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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?
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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.
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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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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?
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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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No idea barley documented any AE objects, pretty much done all AO ones now though
