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  #1591  
01-08-2011, 10:59 PM
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I like keeping the original concept of things but I also intend to try and attempt to make new machines and such... hopefully... xD
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  #1592  
01-09-2011, 01:27 AM
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What's that meant to be?
CheckerBoardTexture. And perfect cam files.




And then.
How about necrum mines background objects?
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  #1593  
01-09-2011, 01:41 AM
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I like keeping the original concept of things but I also intend to try and attempt to make new machines and such... hopefully... xD

Awesome art work and levels Its like a brand new game


:
Having moving electric walls would probably make the game crash.
And zooming with the scrollbars doesn't really work well for those who don't have wheels on their mice
But some sortof shortcut for the zooming in or zooming out WOULD be nice aslong as it doesn't replace anything existing.
Ctrl+C and Ctrl+V shortcuts for Copying and Pasting too please
What appears to be the most annoying things at the moment? Lack of keyboard shortcuts?

:
Then i will never use Pauls editor



My plan was that abe should be chased by a deadly electric wall and a scary music should be played at the same time.
Guess you'll never be using the editor then. Eletric walls are not programmed in the game to move, hence why none of them in the game move :P And why I can't somehow magically cause the editor to make them start moving either.


:
I got a suggestion for the editor. When placing collision paths becomes available, how about a collision path drawer? something that allows you to draw a connecting set of collision paths because I saw some collision paths for certain objects (like moving bombs and bats) and it would be a lot easier to be able to do this instead of placing collision paths one at a time.
Are you aware that its not possible to add more collision paths than is already in the level? The only way this could work is allowing you to delete collision items and then re-add them later (e.g if you delete 2 then you can only "add" 2 new points).

Edit: Btw thought I would point out there won't be many updates for awhile since I'm extremely busy at the moment. I also want to get a website up at some point too so my stuff is all in one place and people don't have to hunt through thread(s) to find things.

Last edited by Paul; 01-09-2011 at 01:45 AM..
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  #1594  
01-09-2011, 01:52 AM
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Guess you'll never be using the editor then. Eletric walls are not programmed in the game to move, hence why none of them in the game move :P And why I can't somehow magically cause the editor to make them start moving either.
Then i need the worlds best oddworld fangame clone to 100% as open source. Or you should reverse how the mine drills work exactly and then apply it to whatever object you want to move, forth and back in a loop you know.

:
I also want to get a website.
A wordpress blog or a simplemachines forum?

:
there won't be many updates for awhile since I'm extremely busy at the moment.
The next two weeks will make no huge progress then.

Last edited by NovaMan; 01-09-2011 at 02:03 AM..
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  #1595  
01-09-2011, 02:01 AM
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I think a while means longer than 2 weeks.
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  #1596  
01-09-2011, 02:08 AM
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I think a while means longer than 2 weeks.
6 weeks?
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  #1597  
01-09-2011, 02:09 AM
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It could be as long as a few months.

Luckily the current path editor has most of the functions of a full AO path editor.
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  #1598  
01-09-2011, 02:19 AM
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Are you aware that its not possible to add more collision paths than is already in the level? The only way this could work is allowing you to delete collision items and then re-add them later (e.g if you delete 2 then you can only "add" 2 new points).
.
If there's a will, there's a way.

And if this were the case, then how exactly would the creators of this game get by then? obviously they added collision paths somehow, so there must be a way to somehow discover this little secret buried somewhere in all that coding mumbo-jumbo.

also, thanks about the comment about my map!
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  #1599  
01-09-2011, 02:21 AM
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there must be a way to somehow discover this little secret buried somewhere in all that coding mumbo-jumbo.
Have you tried IDA PRO? http://www.hex-rays.com/idapro/

:
It could be as long as a few months.
A half year or more?

Last edited by NovaMan; 01-09-2011 at 02:30 AM..
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  #1600  
01-09-2011, 02:33 AM
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Have you tried IDA PRO? http://www.hex-rays.com/idapro/
I haven't got a clue about hex editing. I was just saying though, I'm sure there is a way somehow to create these collision paths one way or another.
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  #1601  
01-09-2011, 02:39 AM
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I haven't got a clue about hex editing.
Hex to decimal:
00 = 00
01 = 01
02 = 02
03 = 03
04 = 04
05 = 05
06 = 06
07 = 07
08 = 08
09 = 09
0A = 10
0B = 11
0C = 12
0D = 13
0E = 14
0F = 15
10 = 16
11 = 17
12 = 18
13 = 19
14 = 20
15 = 21
16 = 22
17 = 23
18 = 24
19 = 25
1A = 26
1B = 27
1C = 28
1D = 29
1E = 30
1F = 31
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  #1602  
01-09-2011, 02:55 AM
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Hex to decimal:
That's not really helping many people who have no idea how to code or anything.

:
What appears to be the most annoying things at the moment? Lack of keyboard shortcuts?
Pretty much.

Requests: Ctrl+C/Ctrl+V for Copy/Pasting, or one single shortcut that clones the selected item instead (Spacebar maybe?)
+ and - for zooming in and out
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  #1603  
01-09-2011, 03:03 AM
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Requests: Ctrl+C/Ctrl+V for Copy/Pasting, or one single shortcut that clones the selected item instead (Spacebar maybe?)
+ and - for zooming in and out
You also forgot Delete for.... Delete.... xD
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  #1604  
01-09-2011, 03:30 AM
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You also forgot Delete for.... Delete.... xD
Oh god yes, I find it very annoying with the Delete button not working on my keyboard
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  #1605  
01-09-2011, 04:16 AM
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I'll see if I can throw these in today, if not it won't be for a while Btw on the decimal to hex thing..

Hex is base 16, a "normal"/decimal number to most people is base 10, and binary is base 2 (hex is a shorthand way of writing binary numbers)

If you learn how to use base N then using any other is simple, A-F is only used since base 16 needs 16 unique numbers/identifiers which runs out after 0-9 :P

If you google some basic math junk about it you'll see its very easy.
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  #1606  
01-09-2011, 04:50 AM
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Did you see this paul?

http://www.oddworldforums.net/showpo...postcount=1531

just some small changes that a few people wanted but I put together into a post.
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  #1607  
01-09-2011, 07:31 AM
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Did you see this paul?

http://www.oddworldforums.net/showpo...postcount=1531

just some small changes that a few people wanted but I put together into a post.
Yeah but I won't have time to do all those, I've at least enabled keyboard short cuts for now :/

I'll prob just end up releasing that later, but I think snapping to grid/handling of collision items needs to be improved next. Oh btw I'll try to add an "automatic" option in the "screen to load" in too.
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  #1608  
01-09-2011, 09:15 AM
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One little thing that bothers me is how snapping to the grid is always turned on at the startup, but it's hardly that taxing to just switch it off lol (maybe that's just me liking how I can drag stuff everywhere as opposed to a grid).
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  #1609  
01-09-2011, 10:44 AM
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Here is version 0.6.

Changelog from readme:

+ Added shortcut keys
+ Disabled snapping by default (its somewhat buggy anyway)
+ Cleaned up AO uxb docs and added an image
+ Added statusbar messages
Attached Files
File Type: ttf Editor 0.6.zip.ttf (770.0 , 492 views)
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  #1610  
01-09-2011, 11:14 AM
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Thanks for version 0.6



Feature requests:


+ Selecting a bunch of obejcts with left click button.

+ Copy and paste a selected bunch of objects while holding shift and dragging with the left lick mouse button.

+ Selecting all objects with Ctrl + A

+ Selecting all collisions with Ctrl + D

+ Panning with middle mouse button.

+ View only objects

+ View only collisions

+ View only background

+ View only foreground

+ Connecting a switch to a slamdoor or more by using visual wires.

Last edited by NovaMan; 01-09-2011 at 12:24 PM..
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  #1611  
01-09-2011, 05:48 PM
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Thanks for version 0.6
Yes!



:
+ Connecting a switch to a slamdoor or more by using visual wires.
That would get extremely eye-ravaging to look at. I oppose this idea. I'm fine with the current system. (Trigger Object, ID's)

EDIT: I tried launching v0.6 but it crashes with the following message.

Upon inspecting the folder of the editor and comparing it to older ones (0.2 and 0.5) I noticed a case of, well, missing DLLs.
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Last edited by SligValet; 01-09-2011 at 05:54 PM..
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  #1612  
01-09-2011, 06:17 PM
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Mines working fine... weird...
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  #1613  
01-09-2011, 10:00 PM
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I tried launching v0.6 but it crashes with the following message.

Upon inspecting the folder of the editor and comparing it to older ones (0.2 and 0.5) I noticed a case of, well, missing DLLs.
I updated the tools download I had up in the level editing help thread to have 0.6 in the files instead of being stuck at 0.5 (I'll update it whenever Paul updates his tools). This includes all the necessary .dll and works, and I removed the junk files that I accidentally left in the previous one.
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  #1614  
01-09-2011, 10:57 PM
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I found something interesting. You know the LED guide signs that have messages like "To run, Hold shift and press left or right" Well, I figured out where those messages are stored. Problem is, if you edit them in notepad and save, it will corrupt the exe...

Only if there were some way to change this inside the editor...

Open the AbeWin.exe in notepad (it will take a little while for it to load if you haven't loaded it before...)

Scroll down and you'll come across this:
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  #1615  
01-09-2011, 11:47 PM
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I would recommend that you Use a Hex editor instead of notepad, it loads everything instantly and won't corrupt the executable.
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  #1616  
01-10-2011, 02:01 AM
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I found something interesting. You know the LED guide signs that have messages like "To run, Hold shift and press left or right" Well, I figured out where those messages are stored. Problem is, if you edit them in notepad and save, it will corrupt the exe...

Only if there were some way to change this inside the editor...

Open the AbeWin.exe in notepad (it will take a little while for it to load if you haven't loaded it before...)

Scroll down and you'll come across this:
Hey. Yea, like Mou5e said, use a hex editor. Here are a few tips on editing the exe. http://www.oddworldforums.net/showpo...&postcount=370
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  #1617  
01-10-2011, 03:46 AM
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I know absolutely nothing at all when it comes to hex editing and I'm not even gonna bother trying to learn it again... tried twice and couldn't stand it... I'll just stick to my graphical designing!
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  #1618  
01-10-2011, 03:46 AM
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The problem isn't that we didn't know where the LED messages were, it's that we knew they're in the game .exe and not the .lvl files, and therefore any modifications we make can't be distributed without basically distributing the game for free.
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  #1619  
01-10-2011, 03:57 AM
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technically, it's not the actuall game itself if it doesn't contain any of the actual levels. It's basically just a user-made full game mod. It's just an engine basically that's being distributed, Not the game.
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  #1620  
01-10-2011, 05:09 AM
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We could always just ship mods with the appropriate code to be pasted into the .exe.

I can't wait until the editor is a bit more stable, I think it could completely reinvigorate the game for me.

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