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


 
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  #61  
01-06-2011, 01:49 PM
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well you have to replace the mudokonanimation with sliganimation to get the slig working as a character,so is with the type has to be slig

edit:i saw in a vid that the slig could clim the ladder,but why cant my slig climb it?
You must have seen one of those really old and early Munch's Oddysee preview videos, those weren't ingame clips as far as I know, but were just rendered animations to show what the game "would" look like, no Sligs in MO can actually climb ladders.

http://www.youtube.com/watch?v=5u9R2m5V_qc
Is probably the one you saw, then theres another one where a Slig climbs down a ladder in a factory, smokes a cigar for a bit, and is then tossed by Abe into a recycler: http://www.youtube.com/watch?v=_zh-F...eature=related
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  #62  
01-06-2011, 02:00 PM
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lol that slig going to sound an alarm is funny
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  #63  
01-06-2011, 02:56 PM
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The pre-release looks much better!!!
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  #64  
01-06-2011, 02:58 PM
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yeah,it looks better
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  #65  
01-06-2011, 03:18 PM
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Let's make sure we get munch to a similar state .
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  #66  
01-06-2011, 03:36 PM
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it will take time do do this,if it works,but im not sure
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  #67  
01-06-2011, 04:07 PM
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it will take time do do this,if it works,but im not sure
Of course we could
The only limitation I know of is that we need someone with knowledge of creating worlds with whatever game engine MO uses! As far as I know, and by the pure looks of MO: It uses pre-made models for the levels, as in you're not free to build whatever you want but you're restricted to creating levels with models.
So someone who knows how to work MO's game engine could do that.

I don't really see any errors or game-crashing glitches happening if we only create levels. Creating new NPCs and such could probably lead to more of what is said above, but sticking to level creating should only have a positive outcome, because of the apparent strength of the MO engine being compatible with most things you throw at it!
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  #68  
01-06-2011, 04:27 PM
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well i best have to learn some c++ programing to make a program,cuz like this im "blinded" :/
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  #69  
01-07-2011, 11:55 PM
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Okay, so I located the problem that's making the levels crash after editing them, but I'm not sure how to fix it... maybe you folks can play around with this.

Every level that is opened in NifScope opens with the same two improperly labeled fields in the block list. This is why we see the little white error box pop up when levels are opened and saved. In the block list, every level begins with a block labeled 'SCENE_ROOT' and ends with a block labeled 'COLLISION_ROOT' - this is where the problem exists.

(I'm going to use Raisin's Cave as an example below for clarity because the numbers are different from level to level, but it's always the same basic issue.)

With Raisin's Cave opened, select SCENE_ROOT (block 1 on the block list) and go to the 'Block Details.' If you expand the field labeled 'Children' you'll see three values - one listed as '217 (Invalid)' and one linking properly to '215 (*COLLISION_ROOT).' Raisin's Cave has 215 blocks in the block list, so where is Block 217?

Likewise, if we look at the details of 'COLISSION_ROOT' (block 215 on the block list), there is a field labeled 'Extra Data' with a value of '216 (Invalid).' As we know, there is no block 216. It would appear that every level is missing two blocks at the end of the block list, or they are simply improperly labeled.

I've tried erasing the two invalid fields, which allows me to save edited levels without an error message and prevents the levels from crashing in-game, but unfortunately the characters just fall through the map and die when the level begins... AKA, no environmental collision!

So I guess we have to resolve this issue if we ever want to create our own levels that are playable in-game.
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  #70  
01-08-2011, 04:44 AM
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Bummer. I guess those 2 extra blocks meant something after all. Gaah! I don't have a clue on how to preserve them.
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  #71  
01-08-2011, 04:57 AM
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hm interesting data,i will take a look at it
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  #72  
01-15-2011, 11:15 AM
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You can change "Abe's jump", add the "hung on the edge" option and "Hop" jump like Abe's oddysee & exoddus and Munch's oddysee will be GOOD!
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  #73  
03-01-2011, 01:06 AM
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# Necromancing thread #

I thought better to revive this one than make a new one. I don't have the Steam game of MO and SW, could anyone who has it send me the ALIVE^2 engine files and codes please, for an important project I'm coding.
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  #74  
03-01-2011, 02:48 AM
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If it's such an important project, buy the games. They're going on sale in the next few weeks, after all.
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  #75  
03-01-2011, 02:55 AM
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I have no money, I'm not an adult yet. And also I haven't done anything worth my parents buying it for me.
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  #76  
03-01-2011, 04:17 AM
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Well, what you're requesting is borderline piracy. Please don't ask again.
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  #77  
03-01-2011, 04:21 AM
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Really? I was only requesting some of the files not the game. And it's only for modding purposes not sale or anything.
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  #78  
03-01-2011, 06:17 AM
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I don't have the Steam game of MO and SW.
All copies of those games will install steam, it requires a legal steam, buy the games in real-world store as plastic boxes with paper manual and dvd. It will work as good as half life 2.

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Could anyone who has it send me the ALIVE^2 engine files and codes please, for an important project I'm coding.
There should be a oddworld sdk with something like hammer editor?
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  #79  
03-01-2011, 07:37 AM
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Yeh but Nova man, my X-Box copies won't load on my laptop now will they. I just thought someone who had the files could send them to me in an email.
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  #80  
03-01-2011, 11:20 AM
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I don't know if this idea has come up to anyone, but if someone could change the game a bit, we could make the Albino Slig game, side "storying" with Munch's. What ya think?
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  #81  
04-23-2011, 06:24 PM
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I agree, you could create sligstorm with the ALIVE2 engine
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  #82  
04-23-2011, 06:48 PM
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Sligstorm was going to be side-scroller. It doesn't need ALIVE2.
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  #83  
04-25-2011, 03:05 PM
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i tried to play as a slig with munch,it doesnt work,you need abe and munch to play the game,unless you plan on making a new one?
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