Pulling the lever in C13 turns on a electrical barrier that then fries a slig that flies into it. pulling the lever again turns off the barrier allowing you to take your slig along a tube-like cage to pull another lever, although I cannot remember what this is for.
the best place to stand and possess a flying slig is in screen BRP02C08, as far as you can get under the ledge |
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Could someone point out where order mines (timed mines) are in Abe's Exoddus? If they're unused in it I would be very surprised.
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There is not a single order bomb in AE.
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Ahhh, that surprises me alot. Well it still exists in the game files, so it's nice that we can use it as an object, but I'm unsure on how to give it a time.
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Mmm, that'd make the object pretty hard to document, as I don't know its size... =/
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Alpha available!
Please read the following notes before usage: -This version only supports MIP1. Any other level will almost surely crash. -This version only supports editing objects' properties. Moving and scaling is yet supported, but will be next version. -Adding and deleting objects is not yet supported, and so is changing object types. -As a side effect of the MIP1-only support and the lack of adding objects support, it is possible to directly load the MIPATH.BND file without having to split it, so the BND tool is not included (as it's not needed) in this version) -The level editor loads .path (or in this alpha .BND files) files. .BND files need to be extracted and then recombined to the .lvl file using Paul's tool. Do not attempt to load .lvl files to the editor, it will crash. -To display CAM files, convert them using Paul's tools to BMP files and place the in the CAM folder with this naming scheme: MIP01C01.CAM.BMP. -Most objects don't have sprites, feel free to post sprites here so I can include them next version. -The options menu allows advanced editing. (Edit undocumented features, and watch Hex IDs and offsets) -If you find anything about an undocumented object, a mistake in the documentation, or a bug, report it! :) (Rename ttf to zip) |
:O !!! im out of text..... yay!!! plus rep :D
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Never mind, thought you were talking about OXBs, just realised it was actually about those bombs that explode a couple of seconds after you hit them.
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If i click cancel, i get this:
The exception unknown software exception (0xc0000005) occurred in the application at location 0x022625f4. |
And I made that video so I know they're only UXB's.
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Yeah, the cancel button crashes now. :P
It also crashes if you click on the object list after the last line. I was too lazy to fix these two, but the final version won't have these. |
My computer cannot open the file. How do I open the file?
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Rename it to .zip.
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Just to show what I did with LIJI's level editor. All I did was change the direction and pitch (higher) of the first mudokon, make him blind and make him a cleaner, but it's pretty nice. |
So how far will that blind Mudokon go if you get him walking to the right before the slamdoor is loaded?
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Interesting idea. You'd need to use -dd to get on the other side of him, and then... hm... do they start working again once they're far enough away from you?
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Until he reaches a non-slam-door wall.
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Greeter Hell. Demonstrates that falling and bouncing Greeter thing LIJI was on about nicely about 1 minute in or so. For some reason, it crashes on the screen where the second lot of laughing gas is when you go into it. |
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The crashing was probably caused by a greeter getting bad parameters. A very nice demonstration! :)
An update on the editor: I've listed the hardcoded values for all MI paths. There are 12 MI paths, about 5 of which are old unused version. (Don't get too excited, they do not contain beta designs of the levels, they're just normal versions of the existing levels with missing screens. They can be used in later stages as additional levels though! :)) I've documented a lot objects; the Slig AI objects, the platform object, more about the LCD object, levers, and even some parts of the Slig object. I also discovered something rather disappointing about Sligs (Normal, legged Sligs at least) - It appears that all of them will eventually reset their positions and states if you get one or two screens away from them, which is quite annoying. I'm currently trying to figure more about this property of Sligs. |
there might be some invisible markers for the greeters,that make them turn around or for sligs
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An updated version of objects.ini. Replace the content of the file with this:
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[0] |
Why must abe say EVO in the beginning of the game???
How do i remove that trigger that makes abe saying EVO when starting a new game??? |
That's not a trigger. It's either hardcoded or defined in the menu lvl file, which I'm not going to mess with.
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