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  #61  
07-24-2011, 03:04 PM
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I do most of the development on Linux, so it aint a problem

Not had much time for coding these days so next release is still a while away, reworking certain areas takes a long time
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  #62  
07-24-2011, 11:22 PM
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Oh, I'm sorry. Somehow I thought you meant porting the actual games.

What's the point of porting the level editor if you need Windows to play the game?

EDIT: new page.
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  #63  
07-25-2011, 01:56 AM
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I would like a Mac port because all of my image editing tools are on my Mac. It's also significantly faster than my dated Windows computer that I only use for playing games. USBs make it really easy to transfer data between the 2 because they are literally a meter from eachother.

The reasons are probably going to vary between individuals quite severely, though.

Last edited by Phylum; 07-25-2011 at 01:59 AM..
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  #64  
07-26-2011, 07:09 AM
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I do most of the development on Linux, so it aint a problem
Oh, nice (: by the way, may I inquire about what tools did you use to reverse-engineer AO/AE level format?

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What's the point of porting the level editor if you need Windows to play the game?
AO/AE games run quite nicely via Wine but the level editor (being executed under Wine) looks and feels too nonnative.
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  #65  
08-25-2011, 10:02 AM
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Sometimes when i add .bmp screenshot (640x480 or 640x240) and save it. Then go to test it and game crashes... when i rechoose image and save again... then it works...
But there is only small change that this happens
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  #66  
09-02-2011, 06:03 PM
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You should make it so if you drag the collision path while holding shift, it will lock the line to a fixated straight angle, and is it possible to create your OWN collision paths, rather than editing what you have already?
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  #67  
09-03-2011, 03:16 PM
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You should make it so if you drag the collision path while holding shift, it will lock the line to a fixated straight angle, and is it possible to create your OWN collision paths, rather than editing what you have already?
The 90 degree angle collison paths thing has been requested so many times now :P

Adding your own collison paths, use the search button, this has been asked about a billion times over and people just keep asking, in short: It's not possible as of right now, but it hopefully will be
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  #68  
09-04-2011, 07:48 AM
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I'm not heared anything while about Editor 0.7 version. When this come's out?
I know already that Paul is busy...
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  #69  
09-04-2011, 03:23 PM
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I'm not heared anything while about Editor 0.7 version. When this come's out?
I know already that Paul is busy...
Still quite a while away, I'm trying to create an AE cam compressor rather than some dodgy hack of using BgAnims or whatever..
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  #70  
09-06-2011, 04:52 AM
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Still quite a while away, I'm trying to create an AE cam compressor rather than some dodgy hack of using BgAnims or whatever..
Does that mean that people won't have to use that dll?
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  #71  
09-08-2011, 03:43 PM
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Does that mean that people won't have to use that dll?
Yeah thats the idea, cracking a compression algorithm is far from easy enough..
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  #72  
10-04-2011, 02:31 AM
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I have new (hard maybe) question/suggestion: Would be possible to add new path in levels?

or add more empty screen places in path?

*Waiting possible no answer and hold breath*
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  #73  
11-24-2011, 09:48 AM
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FYI there likely won't be a new editor version before xmas.

BUT!

The following out of the task list has been fixed/done/started:
* Document more AE objects properties
* More grid stuff for collision paths because editing them properly requires extreme mouse skill!
* Undo/redo
* Align to grid is buggy?

And some extras:
* Can open more than one path at once (tabbed interface)
* Copy/paste items works properly
* Multi selection of items
* All sorts of other tweaks/bug fixes

The following are still planned for the next version:
* Allow custom CAMs in AE without a hook dll
* Allow editing of FG1 in AO and AE
* Check boxes and things don't keep their state between opening/closing a level

And perhaps some other stuff too.

Also @kapteeni13 not possible sorry
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Last edited by Paul; 11-24-2011 at 09:52 AM..
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  #74  
11-24-2011, 11:09 AM
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Oh ok =)

Editor update looks cool anyways! ^^
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  #75  
11-25-2011, 09:11 AM
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Godd work
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  #76  
11-25-2011, 09:15 AM
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And when we can donwload it ?
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  #77  
11-25-2011, 12:36 PM
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And when we can donwload it ?
Maybe before or after christmas. I don't know when.
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  #78  
11-29-2011, 03:24 PM
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And who made those pretty icons? :P
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  #79  
12-02-2011, 12:27 AM
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And who made those pretty icons? :P
Someone should make some more icons
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  #80  
12-02-2011, 01:46 AM
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I think the collision path's look too thick,

I prefer the old ones.
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  #81  
12-02-2011, 05:31 AM
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He's at 150% (zoom)
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  #82  
12-02-2011, 07:52 AM
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He's at 150% (zoom)
Correct also the old ones are extremely hard to select. I attempted to create a custom level with 0.6 and moving collision lines was driving me insane.

Edit: Some extra zoomy stuff.
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Last edited by Paul; 12-05-2011 at 12:28 PM..
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  #83  
12-07-2011, 08:15 AM
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So yellow's are collision items and those square thingy's are objects

Does that image remind thumb up?

Edit:
Here is text file by macska8800 (also known Nitroeus)

This text file contains some properties when editing level. I'm not sure have you found something already what contains inside this .txt file

Edit2:
I accidently sent wrong version. Fixed.
Attached Files
File Type: txt AE-ByteToText 0.1.txt (1.2 , 501 views)
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Last edited by kapteeni13; 12-07-2011 at 09:05 AM..
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  #84  
12-08-2011, 11:17 AM
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So yellow's are collision items and those square thingy's are objects

Does that image remind thumb up?

Edit:
Here is text file by macska8800 (also known Nitroeus)

This text file contains some properties when editing level. I'm not sure have you found something already what contains inside this .txt file

Edit2:
I accidently sent wrong version. Fixed.

Correct

Not sure what you mean by "Does that image remind thumb up?" ?

Also I think I do already have the property names for those bytes. I can provide a list of incomplete ones if you're working on figuring them out ?
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  #85  
12-08-2011, 11:27 AM
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Not sure what you mean by "Does that image remind thumb up?" ?
I have dysfasia + i'm finnish guy with half bad english and i can be hardly understood

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Also I think I do already have the property names for those bytes. I can provide a list of incomplete ones if you're working on figuring them out ?
ok
You can try send incomplete ones!
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Last edited by kapteeni13; 12-08-2011 at 11:30 AM..
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  #86  
12-08-2011, 11:43 AM
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Correct

Not sure what you mean by "Does that image remind thumb up?" ?

Also I think I do already have the property names for those bytes. I can provide a list of incomplete ones if you're working on figuring them out ?

currently i'm searching for more bytes
can you send me the newest byte list or an upgraded editor ?
then i can search for values that aren't already in your editor
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  #87  
12-08-2011, 12:20 PM
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currently i'm searching for more bytes
can you send me the newest byte list or an upgraded editor ?
then i can search for values that aren't already in your editor
Heres the latest xml files for AE. If you replace your current editor versions XML files with these ones it should work.
Attached Files
File Type: zip ae.zip (76.9 , 335 views)
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  #88  
12-09-2011, 06:33 AM
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Heres the latest xml files for AE. If you replace your current editor versions XML files with these ones it should work.
thanks
if i figure out unknow bytes i send them in private message or in somewhere on forum ?

Edit 1 :
i found new values
downloadable from this comment
Attached Files
File Type: txt AE-ByteToText 0.3.txt (2.2 , 338 views)
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  #89  
12-11-2011, 10:04 AM
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I'm trying to figure out the secrets of the FeeCo fart fans. Somehow one of them is added to the FG1 yet the others are not

Edit: Seems the missing link was a property that I didn't notice for some reason.. hey ho
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Crawling sligs will shout "Mommy!" while running around and then the slig mommy will appear and help them put their pants on.


Last edited by Paul; 12-11-2011 at 10:24 AM..
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  #90  
12-11-2011, 10:28 AM
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That screen is FDP01C02 right?

You saying that the original fan there is on the FG1 layer?

Why in the hell would they do that?
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