Wait us in midnight - you will be punished.
LEVELS. |
Gishy your doing it now!
You go on at people ot keep releasing levels. Making levels of good quality takes time and we can't keep pushing new ones out every two minutes. I have a life outside of the forums and I dont like to devote every spare second of my life to level editing. Sometimes I have to stop production on a level because I've run out of ideas on what to place. You made your own levels, they had problems (some were impossible) and after we pointed out these problems you just came back with a pissed off attitude which is unacceptable for what were quite frankly perfectly valid points. My Stockyards V3 had errors which people brought up in this thread, instead of getting angry at them, I realised my errors so I went back to fix them and then rereleased the level with some fixes and slight edits to some screens. You begin acting like Ermac to try and be a smart arse, I tell you to stop and you still continue which only adds to your anoying factor. Maybe someday I will continue to make levels, It's an enjoyable experience and it's nice to experience feedback on them. For now, I will simply continue to edit Object Encyclopedia 101. |
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I think enough has been said to him.=, lets get back on topic. I'm fed up of wasting my time on him.
How is your level comming along these days anyway? Haven't heard much about it since. |
We have stolen your time.
OK, nobody have time to make levels. We want to say we. Stop saying about me - it's like spam abot MK. |
It's nothing to do with time that I'm not creating levels. Talking about MK here is off topic so therefore not acceptable and you saying we instead of I is anoying. So please leave and never come back.
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Freak!
Ego man! |
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It's still hard to make levels without electricwalls.
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But isn't the idea of an electric fence to find the off switch so you can pass it? What other object can you do that with?
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I have a copybook. There I draw all my plans about levels. Cool plans! But every 2 drawings need an electric wall. Nothing can be used like real elecrticwalls. They fast turn on and off. They are dangerous and attached to switches. They are beautiful.
So that I look forward for Paul's level editor 0.7... |
Well it turns out that editing Stockyards is troublesome as well: Lifts and switches crash the game, doors cannot be closed and the trap door animation used is from scrabania/paramonia which looks out of place for this sort of level.
I've attached a screen shot of my current work in progress. This screen will be altered slightly for the finished level. Hopefully editing R2 will produce the desired results. |
You sure you're not just using bad objects/properties? I know the electric wall is a problem as the Anim has to be embedded into the cam file.
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No
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You've spammed so much in this thread lately, it's annoying. |
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All you need for lifts and switches is to simply add the .BND files to the .LVL file. Yes for some reason doors cannot be closed. My solution for this was to remove the door and edit the cam (Take a look at E1P06C02 on Stockyards V3) If you want it so that the player has to open the door the only solution I can think of is to use a mine. |
I think there's a .ban or bnd file called "r1door" or something like that, i don't know if your door would work with this...
I'd test it if I was using my other computer sorry. |
Be careful which plantform bnd file you add though. Would it really look good if you had that industrial metal Rupturefarms platform in the free fire zone?
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I copied all the BAN and BND files from the extracted r1.lvl file and then built e1.lvl to include those files however the game still crashes when pulling a switch or entering a screen with a lift.
Looks like it's R2 editing time. |
I think copying ALL of the BAN and BND files is where you went wrong there. You should only use the ones you need.
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I only ever copy the ones I need and I have never had problems. I'm sure that copying a platform from Paramonia should work for Stockyards and it will look appropiate aswell.
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Before, I did copy over what looked like the right bnd/ban files (judging by their names) when trying to create the level after running into the initial problems but that still didn't work.
So that leaves me with files with unhelpful file names, and I'm not going to find out which BND/BAN files need to be copied through blind trial and error when there's other levels that can be edited. Rest assured that the finished result should appear eventually, regardless of the level used ;) |
Alot of the names are obvious. I remember when I wanted to place a Paramite in my Stockyard Return variation I took a file from F2.lvl called PARAMITE.bnd
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If you have tested exactly what bnd/ban files are required for working switches and lifts on E1 then that would be helpful, however having doors in E1 that don't close is still frustrating which means I'll be editing another level in either case. |
switches and lifts work without bnd files. Paramite.bnd is in all my levels, but I still can't add them.
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Though I fail to see why the Glukkons are not background animations which is essentially all they are. In my Monsaic Lines variation I couldn't get them to shout though :( |