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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 |
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so you actually get free infinite grenades...awsome :D
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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.
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This new editor is awesome!!!
I don't know what else could make it better. :D |
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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) |
can i ask would it be possible to make new collision data and mines and bats collision data
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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. |
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?
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adding unlimited amount of collisions is still a dream. And Paul, can you convert the hardcoded things to softcode? |
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?
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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 :(
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"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. :
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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?
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Also make sure the "screen to load in" is correct or you'll see errors like that
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it is ok,i always check, it was in someones lvl variation that made that glitch
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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. |
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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 :| |
Thanks Paul for an update.
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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?
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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? |
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Exoddus crashes every time :( |
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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. :) |
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. |
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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. :
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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. |
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Edit: Oh yes!! It works! Paul you're legend. |
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). |
Thanks again.
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Hey Paul you are so fast! Thanks for updates!!!!!! :p :p :p
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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 |
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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). |
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Found this with google: playstation sequence data and vag + vab + vb: |
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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! |
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 |
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