com/files/eureka.jpeg

Last edited by neubejiita on 11-28-11 at 08:14

Old Post 11-28-11 08:08 #
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Super Jamie
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That's quite cool, already it's better than Yadex and pretty much nothing works.

Are you planning to make it something like Doom Builder with all fancy auto-insertion of vertices and linedefs and sidedefs so it doesn't take 7 years to make one sector, as it does in Yadex?

The ultimate would be 3D mode but obviously that's a bit down the track.

I will be watching this with great interest.

Old Post 11-28-11 10:59 #
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andrewj
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Super Jamie said:
That's quite cool, already it's better than Yadex and pretty much nothing works.

Hehe.

Making lines and sectors will be easier than Yadex. Already you can go into vertex mode and just press 'a' (or INSERT key) to add vertices and new linedefs, then go into sector mode and press 'a' / INSERT to add a new sector into the area you've just created. (In the 0.64 version you need to select the first vertex to start adding lines, but that is not necessary in the latest code).

Press TAB to toggle the 3D preview. Being able to select things, floors, ceilings and sidedef parts so you can modify the texture (etc) is planned for the future.

Old Post 11-29-11 01:36 #
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neubejiita
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You can also press F9 in a sector and insert a rectangle or polygonal shape and then select the lines and press INSERT to make it double sided and referencing the parent sector. That is another Yadex feature that I like. And selecting all the linedefs in a complex polygonal shaped sector by highlighting one linedef and pressing 'e'. As long as you keep those features in I am happy.

Old Post 11-29-11 01:56 #
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hex11
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I don't find it difficult to create sectors in Yadex, but aligning textures can be a real PITA sometimes. Also, the lack of "undo" function is just no fun.

It looks like AYM had some kind of x/y texture autoalign feature planned, but it's not implemented. Last time I wanted to align a whole bunch of oddball-sized linedefs I went into DOSBox and used DCK. Which reminds me, that editor had some nice features, like simple stair building, user-defined texture themes (in Yadex only one can be defined in the config), better visual texture selector (you can see a whole screen of them at once vs. only one at a time in Yadex). I can't remember if it allowed templates/prefabs and copying stuff between maps, but those would be pretty handy features.

Old Post 11-29-11 02:52 #
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CODOR
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I will be watching this with great interest.

Old Post 11-29-11 05:10 #
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Super Jamie
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andrewj said:
and just press 'a' (or INSERT key)

Ideally, everything would be re-bindable. Even if it involves getting hex keysyms from "xev" and editing a config file manually, that's better than nothing. Making the Spacebar the insert key is one of the most time-saving features I've found when mapping.

Old Post 11-29-11 06:01 #
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andrewj
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neubejiita said:
You can also press F9 in a sector and insert a rectangle or polygonal shape and then select the lines and press INSERT to make it double sided and referencing the parent sector.

It's just as easy in Eureka : move the mouse into void space and press INSERT to make a square sector, drag it into the other sector, select the outer sector and press INSERT again to fix the island.


And selecting all the linedefs in a complex polygonal shaped sector by highlighting one linedef and pressing 'e'.

Don't worry, I use that a lot too and will get it working again.


Super Jamie said
Making the Spacebar the insert key is one of the most time-saving features I've found when mapping.

OK, I will change it from 'a' to SPACE (of course the INSERT key does the same thing too).

Re-bindable keys is a wish-list item at this stage.

Auto-alignment is a feature I will get working eventually (the code already exists in Oblige). Prefabs are also a wish-list item right now.

Old Post 11-29-11 08:38 #
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ellmo
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no more switching back and forth between OSs? Yes please. This makes my day.

Thank you andrewj

Old Post 12-01-11 16:45 #
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Super Jamie
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ellmo said:
no more switching back and forth between OSs? Yes please. This makes my day.

You know you can run DB1 and XWE in Wine, right? That's how I make all my maps.

Old Post 12-01-11 21:06 #
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shadow1013
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For me DB1 always complains about not having an 8bit indexed display, so no.... I can't use it :(

Old Post 12-01-11 23:08 #
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sparerib1968
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Super Jamie said:

You know you can run DB1 and XWE in Wine, right? That's how I make all my maps.



That's how I do it too, minus the XWE part. Could also setup DB1 or DB2 in a virtual machine.

Which ports do you target? I'd like to play some of your maps.

Of course I'm in favor of this project. Yadex seemed promising, but I found it too difficult to be productive. Maybe DB spoiled me :P

Old Post 12-02-11 00:30 #
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hex11
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Wine isn't even an option on OpenBSD:
http://openports.se/emulators

Previous releases had an ancient version (1.1.21), but it wasn't really useful for much of anything...

Old Post 12-02-11 03:38 #
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Super Jamie
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sparerib1968 said:
That's how I do it too, minus the XWE part. Could also setup DB1 or DB2 in a virtual machine.

Which ports do you target? I'd like to play some of your maps.

Of course I'm in favor of this project. Yadex seemed promising, but I found it too difficult to be productive. Maybe DB spoiled me :P


3D mode may be problematic due to 3D acceleration, depending on which virtualisation platform you're using. VirtualBox has some 3D smarts though from memory not enough for Doom Builder.

I map for Boom, I guess this would be the best example of work done.

And no, I don't think DB spoils anyone, all these ancient editors verge on completely unusable. I am in awe of anyone who could make a good coherent map in them, let alone great megawads like Memento Mori. No matter how much I think about it, it still surprises me that it took almost 11 years for someone to make an intuitive and easy-to-use Doom editor with 3D mode. Considering Duke3D had the Build Editor in 1996, it wasn't a huge stretch of the imagination to extend that to Doom. We owe so much to CodeImp.


hex11 said:
Wine isn't even an option on OpenBSD:
http://openports.se/emulators

Previous releases had an ancient version (1.1.21), but it wasn't really useful for much of anything...


Looks like you don't have much of anything. Switch to Arch already, it's like BSD but good :P

Also I'm pretty sure Wine 1.1 will run DB. The DB section of this forum has gone byebye now but I'm pretty sure our old DB1-on-Linux thread had all my testing from versions around then. Maybe the 3D acceleration part will screw things up though?

Old Post 12-02-11 14:32 #
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Memfis
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3D mode is evil, don't trust it. Every room/area feels totally different in the game.

Old Post 12-02-11 14:41 #
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Super Jamie
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This can be true, particularly in respect to lighting which no GL-based engine can get right. A good mapper will always test in their target port to make sure the important aspects of the map are right anyway.

But as a tool for getting your overall room-size/sector-height scaling right and for aligning/pegging textures, 3D Mode's usefulness is undeniable.

Old Post 12-02-11 14:45 #
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ellmo
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Super Jamie said:
You know you can run DB1 and XWE in Wine, right? That's how I make all my maps.

I know, but my wine runs only one program:
segmentation fault
No matter what I do, no matter ho many times I reinstall, recompile it or upgrade my system.

Old Post 12-02-11 15:12 #
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ellmo
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Error: Cannot find IWAD: doom2.wad

No matter what game I choose, no matter where the file is :(

-------

EDIT: If I choose doom, it still only opens doom2.wad and only if it's physically in the same directory (symlinks don't do any good).

When I open the app I am unable to do anything basically, but browse the map and close it. No other menu_item from the menubar works.

Can you tell me how to compile it properly? The most simple steps?
There's not configure, no autogen or whatever I was expecting...

-------

EDIT2: Oh, there's an INSTALL.TXT file <_<

-------

EDIT3: Recompiled, and got exatcly the same issues. Runs only on doom2.wad and none of the buttons/menu items work.

Last edited by ellmo on 12-04-11 at 15:02

Old Post 12-04-11 14:42 #
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andrewj
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Eureka, like Yadex, needs to be run from the command line (i.e. the Terminal app). You can specify a PWAD to edit and the map with the following syntax:
code:
./Eureka -file blah.wad -warp map03


Being able to do stuff from the menus is planned but as the README says, some items in the File menu (New, Open, Export) don't do anything yet.

It's odd that symlinks don't work for you -- they work for me OK -- perhaps the name had an uppercase letter in it (e.g. "DOOM2.WAD" won't work, it needs to be fully lowercase).

Only DOOM 2 is supported properly right now, although you could get DOOM 1 (or Final Doom or FreeDoom) working by copying the IWAD as "doom2.wad" in Eureka's folder and using "-warp e1m1" on the command line.

You can add linedefs in the map by going into Vertex Mode (with 'v' key or the button on the bottom left of the window) and pressing INSERT key, select that vertex with left click, move mouse and press INSERT to add another vertex and a linedef between them, and keep going.

You can add sectors by going into sector mode ('s' key) and moving the mouse into a closed off area and pressing INSERT.

You can change stuff by selected the line or sector or thing and modifying stuff in the right-hand panel. Use the File/Save menu or CTRL-S to save the map.

Hope that helps, and Eureka will be easier to use and have decent documentation in the future (when it reaches that "1.00" version number, heh).

Old Post 12-05-11 05:06 #
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