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00 = 00 01 = 01 02 = 02 03 = 03 04 = 04 05 = 05 06 = 06 07 = 07 08 = 08 09 = 09 0A = 10 0B = 11 0C = 12 0D = 13 0E = 14 0F = 15 10 = 16 11 = 17 12 = 18 13 = 19 14 = 20 15 = 21 16 = 22 17 = 23 18 = 24 19 = 25 1A = 26 1B = 27 1C = 28 1D = 29 1E = 30 1F = 31 |
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Requests: Ctrl+C/Ctrl+V for Copy/Pasting, or one single shortcut that clones the selected item instead (Spacebar maybe?) + and - for zooming in and out |
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I'll see if I can throw these in today, if not it won't be for a while ;) Btw on the decimal to hex thing..
Hex is base 16, a "normal"/decimal number to most people is base 10, and binary is base 2 (hex is a shorthand way of writing binary numbers) If you learn how to use base N then using any other is simple, A-F is only used since base 16 needs 16 unique numbers/identifiers which runs out after 0-9 :P If you google some basic math junk about it you'll see its very easy. |
Did you see this paul?
http://www.oddworldforums.net/showpo...postcount=1531 just some small changes that a few people wanted but I put together into a post. |
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I'll prob just end up releasing that later, but I think snapping to grid/handling of collision items needs to be improved next. Oh btw I'll try to add an "automatic" option in the "screen to load" in too. |
One little thing that bothers me is how snapping to the grid is always turned on at the startup, but it's hardly that taxing to just switch it off lol (maybe that's just me liking how I can drag stuff everywhere as opposed to a grid).
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Here is version 0.6.
Changelog from readme: + Added shortcut keys + Disabled snapping by default (its somewhat buggy anyway) + Cleaned up AO uxb docs and added an image + Added statusbar messages |
Thanks for version 0.6
Feature requests: + Selecting a bunch of obejcts with left click button. + Copy and paste a selected bunch of objects while holding shift and dragging with the left lick mouse button. + Selecting all objects with Ctrl + A + Selecting all collisions with Ctrl + D + Panning with middle mouse button. + View only objects + View only collisions + View only background + View only foreground + Connecting a switch to a slamdoor or more by using visual wires. |
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EDIT: I tried launching v0.6 but it crashes with the following message. http://img684.imageshack.us/img684/392/mingw10.png Upon inspecting the folder of the editor and comparing it to older ones (0.2 and 0.5) I noticed a case of, well, missing DLLs. |
Mines working fine... weird...
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I found something interesting. You know the LED guide signs that have messages like "To run, Hold shift and press left or right" Well, I figured out where those messages are stored. Problem is, if you edit them in notepad and save, it will corrupt the exe...
Only if there were some way to change this inside the editor... Open the AbeWin.exe in notepad (it will take a little while for it to load if you haven't loaded it before...) Scroll down and you'll come across this: http://i686.photobucket.com/albums/v...g?t=1294646224 |
I would recommend that you Use a Hex editor instead of notepad, it loads everything instantly and won't corrupt the executable.
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I know absolutely nothing at all when it comes to hex editing and I'm not even gonna bother trying to learn it again... tried twice and couldn't stand it... I'll just stick to my graphical designing! :D
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The problem isn't that we didn't know where the LED messages were, it's that we knew they're in the game .exe and not the .lvl files, and therefore any modifications we make can't be distributed without basically distributing the game for free.
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technically, it's not the actuall game itself if it doesn't contain any of the actual levels. It's basically just a user-made full game mod. It's just an engine basically that's being distributed, Not the game.
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We could always just ship mods with the appropriate code to be pasted into the .exe.
I can't wait until the editor is a bit more stable, I think it could completely reinvigorate the game for me. |
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I can't believe it. |
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Also, thanks for the v0.6 update! :) |
I won't be adding it because:
-Each version of the game will have different offsets -Each translation of the game will have different offsets -Each and every version that we know of that's on steam can't be hex edited with out removing the copy protection/packing from the binary One thing you could do is release a patch and state with language/version of the game it works with. Additionally I'm still toying with API hook dll's for the game. It might be possible to add your own messages that way, no idea at the moment though :) If it did work you'd just specify message ID's higher than what the game has used. But you'd also need your own messages.dat / hook dll too. If for some reason I do this and it works, it will likely only work with certain versions of the game too. |
Well, at least it's better than not being able to do it at all! o:
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Since it may turn out to not be possible, it's not necessarily better.
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I found out that if you make the size of an object larger than 200'ish in either X or Y, you can no longer select it. Weird....
[EDIT] Another thing, Shykrull portals will not work at all no matter what I do, I even extracted the BND file from another stage that had one and put it inside this LVL file. I even copied the properties from that one and still nothing... Most of the time the portal is there somewhere but you can't see it. Only reason I know this is because when I chant I can hear it open or the birds fly away because a slig scared them off. Also, when I leave the scene with the shykrull portal and return to that scene, the game crashes... O.o |
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Only the first path of necrum mines can be edited without corrupting the lvl file.
Editing the second and third path and so on of necrum mines may cause a game crash or objects got deleted while you added new ones = You added new obejects and the old ones got deleted without you knowing it:( |
Hi Paul
There is a bug in the Editor v.05-06, after saving levels s1.lvl. When you reopen this level, we get an error: |
Ok guys, if you have a bug can you break it down in to step to reproduce it? E.g foust has reported a bug thats very simple but I can't reproduce it, thus can't fix it.
For example foust could write: 1. Open S1.LVL 2. Save S1.LVL 3. Close editor 4. Open S1.LVL, assert dialog appears (see screenshot) Also foust FYI I tried adding/deleting objects adding/removing cams resaving/reopening and none of them caused an assert. |
1. Open MI.LVL
2. Select Path 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10 or 11 or 12 3. Delete some mudokons that don't listens to abe + delete some mine drills + sligs 4. Select some mudokons that follows abes order 5. Copy and paste them to a screen 6. Change what screen they should be loaded in 7. Save the MI.LVL in another folder 8. Close the editor 9. Overwrite the old MI.LVL file with the edited one 10. The game will work now on that level 11. Shutdown the game manually 12. Go back to the editor 13. Open the edited MI.LVL file 14. Delete some objects or add new ones 15. Make them load in right screen with working settings 16. Save the MI.LVL file 17. Close the editor 18. Copy the MI.LVL file 19. Replace the old one with the newly edited one. 20. Play the game 21. Enjoy the level 22. Enjoy the game crashes or some unexpected objects got deleted without you knowing it 23. Have a nice day |
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It was first secret area and tunnel 2 + Boiler with slogs. + The game was running while overwritng the lvl file = I am to lazy when testing minor changes. :
And then. Have you edited all lvl files and got them to instantly crash??? Regardless if you edited them the right way. Just curious before i use your editor too much. I don't want the game to crash while having fun with your editor. |
lol,i saw at the pv.lvl path three,if you look at the mini map it reminds of a fleech
and path 4 has the shape of 1 and has a hidden message :D mudomo vault map has a sign of coalision saying MAP |
The old versions would fail to save if it was in use or read only. Also saving over the same level could corrupt it, those are all fixed. Nothing in MI appears to be hard coded, I can delete things without any problem so long as anything that references the deleted object is removed too.
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hm the path 13 could be used to make huge lvls :)
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A: The game will crash because the abe spawn object is gone Q: How do i add working objects A: Use ban and bnd files from all lvl files to one lvl file Then copy object settings with your eyes from another editor that uses another lvl file than your current one. Q: The objects don't show up on screen A: Make them load in right screen Q: How do i add bmps in abe's exoddus cams A: Always impossible forever because of advanced compression |
Ok Paul...
I tride that: 1. Open S1.LVL 2. Save as S1.LVL - 1.lvl 3. Close editor 4. Open editor 4. Open 1.LVL we get an error: http://www.oddworldforums.net/attach...9&d=1294772671 :fuzwink: exact same error with C1.LVL |
And same when open Edited.LVL ?
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If edited and save or just 'save as'. This error with levels - S1.LVL and C1.LVL
if assembled with the help of Tool from paul - LVL Builder then opens normally with 'Editor'. So everything works :) |