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  #1291  
04-28-2012, 12:24 PM
kapteeni13
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Wow!
This guy handle editor too like master... ^^



But, anyways my other level variation is soon ready...
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  #1292  
04-28-2012, 03:45 PM
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Im going to try this
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  #1293  
04-29-2012, 05:00 AM
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Just 2 or 3 paths to edit and my level is ready
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  #1294  
04-29-2012, 10:21 PM
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Great. ^^ Finally, I'm working on bonewerkz, I did the two first screens, you gotta see this



Edit: New level piece pack !

Bonewerkz



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he could not can read what you say properly because you sorry couldn't did not use proper grammer level not design and read bad he could can not and mad you did not did do proof read it's not is hard when you just type whatever comes not to mind and don't read not yes read through what you have not yes have said.


Last edited by skychase2rebirth; 04-30-2012 at 12:39 AM.. : (can't edit threads older than 3 months)
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  #1295  
04-30-2012, 04:29 AM
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You don't need help ? I wanted to do that.
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  #1296  
04-30-2012, 03:12 PM
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Custom sounds should be possible soon, I'm close to figuring out the formats

Music is another beast though.. its a type of MIDI.
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  #1297  
04-30-2012, 03:14 PM
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Custom sounds should be possible soon, I'm close to figuring out the formats

Music is another beast though.. its a type of MIDI.
That sounds interesting, not entirely sure what sort of applications would be possible for that though. Unless we had the ability to create entirely custom content.
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  #1298  
04-30-2012, 03:48 PM
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Blackvenom! Nice to see your back, it's been ages, how is your work on AE?
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  #1299  
05-01-2012, 12:04 AM
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Custom sounds should be possible soon, I'm close to figuring out the formats
Well I've tried to open the sounds.dat with Audacity with some quierly sounds, depended on the kbps rate. Sadly I didn't find more time to explore this topic more.

:
Music is another beast though.. its a type of MIDI.

I thought the music are finished samples with different speed times, depending on the action of the player?

I really hope to see fast pogress =)

Last edited by Never Sleeper; 05-01-2012 at 12:06 AM..
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  #1300  
05-01-2012, 05:15 AM
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Happy my level

Hello
I've been lurking these forums every now and then and have finally summed up the courage (see oddworld's is my favourite game.)
So here's one of my levels

oddworld adventures remake
Difficulty: easy
map: paramonia temple
Download: http://www.mediafire.com/?hk6tgnl2zt71346
Editor: pauls

keep in mind this was one of the first time using the editor so there are glitches
so I recomend using dd-cheat.

also not everything's the same

incase you need a video





and I've just uploaded another video for the level I was making currently
(see kapteeni13's post)

Last edited by xXxrenhoekxXx; 05-05-2012 at 02:40 AM..
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  #1301  
05-01-2012, 07:01 AM
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Custom sounds should be possible soon, I'm close to figuring out the formats

Music is another beast though.. its a type of MIDI.
Wait, are you trying to say that editing sounds is soon possible too...? O.o

:
Hello
I've been lurking these forums every now and then and have finally summed up the courage (see oddworld's is my favourite game.)
So here's one of my levels

oddworld adventures remake
Difficulty: easy
map: paramonia temple
Downloadhttp://www.mediafire.com/?hk6tgnl2zt71346
Editor: pauls

keep in mind this was one of the first time using the editor so there are glitches
so I recomend using dd-cheat.

also not everything's the same
This level was interesting.
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Last edited by kapteeni13; 05-01-2012 at 07:04 AM..
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  #1302  
05-01-2012, 12:30 PM
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Editing all sounds should be possible...

For the music it currently looks like this:

1. Can't change the "size" of the music data (not related to the length of the track).
2. Its "like" MIDI.
3. Each MIDI instrument is in fact a sound (which can be edited).

So the music is a bunch of MIDI commands that say things such as note on,off, change pitch, change instrument at time X where an instrument is a sound from a .VB or sounds.dat file.

I'll create a basic tool that allows easy replacement of sounds to begin with, then add support for viewing SEQ tracks and basic editing of them.
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  #1303  
05-01-2012, 02:43 PM
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Hey xXxrenhoekxXx

I'm not goona quote your post because it is rather lengthy, but I just wanted to say, that when you said Oddworld Adventures remake, I thought you meant recreating all the same levels using the graphics from the PC version. But what you did, that was really interesting, and well done for the work.
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  #1304  
05-01-2012, 03:32 PM
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Blackvenom! Nice to see your back, it's been ages, how is your work on AE?
Thanks. Right now I'm not working on it as I have alot going on right now. I'm not even sure if I could get back into it at all because of my job....
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  #1305  
05-01-2012, 03:54 PM
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Hey xXxrenhoekxXx i send u a message on youtube to tell u about download the rupturefarms level. are u able to send a level post?
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  #1306  
05-01-2012, 04:56 PM
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Hey xXxrenhoekxXx i send u a message on youtube to tell u about download the rupturefarms level. are u able to send a level post?
watch the end of my latest video and you'll see why I haven't released it

I'll release a demo (plan on making this a full mod) once I've finished rupture farms.

EDIT: I've come up with a level concept for a future level what do you think? (replaces an elum segment in paramonia.)
Attached Thumbnails
Click image for larger version

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Last edited by xXxrenhoekxXx; 05-01-2012 at 10:46 PM..
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  #1307  
05-01-2012, 05:39 PM
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First five cams of Bonewerkz ! (not whole first path)



President Odess (;P), if you want to help feel free to do it but I'll keep working on this version because I feel really motivated for now. Oh and how's feeco developpement ?
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he could not can read what you say properly because you sorry couldn't did not use proper grammer level not design and read bad he could can not and mad you did not did do proof read it's not is hard when you just type whatever comes not to mind and don't read not yes read through what you have not yes have said.

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  #1308  
05-01-2012, 07:50 PM
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Hey Paul would it be possible to include support for importing actual MIDI files (or parts of given the size limitation) into a SEQ track?
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  #1309  
05-02-2012, 12:43 AM
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Feeco is finish, and I edit stockyards, but if you do Bonewerks, you have to edit the door of the train (path 4 of stockyards), but it's finish
So, I will post a link to download this level

Paul, we can edit LCD screen message ?
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  #1310  
05-02-2012, 02:48 AM
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hey WolfensteinOdess will u send the level post to me by tomorrow morning? so i want to check what it is so i'll be happy to see what u made so that's all i'm going to say. i've been waiting for this for a long time.
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  #1311  
05-02-2012, 03:54 AM
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Hey, I have to correct some bugs, but 98% of edit is finish
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  #1312  
05-02-2012, 04:01 AM
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Skychase, what .lvl are you using? Because clearly the platform in that picture is not a factory one.
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  #1313  
05-02-2012, 04:16 AM
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I think he don't use r2.lvl because FeeCo and my secret project are in r2.lvl.

e1.lvl

r2.lvl
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Last edited by WolfensteinOdess; 05-02-2012 at 05:04 AM..
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  #1314  
05-02-2012, 05:30 AM
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Editing all sounds should be possible...

For the music it currently looks like this:

1. Can't change the "size" of the music data (not related to the length of the track).
2. Its "like" MIDI.
3. Each MIDI instrument is in fact a sound (which can be edited).

So the music is a bunch of MIDI commands that say things such as note on,off, change pitch, change instrument at time X where an instrument is a sound from a .VB or sounds.dat file.

I'll create a basic tool that allows easy replacement of sounds to begin with, then add support for viewing SEQ tracks and basic editing of them.
Didn't we decide a while ago that the music was put together dynamically by the engine? I recall a discussion about the percussion tracks responding to scrab jumps and that kind of thing.

Not that it really matters. I'm sure people will figure out ways to do things that work even if we can only replace sounds.
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  #1315  
05-02-2012, 07:47 AM
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Skychase, what .lvl are you using? Because clearly the platform in that picture is not a factory one.
I'm working on f2.
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he could not can read what you say properly because you sorry couldn't did not use proper grammer level not design and read bad he could can not and mad you did not did do proof read it's not is hard when you just type whatever comes not to mind and don't read not yes read through what you have not yes have said.

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  #1316  
05-02-2012, 08:52 AM
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And why ?
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  #1317  
05-02-2012, 11:13 AM
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There's a lot of collision lines that I can use for background platforms, lots of paths, and because Scrabania will probably become a bee level, Monsaic Lines and Stockyard (return) are too short, Rupture Farms (beginning and return) and Stockyard escape are already used and because Paramonia can be edited beyond path 1 so Paramonian temple seems a good choice.

Edit: 6th cam.

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he could not can read what you say properly because you sorry couldn't did not use proper grammer level not design and read bad he could can not and mad you did not did do proof read it's not is hard when you just type whatever comes not to mind and don't read not yes read through what you have not yes have said.


Last edited by skychase2rebirth; 05-02-2012 at 11:50 AM..
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  #1318  
05-02-2012, 12:18 PM
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Is that floor to the right of the slig a trap door?
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  #1319  
05-02-2012, 01:27 PM
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No, just planks. It may change soon.
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he could not can read what you say properly because you sorry couldn't did not use proper grammer level not design and read bad he could can not and mad you did not did do proof read it's not is hard when you just type whatever comes not to mind and don't read not yes read through what you have not yes have said.

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  #1320  
05-03-2012, 01:43 AM
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There is one thing I don't understand, you can place Electrics walls where you want but me no. Why ???
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