Oh, I really was wondering how paths were working! I never would have guessed they were collision data, I've already came to the conclusion that Flying Sligs didn't have paths because of that! :O
But something still seems wrong about them being lines – It would mean the bomb would be moving zig-zag in the vertical part, while in the game it actually moves straight. It probably will need some experimenting... Have you done any progress documenting the collision item types? I also wonder what the undocumented bytes mean, they might have something to do with paths too. |
No progress on collision types yet, tons of stuff to do :(
This scrab appears to get suck while chanting.. |
Ahh Paul, that is a glitch in the game, but I thought it was only possible on the PS1 version. If you chant and are in front of the Scrab (obviously you would be on a higher ledge) and it is one space away from a wall, it can get stuck; kinda useful if you're masochistic and want to complete the game by rolling or something.
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He doesn't look tremenously alive to me.
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I hope you figure this out guys. i've always wanted to see Scrabs and Paramites in the same screen.
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It's cool to see Scrab's and Paramites in same screen (sorry for repeating Crashpunk's comment)!
Soon when editor is released im gonna do same styled screens like in Abe's Oddysee Manual :) Timer Rupturefarms levels would be epic. |
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http://img375.imageshack.us/img375/3008/62775372.png http://img442.imageshack.us/img442/5297/59850303.png |
So Paul, with your new version, I can make timer levels too with gas?
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But it should be possible to allow the player to pause the time with a lever and then have an invisible switch turn it back on, possibly you can make it reset to 2 mins.. And as expected the paramites and scrabs don't interact with each other and sligs can't shoot them (as with paramites). And finally adding an undocumented object will not be as simple as you would expect, as any bad default values will cause the object to either not work, work in some crazy way (i.e uber fast meat saw that never moves) or just plain old crash the game. |
lol a turbo meatsaw that looks like its off line,someone walks in= splat!!!
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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. |
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? |
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)
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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). |
Yes! (Not sure about Gas shutoff, haven't experimented with it yet, but it should be possible)
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Are both you and Paul working on the same editor, or are you both making new versions of your current ones? |
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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. |
Very, very nice. Can you explain what some of them mean? I think I understand them all except:
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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 |
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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) |
Which well can shoot you out of the same well in a direction?
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Wells shoot you from a DIFFERENT well; (Note that inactive wells behave like express wells) |
Oh. Sorry. I misunderstood your post.
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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? |
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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? |