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  #1261  
12-10-2010, 09:54 AM
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Nice, thanks. So are all three honey objects found on F1P02C04? And what if the drip target isn't directly below the honey sack? Is it a honey sack on F2P02C01?

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?
Not had a chance to look yet, no idea what happens if one isn't directly under it either since I've not tried it yet

Not sure why paramites don't need "no fall" objects.. I guess there is or was supposed to be puzzles where you force the scrab to fall to its death?


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Looks good Paul.

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?
It will take some time to figure out the content of each object, this is the hard part.. I have lots of info on most of them already though so we'll see.

You can't really do anything with the content of the zip file at the moment, it was mainly for LIJI's benefit.
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  #1262  
12-10-2010, 10:09 AM
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It will take some time to figure out the content of each object, this is the hard part.. I have lots of info on most of them already though so we'll see.

You can't really do anything with the content of the zip file at the moment, it was mainly for LIJI's benefit.
Ok. Is there still a possibility that the next version will be released by Christmas 2010? Out of interest.

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  #1263  
12-10-2010, 10:27 AM
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Not sure why paramites don't need "no fall" objects.. I guess there is or was supposed to be puzzles where you force the scrab to fall to its death?
There are some levels where a Scrab falls down to a lower level (without dying) while chasing Abe. An equivalent level for Paramites probably doesn't exist. The object is simply for Scrabs to tell apart "safe" places to fall and death pits.
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  #1264  
12-10-2010, 10:37 AM
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Also, in the next version, can you control where moving bombs move?

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  #1265  
12-10-2010, 10:42 AM
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I guess there is or was supposed to be puzzles where you force the scrab to fall to its death?
You have to get a Scrab to fall off an edge on D2P04C04.

Presumably there are Scrab No Fall objects either side of the pit on E1P06C09, so how come if you use -it_is_me_your_father to keep Abe on the top level, the Scrab on E1P06C08 will just walk straight into this pit?
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  #1266  
12-10-2010, 11:07 AM
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glitch? i made a vid on how to fool the scrabs to fall into pits
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  #1267  
12-10-2010, 11:17 AM
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"Glitch" is not an explanation.
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  #1268  
12-10-2010, 11:19 AM
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It seems that AE still includes the code for Elum, but it doesn't include the graphics for it. Looks like they really did try to put it in!

Edit: Seems like the rolling stone from the Paramite level is still there too. The time bombs are all there (With graphics included too, they work just like they did in AO.)

Last edited by LIJI; 12-10-2010 at 11:25 AM..
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  #1269  
12-10-2010, 11:44 AM
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Will it be possible to add Elum into AE custom levels?
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  #1270  
12-10-2010, 12:14 PM
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I wouldn't say yes, but it's less unlikely then it was yesterday. :P Figuring how Elum works in AO should be done first.

Edit: Looks like one of the level designers was bored and left us a message! Will probably make more sense with the newer line rendering.
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Last edited by LIJI; 12-10-2010 at 02:12 PM..
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  #1271  
12-10-2010, 02:25 PM
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Well here is my theory. Because Elum isn't in AE. i don't think it would be possible to use him in Exoddus Level Editing.

however, you'll never know. it just might happen
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  #1272  
12-10-2010, 02:51 PM
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We shall have to just wait and see.

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  #1273  
12-10-2010, 03:08 PM
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Edit: Looks like one of the level designers was bored and left us a message! Will probably make more sense with the newer line rendering.
Le gasp! Free collision paths to use!
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  #1274  
12-11-2010, 12:07 AM
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Well here is my theory. Because Elum isn't in AE. i don't think it would be possible to use him in Exoddus Level Editing.

however, you'll never know. it just might happen
:
It seems that AE still includes the code for Elum, but it doesn't include the graphics for it. Looks like they really did try to put it in!

Edit: Seems like the rolling stone from the Paramite level is still there too. The time bombs are all there (With graphics included too, they work just like they did in AO.)
So if you add graphics for elum, you may have it in AE.
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  #1275  
12-11-2010, 12:49 AM
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That depends on if the Elum path objects are still in the game.

EDIT: I think the screen message reads: SOEAB.

It appears to be a sirname.

Last edited by Phylum; 12-11-2010 at 12:58 AM..
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  #1276  
12-11-2010, 01:46 AM
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Then this:
:
None of these things are possible unless you hack the game exe, so unless you feel like reverse engineering all the AI functions and finding a place to add some new ones hand written in assembly then forget it .
After this:
:
A flying slig should see the scrabs and paramites as abe and chase + kill it.
A slig should see the scrabs and paramites as abe and kill it.
A scrab should see a paramite as abe and kill it.
A greeter should see the scrabs and paramites as abe and kill it.
A greeter should see a slog as abe and kill it.
A scrab should see a slig and greeter as abe and kill it.
A paramite should see a slig and greeter as abe and kill it.

Last edited by NovaMan; 12-11-2010 at 01:49 AM..
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  #1277  
12-11-2010, 04:39 AM
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More secret messages!
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  #1278  
12-11-2010, 06:38 AM
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nice
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  #1279  
12-11-2010, 07:49 AM
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List of all AE objects:
Unspotted objects (bold) are objects that are used in AE, but couldn't find.
Unused objects (italic) are objects not used in AE, but might still work and do something useful. Unused objects 76 and lower are objects from AO. Unused objects 78 and higher and new objects introduced in AE that did not make it to the final version. The only verified unused object is the time bomb (14).
0 Path Checkpoint
1 Path Tans
2 Climbable Ledge
3 Ledge
4 Pit Fall
5 Door
6 Shadow
7 Platform Stop
8 Well (Jump)
9 Dove
10 Rock Sack
11 Falling Item
12 Ring
13 Vent
14 Unused, Time Bomb
15 Slig
16 Slog
17 Lever
18 Unused. Elum Start?
19 Orb (13)
20 Unused. Elum Wall?
21 Platform Rope
22 Starting Point
23 Well (Teleport)
24 Bomb
25 UXB
26 Paramite
27 Movie Stone
28 Portal
29 Portal Target
30 Trap Door
31 Unused, Rolling Ball?
32 Step Switch
33 Invisible Zone
34 Unspotted
35 Orb (23)
36 Motion Sensor
37 Slig Spawner
38 Electric Wall
39 Lift Mover
40 Meat Sack
41 Scrab
42 Unused, Flint Lock Fire?
43 Scrab Left Bound
44 Scrab Right Bound
45 Slig Right Bound
46 Slig Presist
47 Enemy stopper
48 Hidden Step Switch
49 Mud
50 Z-Slig Cover
51 Door Flame
52 Floating Bomb
53 Unused, Bomb stopper?
54 Menu Controller
55 Unused, Hint fly
56 Unused, Scarb No Fall?
57 Unspotted, ID Splitter?
58 Slig Talk
59 Boom Machine
60 LCD Sign
61 Information
62 Credits Controller
63 Unspotted, Preloader?
64 Stats Monitor
65 Poli-wheel Handler
66 Music
67 Unused, Light Effect?
68 Slog Spawner
69 Death Clock
70 Unused, Ring Cancel
71 Gas Animation
72 Slog Hut
73 Glukkon
74 Unused, Kill unsaved muds
75 Soft landing?
76 Unspotted, Reset path?
77 Water
78 Unused
79 Wheel
80 Unused
81 Laughing Gas
82 Flying Slig
83 Fleech
84 Slurgs
85 Slam Door
86 Level loader
87 Unspotted
88 Teleporter
89 Unspotted
90 Grinder
91 Colorful meter (like in the boiler)
92 Unspotted
93 Mine Car
94 Slog Food
95 Explosion Set/Falling obstacles. (Mines Ender-like)
96 Multiswitch Controller
97 Light (Like on wheels)
98 Slap Lock
99 Paramite Net
100 Make Glukkon shout "Help"
101 Fart Machine
102 Unspotted
103 Naked Slig
104 Slig Get Pants
105 Slig Get Wings
106 Greeter
107 Naked Slig Button
108 Glukkon "Do-it"
109 Door Blocker (Valuts)
110 Tortured Mudokon
111 Unspotted

Update: Kill Unsaved Muds object works in AE! It's fixed to 28 muds however.
Update 2: Hint Flies are also confirmed to be in AE, but not fully working yet.
Update 3: Ring Cancel confirmed working

Last edited by LIJI; 12-11-2010 at 01:05 PM..
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  #1280  
12-11-2010, 03:31 PM
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I have a question: Will it be possible to edit the texts on the LED messages? Say for example, instead of it saying: "To sneak past the sleeping slig...", it could say: "This level was made by Jango! Enjoy!". It would be awesome.

I really can't wait for the next editor version. I've always wanted to properly edit the Oddworld levels.

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  #1281  
12-11-2010, 05:07 PM
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Quick question from me:

Would it be possible to utilise those silly hidden messages made out of collision paths for our own use? It would be pretty handy to have ones that we can just use.
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  #1282  
12-11-2010, 07:57 PM
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I have a question: Will it be possible to edit the texts on the LED messages? Say for example, instead of it saying: "To sneak past the sleeping slig...", it could say: "This level was made by Jango! Enjoy!". It would be awesome.

I really can't wait for the next editor version. I've always wanted to properly edit the Oddworld levels.
You can edit the scrolling text, but to do that you have to hex edit the .exe of the game. Basically search the exe for some words that are in the scrolling lcd and then replace them with whatever you want it to say. Heres a post I did a while ago for the special icons in the lcd (and some tips): http://www.oddworldforums.net/showpo...&postcount=370
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  #1283  
12-12-2010, 02:52 AM
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Editing the text requires editing the exe, which although being quite easy, it might raise legal issues when releasing the level (Unless you release the changes as a patch file and not in an .exe form)

About the hidden messages – yes, they can be used for whatever you'd like.
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  #1284  
12-12-2010, 04:05 AM
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hm will it be possible to make new files and add them to cams to replace the backgrounds
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  #1285  
12-12-2010, 10:37 AM
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hm will it be possible to make new files and add them to cams to replace the backgrounds
That will be possible in AO at some point (it actually already is possible to replace cam images).

I've added some default images to objects so its easy to see what's going on, bumps up the CPU usage quite a bit though.
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  #1286  
12-12-2010, 11:39 AM
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That will be possible in AO at some point (it actually already is possible to replace cam images).

I've added some default images to objects so its easy to see what's going on, bumps up the CPU usage quite a bit though.
Will that be featured in the next version?

Also, in the next version, will it be possible to control where moving bombs move?

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  #1287  
12-12-2010, 11:50 AM
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Will that be featured in the next version?

Also, in the next version, will it be possible to control where moving bombs move?
It will be. The moving bomb stuff should be possible too, it just uses a special type of collision path. Its not yet possible to change the properties of them yet though so maybe not..
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  #1288  
12-12-2010, 12:36 PM
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It will be. The moving bomb stuff should be possible too, it just uses a special type of collision path. Its not yet possible to change the properties of them yet though so maybe not..
Nice.

Is the next editor release expected before Christmas? Or is there still a lot more to do?

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  #1289  
12-12-2010, 01:02 PM
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I hope the next oddworld editor release is here before next weekend.
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  #1290  
12-12-2010, 05:02 PM
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Well I want a toilet made out of solid gold, but it's just not in the cards now is it?

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