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  #1231  
12-06-2010, 12:11 PM
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Oh, I really was wondering how paths were working! I never would have guessed they were collision data, I've already came to the conclusion that Flying Sligs didn't have paths because of that! :O

But something still seems wrong about them being lines – It would mean the bomb would be moving zig-zag in the vertical part, while in the game it actually moves straight. It probably will need some experimenting...

Have you done any progress documenting the collision item types? I also wonder what the undocumented bytes mean, they might have something to do with paths too.
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  #1232  
12-06-2010, 01:17 PM
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No progress on collision types yet, tons of stuff to do

This scrab appears to get suck while chanting..
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  #1233  
12-06-2010, 01:54 PM
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Ahh Paul, that is a glitch in the game, but I thought it was only possible on the PS1 version. If you chant and are in front of the Scrab (obviously you would be on a higher ledge) and it is one space away from a wall, it can get stuck; kinda useful if you're masochistic and want to complete the game by rolling or something.
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  #1234  
12-06-2010, 10:43 PM
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No progress on collision types yet, tons of stuff to do

This scrab appears to get suck while chanting..
How is Abe still alive with all that poisonous gas on the screen?

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  #1235  
12-07-2010, 01:17 AM
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He doesn't look tremenously alive to me.
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  #1236  
12-07-2010, 02:02 AM
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I hope you figure this out guys. i've always wanted to see Scrabs and Paramites in the same screen.
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  #1237  
12-07-2010, 03:34 AM
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It's cool to see Scrab's and Paramites in same screen (sorry for repeating Crashpunk's comment)!
Soon when editor is released im gonna do same styled screens like in Abe's Oddysee Manual

Timer Rupturefarms levels would be epic.
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  #1238  
12-07-2010, 07:28 AM
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Timer Rupturefarms levels would be epic.
Like what happened in the boiler and glukkon kill.



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  #1239  
12-07-2010, 07:31 AM
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So Paul, with your new version, I can make timer levels too with gas?

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  #1240  
12-07-2010, 09:01 AM
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So Paul, with your new version, I can make timer levels too with gas?
Yeah you can add a "death clock" object anywhere, too bad the time is hard coded to 2 mins though

But it should be possible to allow the player to pause the time with a lever and then have an invisible switch turn it back on, possibly you can make it reset to 2 mins..

And as expected the paramites and scrabs don't interact with each other and sligs can't shoot them (as with paramites).

And finally adding an undocumented object will not be as simple as you would expect, as any bad default values will cause the object to either not work, work in some crazy way (i.e uber fast meat saw that never moves) or just plain old crash the game.
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  #1241  
12-07-2010, 09:06 AM
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lol a turbo meatsaw that looks like its off line,someone walks in= splat!!!
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  #1242  
12-07-2010, 09:09 AM
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I had to add a MeatSaw because there was no way to escape from the Scrab I added

I think I will allow adding of cams that are already in the LVL archive (so add cams to the LVL then open in the editor) rather than adding them IN the editor since the LVL archive is supposed to be a static collection of data..

Once I get AO cam stuff working and get the new version stable I'll get a new version posted and just incrementally update that.
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  #1243  
12-08-2010, 02:54 AM
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With the next editor version Paul, can I add things like: mines, moving bombs, sligs, uxbs, boom machines, electric walls, slogs, levers (that can control things like electric walls), trap doors?

I.e: Do all of those above objects work?

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  #1244  
12-08-2010, 03:46 AM
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Mines are very very simple, and I fully documented UXB myself. Electric walls are also very simple too. I also almost fully documented levers (They shouldn't be much different in AO, if at all). Paul has done really great job at documenting Sligs. As for the other objects - It depends of how well Paul documented them. (All this assuming the next version will allow adding objects)
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  #1245  
12-08-2010, 03:54 AM
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Mines are very very simple, and I fully documented UXB myself. Electric walls are also very simple too. I also almost fully documented levers (They shouldn't be much different in AO, if at all). Paul has done really great job at documenting Sligs. As for the other objects - It depends of how well Paul documented them. (All this assuming the next version will allow adding objects)
Awesome!

With the levers, can I choose what each one does? I.e: Bind it to another object (for example: an electric wall, trap door, gas shutoff etc).

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  #1246  
12-08-2010, 04:12 AM
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Yes! (Not sure about Gas shutoff, haven't experimented with it yet, but it should be possible)
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  #1247  
12-08-2010, 04:17 AM
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Yes! (Not sure about Gas shutoff, haven't experimented with it yet, but it should be possible)
Great!

Are both you and Paul working on the same editor, or are you both making new versions of your current ones?

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  #1248  
12-08-2010, 04:54 AM
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Great!

Are both you and Paul working on the same editor, or are you both making new versions of your current ones?
We're not working on the same editor, in general I am working on making my editor stable and documenting AO objects, and he is busy documenting AE objects
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  #1249  
12-08-2010, 07:44 AM
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I am working on making my editor stable and documenting AO objects,
Is that all you have left to do before you release the next editor version?

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  #1250  
12-08-2010, 07:46 AM
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Is that all you have left to do before you release the next editor version?
Almost, I also have to fix a ton of bugs then I could release something. It won't have many new features though (It will have lots of issues fixed and allow adding/deleting objects though)
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  #1251  
12-08-2010, 08:50 AM
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Almost, I also have to fix a ton of bugs then I could release something. It won't have many new features though (It will have lots of issues fixed and allow adding/deleting objects though)
Fantastic. Well done Paul. Adding/deleting objects has been the thing that I've really been looking forward to. Extra things, like the grid lock feature, will be bonuses to look forward to.

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  #1252  
12-09-2010, 01:13 PM
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Here is the complete list of AO objects, the naming of some of them might be a little off but I'm pretty sure I got them all right for what they actually do

Unfortunately all of the properties of each one must still be reversed and documented


Edit: Added current objects in a zip file.
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File Type: zip objects.zip (74.5 , 202 views)

Last edited by Paul; 12-09-2010 at 01:42 PM..
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  #1253  
12-09-2010, 02:11 PM
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Very, very nice. Can you explain what some of them mean? I think I understand them all except:
  • What are the first three?
  • What's the difference between a well and an express well?
  • What's are Start Controllers, Menu Controllers and Credits Controllers?
  • What's the difference between honey, honey sack and honey drip target?
  • What is Slig mud?
  • Why is there a ring cancel? Doesn't that just happen when you change path?
  • Elum path trans? Scrab no fall? ID splitter? Nop?!?!
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  #1254  
12-09-2010, 02:27 PM
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Very, very nice. Can you explain what some of them mean? I think I understand them all except:
  • What are the first three?
  • What's the difference between a well and an express well?
  • What's are Start Controllers, Menu Controllers and Credits Controllers?
  • What's the difference between honey, honey sack and honey drip target?
  • What is Slig mud?
  • Why is there a ring cancel? Doesn't that just happen when you change path?
  • Elum path trans? Scrab no fall? ID splitter? Nop?!?!
*What are the first three?
000 = Id of a screen
002 = Id of the place you start when you die, which is what 000 links to
001 = Changes to another path/level when you touch it (e.g when rolling to the stock yards)



*What's the difference between a well and an express well?
One seems to allow changing of paths, while the other puts you somewhere in the same path.



*What's are Start Controllers, Menu Controllers and Credits Controllers?
Start controller = where you start after path trans if you didn't use a door
Menu = allows the menu screens at the start of the game to work
Credits = Starts the credits rolling




*What's the difference between honey, honey sack and honey drip target?
Honey is what makes Elum stop and keep on drinkin'
Honey sack is the one you can knock down with the bees in it to make him stop
Drip target is where the honey from the sack should be landing



*What is Slig mud?
Typo SLING mud, the ones that kill you if you try to pass without the code


*Why is there a ring cancel? Doesn't that just happen when you change path?
Nope, looks like you'd keep it unless you hit a ring cancel.


*Elum path trans? Scrab no fall? ID splitter? Nop?!?!
Elum path trans = lets elum move on to the next path with you
Scrab no fall stops the scrab from stupidly falling from its death, i.e it makes it jump over death drops
Nop is an object that is only used once in the game, and appears to do nothing, nop - no-operation
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  #1255  
12-09-2010, 03:03 PM
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*What's the difference between a well and an express well?
One seems to allow changing of paths, while the other puts you somewhere in the same path.
An Express Well makes you jump to the destination while the other well transports you by a different well.

Edit: And ID Splitter basically gets 2 or more input switches are performs an operator or another switch (I.e. Pull 2 levers to open one door, or an AE example would be turn 6 wheels at the same time to move to MIP2)

Last edited by LIJI; 12-09-2010 at 03:09 PM..
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  #1256  
12-09-2010, 03:11 PM
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Which well can shoot you out of the same well in a direction?
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  #1257  
12-09-2010, 03:14 PM
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Which well can shoot you out of the same well in a direction?
Express wells shoot you from the SAME well;
Wells shoot you from a DIFFERENT well;

(Note that inactive wells behave like express wells)
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  #1258  
12-09-2010, 04:45 PM
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Oh. Sorry. I misunderstood your post.
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  #1259  
12-10-2010, 02:14 AM
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*What's the difference between honey, honey sack and honey drip target?
Honey is what makes Elum stop and keep on drinkin'
Honey sack is the one you can knock down with the bees in it to make him stop
Drip target is where the honey from the sack should be landing

Scrab no fall stops the scrab from stupidly falling from its death, i.e it makes it jump over death drops
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?
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  #1260  
12-10-2010, 02:39 AM
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Here is the complete list of AO objects, the naming of some of them might be a little off but I'm pretty sure I got them all right for what they actually do

Unfortunately all of the properties of each one must still be reversed and documented


Edit: Added current objects in a zip file.
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?

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