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-   -   .lvl files (http://www.oddworldforums.net/showthread.php?t=15680)

Scraby 12-07-2010 09:06 AM

lol a turbo meatsaw that looks like its off line,someone walks in= splat!!!

Paul 12-07-2010 09:09 AM

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.

Jango 12-08-2010 02:54 AM

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?

LIJI 12-08-2010 03:46 AM

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)

Jango 12-08-2010 03:54 AM

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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)

Awesome!

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).

LIJI 12-08-2010 04:12 AM

Yes! (Not sure about Gas shutoff, haven't experimented with it yet, but it should be possible)

Jango 12-08-2010 04:17 AM

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Yes! (Not sure about Gas shutoff, haven't experimented with it yet, but it should be possible)

Great! :)

Are both you and Paul working on the same editor, or are you both making new versions of your current ones?

Paul 12-08-2010 04:54 AM

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Great! :)

Are both you and Paul working on the same editor, or are you both making new versions of your current ones?

We're not working on the same editor, in general I am working on making my editor stable and documenting AO objects, and he is busy documenting AE objects ;)

Jango 12-08-2010 07:44 AM

:

I am working on making my editor stable and documenting AO objects,

Is that all you have left to do before you release the next editor version? :)

Paul 12-08-2010 07:46 AM

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Is that all you have left to do before you release the next editor version? :)

Almost, I also have to fix a ton of bugs then I could release something. It won't have many new features though :) (It will have lots of issues fixed and allow adding/deleting objects though)

Jango 12-08-2010 08:50 AM

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Almost, I also have to fix a ton of bugs then I could release something. It won't have many new features though (It will have lots of issues fixed and allow adding/deleting objects though)

Fantastic. Well done Paul. Adding/deleting objects has been the thing that I've really been looking forward to. Extra things, like the grid lock feature, will be bonuses to look forward to. :)

Paul 12-09-2010 01:13 PM

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.

Wil 12-09-2010 02:11 PM

Very, very nice. Can you explain what some of them mean? I think I understand them all except:
  • What are the first three?
  • What's the difference between a well and an express well?
  • What's are Start Controllers, Menu Controllers and Credits Controllers?
  • What's the difference between honey, honey sack and honey drip target?
  • What is Slig mud?
  • Why is there a ring cancel? Doesn't that just happen when you change path?
  • Elum path trans? Scrab no fall? ID splitter? Nop?!?!

Paul 12-09-2010 02:27 PM

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Very, very nice. Can you explain what some of them mean? I think I understand them all except:
  • What are the first three?
  • What's the difference between a well and an express well?
  • What's are Start Controllers, Menu Controllers and Credits Controllers?
  • What's the difference between honey, honey sack and honey drip target?
  • What is Slig mud?
  • Why is there a ring cancel? Doesn't that just happen when you change path?
  • Elum path trans? Scrab no fall? ID splitter? Nop?!?!

*What are the first three?
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

LIJI 12-09-2010 03:03 PM

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*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.

An Express Well makes you jump to the destination while the other well transports you by a different well.

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)

Phylum 12-09-2010 03:11 PM

Which well can shoot you out of the same well in a direction?

LIJI 12-09-2010 03:14 PM

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Which well can shoot you out of the same well in a direction?

Express wells shoot you from the SAME well;
Wells shoot you from a DIFFERENT well;

(Note that inactive wells behave like express wells)

Phylum 12-09-2010 04:45 PM

Oh. Sorry. I misunderstood your post.

Wil 12-10-2010 02:14 AM

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*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

Scrab no fall stops the scrab from stupidly falling from its death, i.e it makes it jump over death drops

Nice, thanks. So are all three honey objects found on F1P02C04? And what if the drip target isn't directly below the honey sack? Is it a honey sack on F2P02C01?

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?

Jango 12-10-2010 02:39 AM

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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.

Looks good Paul. :)

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?

Paul 12-10-2010 08:54 AM

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Nice, thanks. So are all three honey objects found on F1P02C04? And what if the drip target isn't directly below the honey sack? Is it a honey sack on F2P02C01?

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?

Not had a chance to look yet, no idea what happens if one isn't directly under it either since I've not tried it yet ;)

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?


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Looks good Paul. :)

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?

It will take some time to figure out the content of each object, this is the hard part.. I have lots of info on most of them already though so we'll see.

You can't really do anything with the content of the zip file at the moment, it was mainly for LIJI's benefit.

Jango 12-10-2010 09:09 AM

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It will take some time to figure out the content of each object, this is the hard part.. I have lots of info on most of them already though so we'll see.

You can't really do anything with the content of the zip file at the moment, it was mainly for LIJI's benefit.

Ok. Is there still a possibility that the next version will be released by Christmas 2010? Out of interest.

LIJI 12-10-2010 09:27 AM

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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?

There are some levels where a Scrab falls down to a lower level (without dying) while chasing Abe. An equivalent level for Paramites probably doesn't exist. The object is simply for Scrabs to tell apart "safe" places to fall and death pits.

Jango 12-10-2010 09:37 AM

Also, in the next version, can you control where moving bombs move?

Wil 12-10-2010 09:42 AM

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I guess there is or was supposed to be puzzles where you force the scrab to fall to its death?

You have to get a Scrab to fall off an edge on D2P04C04.

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?

Scraby 12-10-2010 10:07 AM

glitch? i made a vid on how to fool the scrabs to fall into pits

Wil 12-10-2010 10:17 AM

"Glitch" is not an explanation.

LIJI 12-10-2010 10:19 AM

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.)

lismati 12-10-2010 10:44 AM

Will it be possible to add Elum into AE custom levels?

LIJI 12-10-2010 11:14 AM

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.

Crashpunk 12-10-2010 01:25 PM

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

Jango 12-10-2010 01:51 PM

We shall have to just wait and see.

Chubfish 12-10-2010 02:08 PM

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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.

Le gasp! Free collision paths to use!

lismati 12-10-2010 11:07 PM

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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

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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.)

So if you add graphics for elum, you may have it in AE.

Phylum 12-10-2010 11:49 PM

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.

NovaMan 12-11-2010 12:46 AM

Then this:
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None of these things are possible unless you hack the game exe, so unless you feel like reverse engineering all the AI functions and finding a place to add some new ones hand written in assembly then forget it ;).

After this:
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A flying slig should see the scrabs and paramites as abe and chase + kill it.
A slig should see the scrabs and paramites as abe and kill it.
A scrab should see a paramite as abe and kill it.
A greeter should see the scrabs and paramites as abe and kill it.
A greeter should see a slog as abe and kill it.
A scrab should see a slig and greeter as abe and kill it.
A paramite should see a slig and greeter as abe and kill it.


LIJI 12-11-2010 03:39 AM

More secret messages!

Scraby 12-11-2010 05:38 AM

nice

LIJI 12-11-2010 06:49 AM

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

Jango 12-11-2010 02:31 PM

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. :)