Oddworld Forums > Zulag One > Oddworld Discussion > Oddworld Mods & Hacks


 
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  #961  
10-22-2010, 06:59 AM
gaspode
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Pulling the lever in C13 turns on a electrical barrier that then fries a slig that flies into it. pulling the lever again turns off the barrier allowing you to take your slig along a tube-like cage to pull another lever, although I cannot remember what this is for.

the best place to stand and possess a flying slig is in screen BRP02C08, as far as you can get under the ledge

Last edited by gaspode; 10-22-2010 at 07:03 AM..
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  #962  
10-22-2010, 08:28 AM
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Edit: Paul, something's wrong with the 0400 terminator. Screen MIP01C24, there's the information thing. However its object is found after the 0400 terminator, so my editor won't see it. The game however, will. Any clue?
My mistake. My editor always skips the last object in a screen. Fixed now.
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  #963  
10-22-2010, 08:42 AM
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Could someone point out where order mines (timed mines) are in Abe's Exoddus? If they're unused in it I would be very surprised.
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  #964  
10-22-2010, 08:47 AM
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There is not a single order bomb in AE.
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  #965  
10-22-2010, 08:51 AM
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There is not a single order bomb in AE.
Are you absolutely sure? I quite remember I've seen them in one screen and thought to myself "Oh, so they used them after all!". It could be false memory though.
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  #966  
10-22-2010, 08:51 AM
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Ahhh, that surprises me alot. Well it still exists in the game files, so it's nice that we can use it as an object, but I'm unsure on how to give it a time.
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  #967  
10-22-2010, 08:56 AM
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Mmm, that'd make the object pretty hard to document, as I don't know its size... =/
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  #968  
10-22-2010, 11:55 AM
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Alpha available!

Please read the following notes before usage:
-This version only supports MIP1. Any other level will almost surely crash.
-This version only supports editing objects' properties. Moving and scaling is yet supported, but will be next version.
-Adding and deleting objects is not yet supported, and so is changing object types.
-As a side effect of the MIP1-only support and the lack of adding objects support, it is possible to directly load the MIPATH.BND file without having to split it, so the BND tool is not included (as it's not needed) in this version)
-The level editor loads .path (or in this alpha .BND files) files. .BND files need to be extracted and then recombined to the .lvl file using Paul's tool. Do not attempt to load .lvl files to the editor, it will crash.
-To display CAM files, convert them using Paul's tools to BMP files and place the in the CAM folder with this naming scheme: MIP01C01.CAM.BMP.
-Most objects don't have sprites, feel free to post sprites here so I can include them next version.
-The options menu allows advanced editing. (Edit undocumented features, and watch Hex IDs and offsets)
-If you find anything about an undocumented object, a mistake in the documentation, or a bug, report it!

(Rename ttf to zip)
Attached Files
File Type: ttf Level Editor.zip.ttf (707.4 , 626 views)
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  #969  
10-22-2010, 12:43 PM
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:O !!! im out of text..... yay!!! plus rep
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  #970  
10-22-2010, 01:06 PM
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Never mind, thought you were talking about OXBs, just realised it was actually about those bombs that explode a couple of seconds after you hit them.

Last edited by DWeedMan; 10-22-2010 at 02:39 PM..
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  #971  
10-22-2010, 01:11 PM
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If i click cancel, i get this:
The exception unknown software exception (0xc0000005) occurred in the application at location 0x022625f4.
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  #972  
10-22-2010, 01:15 PM
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And I made that video so I know they're only UXB's.
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  #973  
10-22-2010, 01:16 PM
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Yeah, the cancel button crashes now. :P
It also crashes if you click on the object list after the last line. I was too lazy to fix these two, but the final version won't have these.
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  #974  
10-22-2010, 01:17 PM
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My computer cannot open the file. How do I open the file?

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  #975  
10-22-2010, 01:17 PM
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Rename it to .zip.
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  #976  
10-22-2010, 01:47 PM
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Just to show what I did with LIJI's level editor. All I did was change the direction and pitch (higher) of the first mudokon, make him blind and make him a cleaner, but it's pretty nice.
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  #977  
10-22-2010, 02:57 PM
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So how far will that blind Mudokon go if you get him walking to the right before the slamdoor is loaded?
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  #978  
10-22-2010, 03:14 PM
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Interesting idea. You'd need to use -dd to get on the other side of him, and then... hm... do they start working again once they're far enough away from you?
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  #979  
10-22-2010, 03:14 PM
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Until he reaches a non-slam-door wall.
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  #980  
10-23-2010, 07:43 AM
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Greeter Hell. Demonstrates that falling and bouncing Greeter thing LIJI was on about nicely about 1 minute in or so.

For some reason, it crashes on the screen where the second lot of laughing gas is when you go into it.
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  #981  
10-23-2010, 08:25 AM
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Greeter Hell. Demonstrates that falling and bouncing Greeter thing LIJI was on about nicely about 1 minute in or so.
Do they always bounce off the screen? Do they die then?
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  #982  
10-23-2010, 08:29 AM
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The crashing was probably caused by a greeter getting bad parameters. A very nice demonstration!

An update on the editor:
I've listed the hardcoded values for all MI paths. There are 12 MI paths, about 5 of which are old unused version. (Don't get too excited, they do not contain beta designs of the levels, they're just normal versions of the existing levels with missing screens. They can be used in later stages as additional levels though! )

I've documented a lot objects; the Slig AI objects, the platform object, more about the LCD object, levers, and even some parts of the Slig object. I also discovered something rather disappointing about Sligs (Normal, legged Sligs at least) - It appears that all of them will eventually reset their positions and states if you get one or two screens away from them, which is quite annoying. I'm currently trying to figure more about this property of Sligs.
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  #983  
10-23-2010, 08:41 AM
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there might be some invisible markers for the greeters,that make them turn around or for sligs
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  #984  
10-23-2010, 08:44 AM
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there might be some invisible markers for the greeters,that make them turn around or for sligs
Yes, there are. For Sligs they are the "SligAI" objects. (In future version they will be named "SAI"). Greeters have different object IDs for markers.
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  #985  
10-23-2010, 08:48 AM
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Greeter Hell. Demonstrates that falling and bouncing Greeter thing LIJI was on about nicely about 1 minute in or so.

For some reason, it crashes on the screen where the second lot of laughing gas is when you go into it.
Could you please make lvl. editor tutorial video?
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  #986  
10-23-2010, 08:51 AM
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I've listed the hardcoded values for all MI paths. There are 12 MI paths, about 5 of which are old unused version. (Don't get too excited, they do not contain beta designs of the levels, they're just normal versions of the existing levels with missing screens. They can be used in later stages as additional levels though! )
Found out they're actually used for demos! That's probably the case for the level Paul found too!
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  #987  
10-23-2010, 09:11 AM
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Could you please make lvl. editor tutorial video?
I actually used a hex editor for that one, the level editor was for editting the properties of the objects (the previous video). I could try to but LIJI's level editor is coming on nicely and it's very easy to use!
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  #988  
10-23-2010, 10:09 AM
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An updated version of objects.ini. Replace the content of the file with this:
:
[0]
name=Path Checkpoint
[2]
name=Climbable Ledge
[3]
name=Ledge
[4]
name=Pit Fall
[5]
name=Door
p8name=Closed?
p8type=chk

p1name=Path Number
p1type=num

p2name=CAM Number
p2type=num

p3name=lvl Number?
p3type=num
p3n0=Mines (mi.lvl)

p4name=Dest. Door. Number
p4type=num
p4n0=First door in destination screen
p4n1=Second door in destination screen
p4n2=Etc...

p5name=Trigger ID
p5type=num
p5n0=Do not open/close by Trigger ID
[6]
name=Shadow
p2name=Red
p2type=num

p3name=Green
p3type=num

p4name=Blue
p4type=num

p5name=Affect Only Background
p5type=chk
[7]
name=Platform Stop

p0name=Platform ID

p1name=Is initial position?
p1type=chk

p3name=Type
p3n0=Top
p3n1=Bottom
p3n2=Middle

p4name=In background layer?
p4type=chk
[8]
name=Well (Jump)
[A]
name=Rock Sack
[C]
name=Ring
[D]
name=Vent
[E]
name=Time Bomb
[F]
name=Slig
p1name=mode
p1n0=Awake
p1n1=Awake
p1n2=Sleeping
p1n3=Shoot on Enter Screen
p1n4=Do Nothing

p2name=Initial Pause
p3name=Left Pause
p4name=Left Pause 2?
p5name=Right Pause
p6name=Right Pause 2?

p8name="Wait!" Pause
p8n0=Do not shout "Wait!"

p13name=Chase Abe
p13type=chk

p15name=Panic Length
p15n0=Do not panic
[10]
name=Slog
[11]
name=Lever
p0name=Mode
p0type=num
p0n2=Toggle
p0n0=First/odd time
p0n1=Second/even time

p1name=In background layer?
p1type=chk

p3name=Sound Effect?
p3type=num

p5name=On Pull Trigger ID
p5type=num
p5n0=Do not trigger anything

p20name=AI ID1
p28name=AI ID2
[13]
name=Orb (13)
p0name=In background layer?
p0type=chk
[15]
name=Platform Rope
[16]
name=Starting Point
[17]
name=Well (Teleport)
[18]
name=Bomb
[19]
name=UBX
size=1C

p0name=Pattern
p0type=num
p0n0=-X
p0n1=-X
p0n2=-X--X
p0n3=-X--X-X--X--X
p0n4=-X-X--X--X
p0n5=-X-X--X--X

p3name=Inactive?
p3type=chk
[1C]
name=Portal

p0name=Direction
p0type=num
p0n0=Enter from Right
p0n1=Enter from Left

p5name=In background layer?
p5type=chk

p6name=Type
p6type=num
p6n0=Stay Open (Teleport)
p6n1=Rescue Portal
p6n2=Shrykull Portal

p7name=Muds Required for Shrykull
p7type=num

p9name=Trigger ID
p9type=num
p9n0=Never destroy/create by Trigger ID

[1E]
name="Flipper" floor

[20]
name=SAI, left edge
p0name=ID 1
p1name=ID 2
[21]
name=Step Switch
[23]
name=Orb (23)
p0name=In background layer?
p0type=chk
[25]
name=Slig Spawner
p1name=mode
p1n0=Awake
p1n1=Awake
p1n2=Sleeping
p1n3=Shoot on Enter Screen
p1n4=Do Nothing

p2name=Initial Pause
p3name=Left Pause
p4name=Left Pause 2?
p5name=Right Pause
p6name=Right Pause 2?

p8name="Wait!" Pause
p8n0=Do not shout "Wait!"

p13name=Chase Abe
p13type=chk

p15name=Panic Length
p15n0=Do not panic

p30name=Trigger ID

[26]
name=Electric Wall
[2D]
name=SAI, right edge
p0name=ID 1
p1name=ID 2
[2E]
name=SAI, Run edge
[2F]
name=Unknown
[30]
name=Hidden Step Switch
p0name=Trigger ID
[31]
name=Mud
hy=20

p0name=In background layer?
p0type=chk

p1name=Type
p1type=num
p1n0=Miner
p1n1=Cleaner
p1n2=Angry Worker
p1n3=Red Ring Giver
p1n4=Yellow Ring Giver

p2name=Direction
p2type=num
p2n0=Face Right
p2n1=Face Left

p3name=Voice Pitch
p3type=num

p4name=On Rescue Trigger ID
p4type=num
p4n0=Do not trigger anything

p8name=Mood
p8type=num
p8n0=Normal
p8n1=Angry
p8n2=Sad
p8n3="Wired"
p8n4=Sick

p9name=Blind?
p9type=chk

p12name=Can get sad?
p12type=chk

p10name=Angry Slapper?
p10type=chk
[32]
name=Invisible to Sligs
[3C]
name=LCD Sign

p0name=Green Message ID
p0type=num
p0n0=No Green Message

p1name=Green Message 2 ID
p1type=num
p1n0=No Green Message 2

p2name=Red Message ID
p2type=num
p2n0=No Red Message

p3name=Red Message 2 ID
p3type=num
p3n0=No Red Message 2

p4name=Trigger ID
p4type=num
p4n0=Do not change Green Message by trigger
[3D]
name=Information

p1name=Screen 1 CAM
p1type=num

p2name=Screen 2 CAM
p2type=num
p2n0=Only one screen

p3name=Screen 3 CAM
p3type=num
p3n0=Only two screen

p4name=On View Trigger ID
p4type=num
p4n0=Do not trigger anything
[40]
name=Stats Monitor
p0name=In This Tunnel
p0type=num

p2name=Invisible?
p2type=chk
[41]
name=Poli-wheel Handler
[42]
name=Secret Place Sound
[47]
name=Gas Animation
[4D]
name=Water
[4F]
name=Wheel
[51]
name=Laughing Gas
p1name=Trigger ID
p1type=num
p1n0=Do not de/activate by Trigger ID
[52]
name=Flying Slig
[54]
name=Slurgs
[55]
name=Slam Door

p0name=Closed?
p0type=chk

p1name=In background layer?
p1type=chk

p2name=Trigger ID
p2type=num
p2n0=Do not open/close by Trigger ID

p3name=Open from Ceiling?
p3type=chk
[56]
name=Level loader
[58]
name=Teleporter
p0name=Same Screen?
p0type=num

p1name=Dest. Telep. Number
p1type=num
p1n0=First teleporter in destination screen
p1n1=Second teleporter in destination screen
p1n2=Etc...

p2name=Dest. CAM
p2type=num

p3name=Dest. Path
p3type=num

p4name=Dest. level?
p4type=num

p5name=Trigger ID
p5type=num
p5n0=Do not teleport by Trigger ID

p6name=In background layer?
p6type=chk

p7name=Reload objects?
p7type=chk
[5A]
name=Grinder
[5B]
name=Colorful meter (like in the boiler)
[5D]
name=Mine Car
[5E]
name=Meat Sack
[5F]
name=Explosion Set/Falling obstacles. (Mines Ender-like)
[60]
name=Unknown
[61]
name=Light (Like on wheels)
[62]
name=Slap Lock
[65]
name=Fart Machine
[67]
name=Naked Slig
[68]
name=Slig Get Pants
[69]
name=Slig Get Wings
[6A]
name=Greeter
[6B]
name=Naked Slig Button
[6E]
name=Tortured Mudokon
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  #989  
10-23-2010, 10:28 AM
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Why must abe say EVO in the beginning of the game???
How do i remove that trigger that makes abe saying EVO when starting a new game???
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  #990  
10-23-2010, 10:57 AM
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That's not a trigger. It's either hardcoded or defined in the menu lvl file, which I'm not going to mess with.
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