lol a turbo meatsaw that looks like its off line,someone walks in= splat!!!
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I had to add a MeatSaw because there was no way to escape from the Scrab I added :(
I think I will allow adding of cams that are already in the LVL archive (so add cams to the LVL then open in the editor) rather than adding them IN the editor since the LVL archive is supposed to be a static collection of data.. Once I get AO cam stuff working and get the new version stable I'll get a new version posted and just incrementally update that. |
With the next editor version Paul, can I add things like: mines, moving bombs, sligs, uxbs, boom machines, electric walls, slogs, levers (that can control things like electric walls), trap doors? :)
I.e: Do all of those above objects work? |
Mines are very very simple, and I fully documented UXB myself. Electric walls are also very simple too. I also almost fully documented levers (They shouldn't be much different in AO, if at all). Paul has done really great job at documenting Sligs. As for the other objects - It depends of how well Paul documented them. (All this assuming the next version will allow adding objects)
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With the levers, can I choose what each one does? I.e: Bind it to another object (for example: an electric wall, trap door, gas shutoff etc). |
Yes! (Not sure about Gas shutoff, haven't experimented with it yet, but it should be possible)
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Are both you and Paul working on the same editor, or are you both making new versions of your current ones? |
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Here is the complete list of AO objects, the naming of some of them might be a little off but I'm pretty sure I got them all right for what they actually do :D
Unfortunately all of the properties of each one must still be reversed and documented :( Edit: Added current objects in a zip file. |
Very, very nice. Can you explain what some of them mean? I think I understand them all except:
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000 = Id of a screen 002 = Id of the place you start when you die, which is what 000 links to 001 = Changes to another path/level when you touch it (e.g when rolling to the stock yards) *What's the difference between a well and an express well? One seems to allow changing of paths, while the other puts you somewhere in the same path. *What's are Start Controllers, Menu Controllers and Credits Controllers? Start controller = where you start after path trans if you didn't use a door Menu = allows the menu screens at the start of the game to work Credits = Starts the credits rolling *What's the difference between honey, honey sack and honey drip target? Honey is what makes Elum stop and keep on drinkin' Honey sack is the one you can knock down with the bees in it to make him stop Drip target is where the honey from the sack should be landing *What is Slig mud? Typo :| SLING mud, the ones that kill you if you try to pass without the code *Why is there a ring cancel? Doesn't that just happen when you change path? Nope, looks like you'd keep it unless you hit a ring cancel. *Elum path trans? Scrab no fall? ID splitter? Nop?!?! Elum path trans = lets elum move on to the next path with you Scrab no fall stops the scrab from stupidly falling from its death, i.e it makes it jump over death drops Nop is an object that is only used once in the game, and appears to do nothing, nop - no-operation |
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Edit: And ID Splitter basically gets 2 or more input switches are performs an operator or another switch (I.e. Pull 2 levers to open one door, or an AE example would be turn 6 wheels at the same time to move to MIP2) |
Which well can shoot you out of the same well in a direction?
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Wells shoot you from a DIFFERENT well; (Note that inactive wells behave like express wells) |
Oh. Sorry. I misunderstood your post.
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And I love that Scrabs would just stupidly run off cliffs without an object that forced them to jump. How come Paramites don't need one, or do they share the same one? |
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How long will it take to reverse and document each file? And what can I do with the objects in the zip file? Can I use them yet? |
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Not sure why paramites don't need "no fall" objects.. I guess there is or was supposed to be puzzles where you force the scrab to fall to its death? :
You can't really do anything with the content of the zip file at the moment, it was mainly for LIJI's benefit. |
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Also, in the next version, can you control where moving bombs move?
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Presumably there are Scrab No Fall objects either side of the pit on E1P06C09, so how come if you use -it_is_me_your_father to keep Abe on the top level, the Scrab on E1P06C08 will just walk straight into this pit? |
glitch? i made a vid on how to fool the scrabs to fall into pits
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"Glitch" is not an explanation.
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It seems that AE still includes the code for Elum, but it doesn't include the graphics for it. Looks like they really did try to put it in!
Edit: Seems like the rolling stone from the Paramite level is still there too. The time bombs are all there (With graphics included too, they work just like they did in AO.) |
Will it be possible to add Elum into AE custom levels?
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I wouldn't say yes, but it's less unlikely then it was yesterday. :P Figuring how Elum works in AO should be done first.
Edit: Looks like one of the level designers was bored and left us a message! Will probably make more sense with the newer line rendering. |
Well here is my theory. Because Elum isn't in AE. i don't think it would be possible to use him in Exoddus Level Editing.
however, you'll never know. it just might happen :D |
We shall have to just wait and see.
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That depends on if the Elum path objects are still in the game.
EDIT: I think the screen message reads: SOEAB. It appears to be a sirname. |
Then this:
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More secret messages!
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nice
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List of all AE objects:
Unspotted objects (bold) are objects that are used in AE, but couldn't find. Unused objects (italic) are objects not used in AE, but might still work and do something useful. Unused objects 76 and lower are objects from AO. Unused objects 78 and higher and new objects introduced in AE that did not make it to the final version. The only verified unused object is the time bomb (14). 0 Path Checkpoint 1 Path Tans 2 Climbable Ledge 3 Ledge 4 Pit Fall 5 Door 6 Shadow 7 Platform Stop 8 Well (Jump) 9 Dove 10 Rock Sack 11 Falling Item 12 Ring 13 Vent 14 Unused, Time Bomb 15 Slig 16 Slog 17 Lever 18 Unused. Elum Start? 19 Orb (13) 20 Unused. Elum Wall? 21 Platform Rope 22 Starting Point 23 Well (Teleport) 24 Bomb 25 UXB 26 Paramite 27 Movie Stone 28 Portal 29 Portal Target 30 Trap Door 31 Unused, Rolling Ball? 32 Step Switch 33 Invisible Zone 34 Unspotted 35 Orb (23) 36 Motion Sensor 37 Slig Spawner 38 Electric Wall 39 Lift Mover 40 Meat Sack 41 Scrab 42 Unused, Flint Lock Fire? 43 Scrab Left Bound 44 Scrab Right Bound 45 Slig Right Bound 46 Slig Presist 47 Enemy stopper 48 Hidden Step Switch 49 Mud 50 Z-Slig Cover 51 Door Flame 52 Floating Bomb 53 Unused, Bomb stopper? 54 Menu Controller 55 Unused, Hint fly 56 Unused, Scarb No Fall? 57 Unspotted, ID Splitter? 58 Slig Talk 59 Boom Machine 60 LCD Sign 61 Information 62 Credits Controller 63 Unspotted, Preloader? 64 Stats Monitor 65 Poli-wheel Handler 66 Music 67 Unused, Light Effect? 68 Slog Spawner 69 Death Clock 70 Unused, Ring Cancel 71 Gas Animation 72 Slog Hut 73 Glukkon 74 Unused, Kill unsaved muds 75 Soft landing? 76 Unspotted, Reset path? 77 Water 78 Unused 79 Wheel 80 Unused 81 Laughing Gas 82 Flying Slig 83 Fleech 84 Slurgs 85 Slam Door 86 Level loader 87 Unspotted 88 Teleporter 89 Unspotted 90 Grinder 91 Colorful meter (like in the boiler) 92 Unspotted 93 Mine Car 94 Slog Food 95 Explosion Set/Falling obstacles. (Mines Ender-like) 96 Multiswitch Controller 97 Light (Like on wheels) 98 Slap Lock 99 Paramite Net 100 Make Glukkon shout "Help" 101 Fart Machine 102 Unspotted 103 Naked Slig 104 Slig Get Pants 105 Slig Get Wings 106 Greeter 107 Naked Slig Button 108 Glukkon "Do-it" 109 Door Blocker (Valuts) 110 Tortured Mudokon 111 Unspotted Update: Kill Unsaved Muds object works in AE! It's fixed to 28 muds however. Update 2: Hint Flies are also confirmed to be in AE, but not fully working yet. Update 3: Ring Cancel confirmed working |
I have a question: Will it be possible to edit the texts on the LED messages? Say for example, instead of it saying: "To sneak past the sleeping slig...", it could say: "This level was made by Jango! Enjoy!". It would be awesome.
I really can't wait for the next editor version. I've always wanted to properly edit the Oddworld levels. :) |