can i ask,where do i select in witch direction is the slig facing,the trap doors to be open,and how to make a shrykull portal... thanks in advance!
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http://filesmelt.com/dl/d21.png
Probably old but I've never seen this screen before and it has no screen items on it. |
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something like that,chubfish that was an old explosion well i saw that screen,been there and it has a one hell of a glitchy coallision data,you fall from an invisible edge on those metal things..
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I'm keen to -ddcheat there. |
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Path - 6 Screen - 8 Hence the D2P(path)06C(cam)08 name. |
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yep thats that explosion well... i am not sure what was it for but i know it hat something involving explosion scrab and a well
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For those who are interested, I'm basically making a harder version of RuptureFarms I and Stockyard Escape.
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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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