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-   -   .lvl files (http://www.oddworldforums.net/showthread.php?t=15680)

kapteeni13 03-04-2011 03:40 AM

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Originally posted by Paul
The editor crashes? Or the GAME crashes? If the game crashes then thats likely never going to be fixed in regard to the AE cams.
Editor only crashes. It crashe's instantly. :fuzsad:

Well luckily i had stored all editor versions in my comp :D

Jango 03-05-2011 05:26 AM

On AO, how do you get the 'BOOM' machine to work when you add it into the level? Thanks.

NovaMan 03-05-2011 11:41 AM

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You need to decompile it and learn assembly and software engineering and then figure out how the game works and what you want to change and go from there, have fun.

Impossible random to understand correctly!
The random must be perfect and unique like impossible artwork!

Paul 03-05-2011 06:33 PM

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Editor only crashes. It crashe's instantly. :fuzsad:

Well luckily i had stored all editor versions in my comp :D

The game may crash, but the editor should not? What is it crashing with exactly?

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On AO, how do you get the 'BOOM' machine to work when you add it into the level? Thanks.

Take a look at a working BOOM machine and compare it. Reasons it won't work are:

1. Not on a "grid" properly
2. Bad properties
3. Missing BND/BAN files from the LVL its used in
4. Maybe more?

Jango 03-06-2011 05:03 AM

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The game may crash, but the editor should not? What is it crashing with exactly?



Take a look at a working BOOM machine and compare it. Reasons it won't work are:

1. Not on a "grid" properly
2. Bad properties
3. Missing BND/BAN files from the LVL its used in
4. Maybe more?

Well, I got a working 'BOOM' machine and moved it to a different location, on the same .LVL path. I used 'Snap to grid' and I made sure that it was at the same position relative to a collision item as the original.

When I played the level, I went to the exact location of the 'BOOM' machine. There was no glowing button or pipe. I pressed the up arrow and Abe did not jump up as usual, but did not press any sort of button. Instead, he did his 'I don't know' thing where he turns and waves his arms. The exact same thing happens if I add it into a different area of RuptureFarms, using 'Add Object'.

By the looks of it, the game knows it is there, but it simply does not work. Thanks for any help you can give. :)

Paul 03-06-2011 09:48 AM

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Well, I got a working 'BOOM' machine and moved it to a different location, on the same .LVL path. I used 'Snap to grid' and I made sure that it was at the same position relative to a collision item as the original.

When I played the level, I went to the exact location of the 'BOOM' machine. There was no glowing button or pipe. I pressed the up arrow and Abe did not jump up as usual, but did not press any sort of button. Instead, he did his 'I don't know' thing where he turns and waves his arms. The exact same thing happens if I add it into a different area of RuptureFarms, using 'Add Object'.

By the looks of it, the game knows it is there, but it simply does not work. Thanks for any help you can give. :)

There has to be something different about it, i.e you set number of pick up items to zero or something like that.

mlg man 03-12-2011 07:20 AM

I place the ddraw.dll in my Exoddus directory, and it crashes instantly... -.- Paul, are you able to upload your exoddus.exe? or just pm a link to me? It would be much appreciated :)

If you can't do that maybe just upload the source code for your wrapper? I'm sure I can find a way to make it work with my version of the game. :)

Paul 03-14-2011 11:06 AM

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I place the ddraw.dll in my Exoddus directory, and it crashes instantly... -.- Paul, are you able to upload your exoddus.exe? or just pm a link to me? It would be much appreciated :)

If you can't do that maybe just upload the source code for your wrapper? I'm sure I can find a way to make it work with my version of the game. :)

What version of the game do you have? Its better to add support for more versions than to use my exe, mine will crash because its patched so many things within it.

Only my steam version is good which it will NOT work with the hook dll as I've already said as its has anti debugger stuff in it and its packed.

Edit: Btw if you want it to work with the steam version then figure out how to unpack steam binaries at runtime and it will be easy-ish to make it work

mlg man 03-14-2011 06:23 PM

I have the original version, I got it from a store for 5 bucks ;)

It says its version 2.0 :P Thats all i can really give you.

JennyGenesis 03-15-2011 10:54 AM

Having trouble using the LVL Builder. I don't understand how to use it. I've tried editing the batch file but nothing seems to happen. Could somebody help me?

EDIT: FIGURED IT OUT NOW

Never Sleeper 03-15-2011 11:45 PM

Well Paul I had tested your level-editor number 0.6 and I'm really excited about this. But one thing I would like to know, could it be possible to have foreground pictures or animation on the screen?

Last but not least, which programming language have you chosen to program this editor?

mlg man 03-16-2011 03:39 AM

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Last but not least, which programming language have you chosen to program this editor?

I would assume c++.

Paul 03-16-2011 12:41 PM

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Well Paul I had tested your level-editor number 0.6 and I'm really excited about this. But one thing I would like to know, could it be possible to have foreground pictures or animation on the screen?

Last but not least, which programming language have you chosen to program this editor?

FG1 in AE = Possible and actually pretty easy
FG1 in AO = Possible but a lot harder so I likely won't ever bother

Adding new Anim's in AO and AE.. also quite possible. There is a "back ground animation" object, I'm sure it just takes an animation Id? Thus it should be possible to add new ones with un used Id's.

Edit: Whoops forgot to answer the other question, I use C++ with the Qt Application/UI framework.

RoryF 03-16-2011 12:44 PM

Could you use the background animations to act as an FG1? That is if the animations allow transparency...

Paul 03-16-2011 01:45 PM

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Could you use the background animations to act as an FG1? That is if the animations allow transparency...

No because background animations are not drawn on top of the foreground "layer" everything would be drawn on top of it..

Good news everyone! I've realized that I'm stupid and that making the hook dll work with the steam version was actually piss simple!

All I needed to do was hook the functions AFTER the binary is unpacked in memory. So here's an updated version that works with the steam and English none steam versions of the game.

(Note, if you find its not working try running as Administrator, the "VirtualProtect()" function likely requires some hefty permissions).

RoryF 03-16-2011 01:56 PM

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No because background animations are not drawn on top of the foreground "layer" everything would be drawn on top of it..

Damn. Is there actually any way to use an object to replace FG1?
I know that sounds really desperate but it would be cool to know just in case.

Paul 03-16-2011 02:15 PM

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Damn. Is there actually any way to use an object to replace FG1?
I know that sounds really desperate but it would be cool to know just in case.

Hmm maybe, but not really worth the effort as making new AE FG1 is easy.

Never Sleeper 03-17-2011 12:18 AM

Thanks Paul for your fast response. So it is possible to recreate foregroundlayers (like Abe is behind a stone or whatever) but not now with your editor right? And just one more question, could you please put an background image for missing cams (just like the gray patterns in the test screens) so we could know what size would fit exactly for Abe's or any item position?

Here's a video what I mean exactly.

Paul 03-17-2011 11:09 AM

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Thanks Paul for your fast response. So it is possible to recreate foregroundlayers (like Abe is behind a stone or whatever) but not now with your editor right? And just one more question, could you please put an background image for missing cams (just like the gray patterns in the test screens) so we could know what size would fit exactly for Abe's or any item position?

Here's a video what I mean exactly.

1. Correct
2. Easy enough to make your own, but attached ones extremely close the original

Ezzz 03-17-2011 01:09 PM

Is there only one Steam version of Abes Exoddus? The DLL wouldn't work with the original version I have so I'm thinking of just buying the Steam version as its only a few dollars.

Paul 03-17-2011 01:24 PM

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Is there only one Steam version of Abes Exoddus? The DLL wouldn't work with the original version I have so I'm thinking of just buying the Steam version as its only a few dollars.

I believe so. Is your none steam version the english version?

Felixia 03-17-2011 07:11 PM

hi. i just want to point out 1 very small thing i think is missing from the abe's oddysee bird portals. they dont have object id to activate o.o i looked at the bird portal on return to rupture farms and there doesnt seem to be anything that tells it to turn off the electric fence x.x

Littleleeroy 03-17-2011 07:18 PM

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hi. i just want to point out 1 very small thing i think is missing from the abe's oddysee bird portals. they dont have object id to activate o.o i looked at the bird portal on return to rupture farms and there doesnt seem to be anything that tells it to turn off the electric fence x.x

I THINK that is because it loads a different level (that looks the same), not the first one with a disabled fence.

RoryF 03-17-2011 11:01 PM

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...but attached ones extremely close the original.

Thanks. I really needed that grid thing because I'm terrible with graphics programs.
BTW was that grid originally a .cam file? Or was it just one you remade?

Ezzz 03-18-2011 03:48 AM

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I believe so. Is your none steam version the english version?

Yes, English and it says it is version 2.0

RoryF 03-18-2011 08:33 AM

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Yes, English and it says it is version 2.0

Mine's 1.0 and English and it works perfectly...

Ezzz 03-18-2011 05:40 PM

Well then Paul's version is probably 1.0 too, which explains why 2.0 doesn't work

Paul 03-19-2011 04:28 AM

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hi. i just want to point out 1 very small thing i think is missing from the abe's oddysee bird portals. they dont have object id to activate o.o i looked at the bird portal on return to rupture farms and there doesnt seem to be anything that tells it to turn off the electric fence x.x

What does that mean? Turning them on and off works fine??

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Thanks. I really needed that grid thing because I'm terrible with graphics programs.
BTW was that grid originally a .cam file? Or was it just one you remade?

I ripped it from the vram of psx emu and scaled up

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Well then Paul's version is probably 1.0 too, which explains why 2.0 doesn't work

Mine is 2.0...

mlg man 03-19-2011 06:05 PM

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Mine is 2.0...

How strange, mine is 2.0 and in english, yet even your updated one wont work... :/

Paul 03-20-2011 05:10 AM

If you guys can send me the md5 hashes of your Exoddus.exe's I can build of a list of supported/none supported game versions.