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  #1351  
12-27-2010, 12:03 AM
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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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  #1352  
12-27-2010, 12:59 AM
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Probably old but I've never seen this screen before and it has no screen items on it.
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  #1353  
12-27-2010, 01:51 AM
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where do i select in witch direction is the slig facing
Are you asking for a object rotation feature?
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  #1354  
12-27-2010, 01:57 AM
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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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  #1355  
12-27-2010, 02:17 AM
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Probably old but I've never seen this screen before and it has no screen items on it.
Could you enlighten us as to where that screen is in the Scrabanian temple?

I'm keen to -ddcheat there.
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  #1356  
12-27-2010, 02:22 AM
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Could you enlighten us as to where that screen is in the Scrabanian temple?

I'm keen to -ddcheat there.
Level - d2.lvl

Path - 6

Screen - 8

Hence the D2P(path)06C(cam)08 name.
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  #1357  
12-27-2010, 02:24 AM
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Level - d2.lvl

Path - 6

Screen - 8

Hence the D2P(path)06C(cam)08 name.
Sorry, I mean which door.
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  #1358  
12-27-2010, 02:25 AM
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Sorry, I mean which door.
EDIT:


Where Abe is.
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Last edited by Chubfish; 12-27-2010 at 02:29 AM..
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  #1359  
12-27-2010, 02:31 AM
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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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  #1360  
12-27-2010, 03:05 AM
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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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  #1361  
12-27-2010, 03:10 AM
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For those who are interested, I'm basically making a harder version of RuptureFarms I and Stockyard Escape.
great! i am making a harder version too mostly hard/insane


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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Last edited by Scraby; 12-27-2010 at 03:13 AM..
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  #1362  
12-27-2010, 03:19 AM
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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
That's the bonus you get for killing all the mudokons possible in the game (cruel ending as I like to call it).
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  #1363  
12-27-2010, 03:21 AM
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so you actually get free infinite grenades...awsome
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  #1364  
12-27-2010, 07:10 AM
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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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  #1365  
12-27-2010, 07:29 AM
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This new editor is awesome!!!
I don't know what else could make it better.
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  #1366  
12-27-2010, 10:15 AM
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The scrab, paramite and glukkon no sound in necrum mines:

Then its impossible to modify the whole mi.lvl without crashing the game after saving.

MIPATH.BND!1
MIPATH.BND!2
MIPATH.BND!3
MIPATH.BND!4
MIPATH.BND!5
MIPATH.BND!6
MIPATH.BND!7
MIPATH.BND!8
MIPATH.BND!9
MIPATH.BND!10
MIPATH.BND!11
MIPATH.BND!12
Thats just because of the sound file for each LVL is not the same, you could try overwriting the .VB/VH in MI.LVL from one that has scrabs/paramites/whatever


:
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.
I actually fixed this the other day since I've doced quite a few more AO objects

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)
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  #1367  
12-27-2010, 10:27 AM
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can i ask would it be possible to make new collision data and mines and bats collision data
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  #1368  
12-27-2010, 10:30 AM
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can i ask would it be possible to make new collision data and mines and bats collision data
At some point yeah, when I add the collision data editor you can use ones the ones already there - drag em into position and change the type etc..

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.
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  #1369  
12-27-2010, 11:10 AM
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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?


:
you can never add more than was already previously in the level because the amount is hard coded.
I will wait forever for that feature,
adding unlimited amount of collisions is still a dream.

And Paul, can you convert the hardcoded things to softcode?

Last edited by NovaMan; 12-27-2010 at 11:19 AM..
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  #1370  
12-27-2010, 11:17 AM
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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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  #1371  
12-27-2010, 11:35 AM
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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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  #1372  
12-27-2010, 11:49 AM
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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?



I will wait forever for that feature,
adding unlimited amount of collisions is still a dream.

And Paul, can you convert the hardcoded things to softcode?
You can't merge them, not sure if its possible or not you'd have to look at PS1 sound format or something, the only thing you can try is overwriting the VB/VH in MI.LVL and see if that works.

"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.


:
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?
Hmm I will take a look at that.. must a problem with my editor since the game is ok with the re-build/saved levels from the command line tool?

:
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
No idea barley documented any AE objects, pretty much done all AO ones now though
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  #1373  
12-27-2010, 12:38 PM
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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.
Easier said than done.
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  #1374  
12-28-2010, 03:40 AM
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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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  #1375  
12-28-2010, 07:42 AM
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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?
Sounds like an Engine glitch, It's probly just how it handels loading after the first screen perhaps. Some more things that arn't yet known might be hardcoded too or mabe just not found out yet.
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  #1376  
12-28-2010, 08:10 AM
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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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  #1377  
12-28-2010, 11:04 AM
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it is ok,i always check, it was in someones lvl variation that made that glitch
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  #1378  
12-28-2010, 12:20 PM
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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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  #1379  
12-28-2010, 12:44 PM
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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.
Are you sure? Caise Jango's level has a new eletric wall that's not in a secret area and appears if you don't die?

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
Attached Files
File Type: ttf Editor 0.3.zip.ttf (529.6 , 268 views)

Last edited by Paul; 12-28-2010 at 01:12 PM..
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  #1380  
12-28-2010, 03:04 PM
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Thanks Paul for an update.
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