![]() ![]() StrongDMM needs this to load in the object tree so it can understand the map files that you try to load. You'll want to click that (Or go `File`->`Open Environment`, or open one directly from `Recent Environments`) and then navigate to the `.dme` file for the project you're working on. If this is the first time you're using StrongDMM, the panel on the left will be blank except for the `Open Environment.` button at the top. The middle mouse button can always be used to pan, in either case. With the option unticked, scrolling will only affect zoom. Ticking the `Alternate Scrolling Behaviour` will allow you to zoom while holding Space, and scrolling otherwise pans like DreamMaker. Unless you know what you're doing, you probably don't want to change nudge mode, as `step_x/step_y` breaks the commonly-used glide movement animations. You can also change the other settings as you see fit, but the map save format and nudge mode are most important. StrongDMM has a preference to save maps according to either format, and this can be set by going to `File`->`Preferences`, and selecting the appropriate format, as shown: DreamMaker doesn't really care what format it loads in, but it only knows how to save to the native format. It also uses a unique definition for each map tile, which increases the size of the map files by a fair margin. tg/ has designed their own format, `TGM`, which spreads out tile and map-row definitions across multiple lines, making the file much more human-readable. This tends to make map diffs much larger and merge conflicts more tedious to deal with. Byond's native format is very compact, both by organization and actual storage, where single tile definitions and rows of map tiles are each one line, and tile definitions are re-used where possible. It's important to note the format of the map files you intend to be working with. The launcher will automatically update to the latest build and then open the editor. ![]() Because going into those folders is considered tedious by lazy coders basically everyone, it's recommended to set up a shortcut in the root directory. Navigate to "/tools/StrongDMM" and run the launcher appropriate for your operating system. There are also instructions on StrongDMM's github page (Linked above) on how to build it from the source code. Executables for both Windows and Linux are provided, differentiated by the windows executable being suffixed with ".exe". Generally speaking, it loads faster than DM, has several useful features and a cleaner interface, but requires compilation from a separate program (With some care required to ensure that changes are properly copied over). dme file, and provides an interface very similar to DreamMaker's own mapping interface with which to make and edit. Then the whole thing could be compressed with a non-solid archive format to reduce file sizes even farther.StrongDMM ( ) is a 3rd-party program licensed under GPL-v3 that loads in the object tree from a. Strings can also be written directly as 8-bit chars, perhaps with some sort of ROT encoding to prevent casual onlookers. (But then again, maintaing a format using (pardon the poor name) variable-length variables would need some sort of variable-type identifier, which would add at least a couple of bits in the header for each variable.) That allows us even more compression. Also, since BYOND is the utility that reads and writes the files, there's nothing that prevents BYOND from decoding its 32-bit floating point variables to 16-bit integers if they have no floating point when writing them, and reencoding them as 32-bit floating point when reading them - that alone would save hundreds of bytes, as numbers from 0-65535 (almost certainly the biggest complements of any savefile) would be cut in length by one half. I'd start by writing object types to a table in the header of the file and then using longs to refer to object types instead of their full type paths. Rewriting the BYOND savefile format from scratch would be very, very nice. Naturally, this is far-future-if-ever material. Since BYOND already offers plenty of import and export functionality, I think documenting the format is a bit of a waste, though I wouldn't think too poorly of an API that allowed other programmers to read and write from/to BYOND savefiles in their own applications. Why not just have your BYOND games write to a plain text format like INI or XML? ![]()
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