Oddworld Forums

Oddworld Forums (http://www.oddworldforums.net/index.php)
-   Oddworld Mods & Hacks (http://www.oddworldforums.net/forumdisplay.php?f=24)
-   -   .lvl files (http://www.oddworldforums.net/showthread.php?t=15680)

Scraby 12-27-2010 03:10 AM

:

()
For those who are interested, I'm basically making a harder version of RuptureFarms I and Stockyard Escape.

great! i am making a harder version too mostly hard/insane :fuzzle:


EDIT:i found something that i havent seen before on r6 a screen saying whacking all of those mudokons wasnt an accident.you twisted creep.molluck comends you.enjoy your bonus.....!
infinite grenades!

compliment of molluck
rupture farms ceo

Chubfish 12-27-2010 03:19 AM

:

()
i found something that i havent seen before on r6 a screen saying whacking all of those mudokons wasnt an accident.you twisted creep.molluck comends you.enjoy your bonus.....!
infinite grenades!

compliment of molluck
rupture farms ceo

That's the bonus you get for killing all the mudokons possible in the game (cruel ending as I like to call it).

Scraby 12-27-2010 03:21 AM

so you actually get free infinite grenades...awsome :D

SligStorm 12-27-2010 07:10 AM

The drop down list type in the xml plugins dosen't read the current value. I made some new plugins for some unknown bytes and had the dropdown box but for some reason it just allways selects whatevers first on the list rather than selecting the current value of the objects property.

RoryF 12-27-2010 07:29 AM

This new editor is awesome!!!
I don't know what else could make it better.
:D

Paul 12-27-2010 10:15 AM

:

()
The scrab, paramite and glukkon no sound in necrum mines:

Then its impossible to modify the whole mi.lvl without crashing the game after saving.

MIPATH.BND!1
MIPATH.BND!2
MIPATH.BND!3
MIPATH.BND!4
MIPATH.BND!5
MIPATH.BND!6
MIPATH.BND!7
MIPATH.BND!8
MIPATH.BND!9
MIPATH.BND!10
MIPATH.BND!11
MIPATH.BND!12

Thats just because of the sound file for each LVL is not the same, you could try overwriting the .VB/VH in MI.LVL from one that has scrabs/paramites/whatever


:

()
The drop down list type in the xml plugins dosen't read the current value. I made some new plugins for some unknown bytes and had the dropdown box but for some reason it just allways selects whatevers first on the list rather than selecting the current value of the objects property.

I actually fixed this the other day since I've doced quite a few more AO objects ;)

If anyone finds a bug/crash in the editor please give me instructions on how to reproduce it so I can fix em, I'm not bothered about crashes in the game at this point since its hard to figure out if its just how the game engine works or if its the editor making bad data.

I'll release a new version once I figure out what the worst bugs are in the current 0.2 version :) (and attempt to fix them of course)

Scraby 12-27-2010 10:27 AM

can i ask would it be possible to make new collision data and mines and bats collision data

Paul 12-27-2010 10:30 AM

:

()
can i ask would it be possible to make new collision data and mines and bats collision data

At some point yeah, when I add the collision data editor you can use ones the ones already there - drag em into position and change the type etc..

Edit: Btw I don't mean totally new collision items, e.g if you delete one you can add one, you can never add more than was already previously in the level because the amount is hard coded.

NovaMan 12-27-2010 11:10 AM

Paul, how do i mix PVENDER.VB, SVENDER.VB, PARVAULT.VB, SCRVAULT.VB and BREWERY.VB into one single MINES.VB? and mixing PVENDER.VH, SVENDER.VH, PARVAULT.VH, SCRVAULT.VH and BREWERY.VH into one single MINES.VH?


:

()
you can never add more than was already previously in the level because the amount is hard coded.

I will wait forever for that feature,
adding unlimited amount of collisions is still a dream.

And Paul, can you convert the hardcoded things to softcode?

SligStorm 12-27-2010 11:17 AM

Well the only other bug that I have found is, if you decompile the lvl file with you extractor then build it (wether you add something or not) the filesize will be diffrent and modifying the map at all in the editor will cause the game to crash. Bad build chunks perhaps? Idk how you coded the editor but perhaps its reading it but writing it wrong after the maps been rebuilt previously with your builder?

Scraby 12-27-2010 11:35 AM

hey paul can i ask how can i replace a standard glukkon with aslik or dripik,tried putting in bnds and byte fixing but no dice :(

Paul 12-27-2010 11:49 AM

:

()
Paul, how do i mix PVENDER.VB, SVENDER.VB, PARVAULT.VB, SCRVAULT.VB and BREWERY.VB into one single MINES.VB? and mixing PVENDER.VH, SVENDER.VH, PARVAULT.VH, SCRVAULT.VH and BREWERY.VH into one single MINES.VH?



I will wait forever for that feature,
adding unlimited amount of collisions is still a dream.

And Paul, can you convert the hardcoded things to softcode?

You can't merge them, not sure if its possible or not you'd have to look at PS1 sound format or something, the only thing you can try is overwriting the VB/VH in MI.LVL and see if that works.

"Converting" something thats hard coded isn't possible and doesn't make sense, by hard coded it means instead of a variable in a data file its been compiled from the games source code into the binary/exe.

So while something like:

const static int KNumLevels = 20; might be patchable, something like

static some_struct gLevelData[40] = { /*whatever*/ };

can't be expanded.


:

()
Well the only other bug that I have found is, if you decompile the lvl file with you extractor then build it (wether you add something or not) the filesize will be diffrent and modifying the map at all in the editor will cause the game to crash. Bad build chunks perhaps? Idk how you coded the editor but perhaps its reading it but writing it wrong after the maps been rebuilt previously with your builder?

Hmm I will take a look at that.. must a problem with my editor since the game is ok with the re-build/saved levels from the command line tool?

:

()
hey paul can i ask how can i replace a standard glukkon with aslik or dripik,tried putting in bnds and byte fixing but no dice :(

No idea barley documented any AE objects, pretty much done all AO ones now though :)

NovaMan 12-27-2010 12:38 PM

:

()
"Converting" something thats hard coded isn't possible and doesn't make sense, by hard coded it means instead of a variable in a data file its been compiled from the games source code into the binary/exe.

So while something like:

const static int KNumLevels = 20; might be patchable, something like

static some_struct gLevelData[40] = { /*whatever*/ };

can't be expanded.

Easier said than done.

Scraby 12-28-2010 03:40 AM

paul i found a disappearing appearing glitch with items like mines and that... if we start at the left screen come to the center we have 3 mines we placed from the editor into the game,passing to the 3rd screen and returning the mines are gone,going back to the first screen and then returning to the second we see those mines again?

SligStorm 12-28-2010 07:42 AM

:

()
paul i found a disappearing appearing glitch with items like mines and that... if we start at the left screen come to the center we have 3 mines we placed from the editor into the game,passing to the 3rd screen and returning the mines are gone,going back to the first screen and then returning to the second we see those mines again?

Sounds like an Engine glitch, It's probly just how it handels loading after the first screen perhaps. Some more things that arn't yet known might be hardcoded too or mabe just not found out yet.

Paul 12-28-2010 08:10 AM

Also make sure the "screen to load in" is correct or you'll see errors like that

Scraby 12-28-2010 11:04 AM

it is ok,i always check, it was in someones lvl variation that made that glitch

SligStorm 12-28-2010 12:20 PM

and it's like why does the electric bolts only spawn on the first screen after you respawn once you go in the secret area below and get killed?

Thats the only way to get a new bolt to work... It's like the pre-loaders do something more than unload cams or something? idk

It's definatly not something wrong with the editor it's probly just something apon loading of the screen for some reason.

I might try moving the pre-loader from below to the first screen and see if that makes a diffrence.

Paul 12-28-2010 12:44 PM

:

()
and it's like why does the electric bolts only spawn on the first screen after you respawn once you go in the secret area below and get killed?

Thats the only way to get a new bolt to work... It's like the pre-loaders do something more than unload cams or something? idk

It's definatly not something wrong with the editor it's probly just something apon loading of the screen for some reason.

I might try moving the pre-loader from below to the first screen and see if that makes a diffrence.

Are you sure? Caise Jango's level has a new eletric wall that's not in a secret area and appears if you don't die?

Edit: Here is 0.3, main addition is the collision item property editor and almost all AO objects documented. Needs the DLL's from the previous version to work.

Edit2: I think I know what the eletric wall deal is.. the sprites for it are within the cam file! Which is why it only loads when you enter the secret screen :) So to make it work in others you need to copy paste the animation block into the cam that you want it to appear in.. annoying :|

NovaMan 12-28-2010 03:04 PM

Thanks Paul for an update.

Scraby 12-28-2010 03:14 PM

nice update,could i ask if you can place in undo and redo cuz i messed up sometimes and needed to reset the level editor,and could i ask will it be possible to make a totaly new path?

SligStorm 12-28-2010 08:29 PM

Did you fix the problem with rebuilding the lvl file and then editing it in the editor bug?
(The one that corrupts it)

I'm curious if this is just me, Has anyone else tryed adding something to the Lvl file then editing it after? Does it crash the game for you?

Littleleeroy 12-28-2010 11:21 PM

:

()
I'm curious if this is just me, Has anyone else tryed adding something to the Lvl file then editing it after? Does it crash the game for you?

I added all the animations from all the oddysee levels to R1 and I can succesfully edit the level.
Exoddus crashes every time :(

Paul 12-29-2010 01:55 AM

:

()
nice update,could i ask if you can place in undo and redo cuz i messed up sometimes and needed to reset the level editor,and could i ask will it be possible to make a totaly new path?

Undo and redo will be done when the editor is almost feature complete, so still aways to go.

:

()
I added all the animations from all the oddysee levels to R1 and I can succesfully edit the level.
Exoddus crashes every time :(

I'm having a look at this problem now, it might be an issue with the game itself if the tools can read/write each file and each file isn't damaged :|

Littleleeroy 12-29-2010 06:07 AM

:

()
Exoddus crashes every time :(

I discovered why... well how to make it work... When copying all the files from the lvls into one, say to mi.lvl, dont copy over any .vb or .vh file besides MINES and MONK. Also only copy over the .joy and .sav files from mi.lvl, not from any others. And obviously only .cam files from mi.lvl as you cant use the others.

EDIT: Also, in doing that I can't get any sounds from anything in the picture (besides slog.) :fuzconf: edit2: just realised that novaman asked that...
Also, Paul, the objects in exoddus "scrab left bound", and "scrab right bound" are used for glukkons as well. And, not trying to be annoying but a nice option in your editor would be a would you like to save dialog box if you havent saved. Oh, and every level I open in AO path an error comes up every time saying "This object has been duplicated" with title "Failed to parse object node fro..." 4 times, but everything is still fine. :)

RoryF 12-29-2010 10:46 AM

I'm still playing with the editor but when I put the slig bounds in they don't work. I set the right screen to load in but they still walk right past it.
It annoying.

Paul 12-29-2010 11:01 AM

:

()
I discovered why... well how to make it work... When copying all the files from the lvls into one, say to mi.lvl, dont copy over any .vb or .vh file besides MINES and MONK. Also only copy over the .joy and .sav files from mi.lvl, not from any others. And obviously only .cam files from mi.lvl as you cant use the others.

EDIT: Also, in doing that I can't get any sounds from anything in the picture (besides slog.) :fuzconf: edit2: just realised that novaman asked that...
Also, Paul, the objects in exoddus "scrab left bound", and "scrab right bound" are used for glukkons as well. And, not trying to be annoying but a nice option in your editor would be a would you like to save dialog box if you havent saved. Oh, and every level I open in AO path an error comes up every time saying "This object has been duplicated" with title "Failed to parse object node fro..." 4 times, but everything is still fine. :)

The corruption thing IS a bug so I should beable to sort that, actually seems like only the vh and vb files get courrpted cause theyre not "chunk" based.

I'll rename the scrab bounds for AE if thats the case too ;) The "Do you want to save" will also be added in the future. Your AO issue is because you copy pasted the "ao" and "ae" xml folders, some objects have been renamed since 0.2 due to wrong names etc, delete them all and reextract from the zip.

:

()
I'm still playing with the editor but when I put the slig bounds in they don't work. I set the right screen to load in but they still walk right past it.
It annoying.

If its AE that you'll prob only have "bytes" which is annoying, if its AO make sure the slig Id matches the slig its supposed to effect.

RoryF 12-29-2010 11:31 AM

:

()
If its AE that you'll prob only have "bytes" which is annoying, if its AO make sure the slig Id matches the slig its supposed to effect.

The problem is though, the SligID part is only on Slig Left Bound. On Slig Right Bound all the values are like byte 1, byte 2 etc. So I don't know which one is the SligID.

Paul 12-29-2010 11:58 AM

:

()
The problem is though, the SligID part is only on Slig Left Bound. On Slig Right Bound all the values are like byte 1, byte 2 etc. So I don't know which one is the SligID.

Hmm I thought I updated that in 0.3? Anyway change the slig right bound xml file to contain this:

Edit: Nevermind, can't paste xml in here :) I'll have a new version soon which will have the updated xml in it. Also managed to fix the command line tool corruption issue. Just need to make sure it doesn't corrupt when saving fails too.

RoryF 12-29-2010 12:02 PM

:

()
Hmm I thought I updated that in 0.3? Anyway change the slig right bound xml file to contain this:

Edit: Nevermind, can't paste xml in here :) I'll have a new version soon which will have the updated xml in it. Also managed to fix the command line tool corruption issue. Just need to make sure it doesn't corrupt when saving fails too.

0.3??!! Crap. My bad. I didn't see editor 0.3. I'm going to try it in that version. Sorry.
Edit: Oh yes!! It works! Paul you're legend.

Paul 12-29-2010 02:56 PM

Here is version 0.4, major changes are reworking of the file saving to fix the corruption issues :) Also make sure you use the dlls in THIS version/zip for THIS version.

If you don't it will break because the app has been rebuilt with the open source tool chain rather than the m$ one, which appears to fix the OpenGL rendering mode problem (not sure if anyone but me saw this problem though).

NovaMan 12-29-2010 03:23 PM

Thanks again.

Cris_paok_serres 12-29-2010 04:09 PM

Hey Paul you are so fast! Thanks for updates!!!!!! :p :p :p

SligStorm 12-29-2010 10:26 PM

Nice update paul :D

Could you please make the object list in alpabetical order in the next update? It's sometimes hard to find things. :S

Paul 12-30-2010 12:02 AM

:

()
Nice update paul :D

Could you please make the object list in alpabetical order in the next update? It's sometimes hard to find things. :S

I'll be reworking that at some point, not likely for a while though. I'm working on allowing direct replacement of CAM images next :) (Edit: This is AO only of course!)

Once this is done it should then be possible to make full mods using only the editor app and it will be almost feature complete. Just bug fixing and object documentation to do after that (which is actually a ton of stuff).

NovaMan 12-30-2010 12:25 AM

:

()
I'm working on allowing direct replacement of CAM images next :) (Edit: This is AO only of course!)

When Abe's Exoddus?



Found this with google: playstation sequence data and vag + vab + vb:

RoryF 12-30-2010 03:23 AM

:

()
I'll be reworking that at some point, not likely for a while though. I'm working on allowing direct replacement of CAM images next :) (Edit: This is AO only of course!)

Once this is done it should then be possible to make full mods using only the editor app and it will be almost feature complete. Just bug fixing and object documentation to do after that (which is actually a ton of stuff).

That will be well good!!
Has anyone else placed a paused slig in the air off the cliff in stockyards? It might just be my copy but he doesn't fall, he airwalks!

Littleleeroy 12-30-2010 07:28 AM

Is anyone able to explain how to use the Well and Express Well features
Fall XPos
Fall YPos
Off XPos
Off YPos
On XPos
On YPos
Leaf XPos
Leaf YPos
Resource num/Resource Id
and in other things 'Disable resources'
Thanks in advance

SligStorm 12-30-2010 08:38 AM

:

()
I'll be reworking that at some point, not likely for a while though. I'm working on allowing direct replacement of CAM images next :) (Edit: This is AO only of course!)

Once this is done it should then be possible to make full mods using only the editor app and it will be almost feature complete. Just bug fixing and object documentation to do after that (which is actually a ton of stuff).

Oh yeah I forgot about that feature, That will be awesome because we can finally start making our own scenes that would be pretty unique. If only it had been possible to add new cams to the grid but I'm guessing thats hardcoded. :(

Jango 12-30-2010 09:02 AM

:

()
Oh yeah I forgot about that feature, That will be awesome because we can finally start making our own scenes that would be pretty unique. If only it had been possible to add new cams to the grid but I'm guessing thats hardcoded. :(

What? You mean basically adding new screens? Because I doubt that will ever be possible...