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  #931  
10-21-2010, 10:25 AM
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1. Yes, adding objects will be possible.
2. I don't plan making an AO version, but Paul might.
3. Yes. The list of objects is not complete, it lacks many objects such as Scabs, Paramites, Glukkons, Voice locks etc.
Awesome!

Sorry to keep asking (if I'm being a pain), but how long do you think it will be until any sort of easy-to-use editor will be available? I'm just really looking forward to it!

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  #932  
10-21-2010, 10:58 AM
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LIJI, those "fleech-like-worm-things" are called "Slurgs" lol (Value 54), just checked it out myself! Pretty nice list I have to say, I will post some more screenshots or a video for curious people in just a bit, I am having some fun.



Just to show it, but yeah, slurgs replacing slam doors...not too interesting!

EDIT:

Order mines:
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Last edited by Chubfish; 10-21-2010 at 11:21 AM.. : more images
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  #933  
10-21-2010, 11:16 AM
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Ah, yes! I though they were, I wasn't sure. :P
@Jango I'm not sure yet. First I'm trying to make it good enough in read-only mode, then I'll see work on editing, though I have most of the code in my head already. Also note that because Paul doesn't know how to encode BMPs to CAM files yet (If ever), it will not support changing the collision mask, as it's pretty useless to edit it when the background's the same.

Included as a screenie demonstrating view an object's property. The object structures are stored in human friendly, editable .ini files, so anyone can edit them. For example:
:
[19]
name=UBX
size=1C

p0name=Pattern
p0type=num
p0n0=-X
p0n1=-X
p0n2=-X--X
p0n3=-X--X-X--X--X
p0n4=-X-X--X--X
p0n5=-X-X--X--X

p3name=Inactive?
p3type=chk
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  #934  
10-21-2010, 11:52 AM
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Yay for human friendliness! Looks like it'll be very useful for changing properties, pretty cool stuff.

Has anyone found out the ID's for Scrabs or Fleeches yet? I was going to try adding the files for them from sv.lvl to mi.lvl and see what happens when I change some values...I'm just having trouble finding what ID they use in SVPATH.bnd.
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  #935  
10-21-2010, 12:05 PM
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Scrabs and Slogs should be very easy. They hardly have any properties and their behaviors is very primitive so they don't require AI objects like Sligs, so they can pretty much work everywhere. I'll try and find the ID for, tell me if you get anything working.
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  #936  
10-21-2010, 12:06 PM
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Will scrab kill the paramite if they are in same room???
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  #937  
10-21-2010, 12:08 PM
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slurgs replacing slam doors
Hmm...So you can replace objects with other objects? You can't add objects into screens where you like can you?

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  #938  
10-21-2010, 12:15 PM
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Hmm...So you can replace objects with other objects? You can't add objects into screens where you like can you?
It's possible with a level editor, it's quite hard to do it manually.

Anyway, I found the Scrab ID, It's 0x29, and as I thought, they're quite tiny- only 44 bytes big, where 16 bytes are the usual properties (Size, magic, id and rect).

Also, Paramites and Scrabs are VERY unlikely to interact with each other. Even in the old AO build where they were together at the stockyard, they were in separate "cages".

Edit: Also Fleeches are 0x2C and are 16 bytes long. I find it quite weird as there's no place for values like "in background layer", "is sleeping" and "trigger awake". There might be two Fleech IDs (Like there are two IDs for security orbs)

Last edited by LIJI; 10-21-2010 at 12:18 PM..
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  #939  
10-21-2010, 12:18 PM
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It's possible with a level editor, it's quite hard to do it manually.
And a level editor is what you're making, right? Or have you been doing all of this manually?

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  #940  
10-21-2010, 12:21 PM
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And a level editor is what you're making, right? Or have you been doing all of this manually?
Yes, a level editor is what I'm doing, although all modifications I've made so far were manually changed. I was able to add objects to screens however, but it's quite difficult and annoying to do manually.
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  #941  
10-21-2010, 12:21 PM
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Ahh thanks LIJI! Let me try this out now...

EDIT:

Nope, sadly it crashes upon entry to the screen next to the one with a Scrab on it, let me try fleeches.

EDIT 2:

Fleeches don't seem to appear, but it didn't crash.

For both of these I replaced the mudokons with either scrabs or fleeches, but it's not working...I'm thinking it has something to do with how it is loading but I'm not sure.
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Last edited by Chubfish; 10-21-2010 at 12:35 PM..
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  #942  
10-21-2010, 12:40 PM
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It might be the parameters for the Scrab that make it crash. I guess you should wait until me or Paul document the Scrab format.
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  #943  
10-21-2010, 01:29 PM
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2. I don't plan making an AO version, but Paul might.
Paul, do you intend on making a level editor for Oddysee? Especially RuptureFarms?

Thanks for your quick replies guys.

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  #944  
10-21-2010, 01:30 PM
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Alright, thanks for ID's though. In the meantime I will try to make "Greeter Hell" and record it!
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  #945  
10-21-2010, 01:41 PM
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Paul, do you intend on making a level editor for Oddysee? Especially RuptureFarms?

Thanks for your quick replies guys.
Possibly, only gotcha is that the collision data makes no sense (there is HUGE gaps between cams, so need a way to figure that out etc before it can be considered).

Currently I'm trying to get resaving an exoddus path working with extra data added into see if its possible, it recently occurred to me that adding more collision items might be impossible
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  #946  
10-21-2010, 03:44 PM
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All object types found in MIP1 have names now, with these exceptions:
4B - Found in MIP01C01, on the floor, and in MIP01C03, on the Slig's floor.
2F - Found twice in MIP01C09, on the floor, and once in MIP01C28, again on the floor.
41 - Found in MIP01C35, on the letter "U" in the "exit no return" sign.
60 - Found in MIP01C34, in the background below the ledge, and in MIP01C18 above the platform rope. - Responsible for music changes Not music after all... - Resets a Slig's state and position when touched by Abe.

That's all. I know (Or at least think I know) the meaning of any other object in MIP1.
If anyone has ANY clue about what these objects mean, just say something!

Last edited by LIJI; 10-21-2010 at 04:14 PM.. : Found 60. Or not. Found it again. X)
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  #947  
10-21-2010, 05:05 PM
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Can someone go to this level in the game and see if its possible to get to the bottom left screen, and if its possible to get above the top right screen? and also whats on the very far right? Seems cam 10 is missing from the lvl??
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  #948  
10-21-2010, 05:08 PM
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I can do that. I'll edit this post with the results soon.

EDIT: like I told ya.

I couldn't get above the top right screen, however: (!)

I don't know if anyone's been in there before (I know I haven't), but in the bottom left screen there is a lever that must be pulled by a flying slig:



It's rather pointless though. It opens this slamdoor here (and makes a flying slig spawn when you take Abe up):



But that doesn't allow you to do anything except possess the slig and fly around with him:


Last edited by enchilado; 10-21-2010 at 06:06 PM..
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  #949  
10-21-2010, 05:20 PM
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This path exists as BRP02 here. What you found is probably a beta of this path!
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  #950  
10-22-2010, 02:26 AM
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:
I can do that. I'll edit this post with the results soon.

EDIT: like I told ya.

I couldn't get above the top right screen, however: (!)

I don't know if anyone's been in there before (I know I haven't), but in the bottom left screen there is a lever that must be pulled by a flying slig:

It's rather pointless though. It opens this slamdoor here (and makes a flying slig spawn when you take Abe up):

But that doesn't allow you to do anything except possess the slig and fly around with him:
Wait, you mean you don't need to use this to complete the game 100%?
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  #951  
10-22-2010, 02:31 AM
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That is a mandatory lever.

I just played through that level to examine your findings and that lever is needed to rescue the muds that can be found by going through the door.
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  #952  
10-22-2010, 03:34 AM
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Paul: I've managed to load BRP08C04. It's exactly the same as BRP02C04, except it crashes when I try to leave the screen from the left or from the door. BRP08 is an old beta of BRP02. Screens 04-08 are accessible. (You fall of C08's edge). I wonder why C03 won't load. A no longer supported object?

Last edited by LIJI; 10-22-2010 at 03:38 AM..
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  #953  
10-22-2010, 04:06 AM
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Wait, you mean you don't need to use this to complete the game 100%?
:
That is a mandatory lever.

I just played through that level to examine your findings and that lever is needed to rescue the muds that can be found by going through the door.
How does opening that door do anything? There are no muds or bird portals on either side of it.
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  #954  
10-22-2010, 04:10 AM
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You need to go through that door to fly through the pipes so you can kill another flying slig and pull a lever to open another slamdoor concealing mudukons. It's a little bit more complex than that, but I simplified.
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  #955  
10-22-2010, 04:16 AM
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I'm giving everyone here working on the level editor a life time supply of cookies.

Chubfish, i'm really impressed how you got a AO object into AE, them mines are in AO only and i'm supprised there still in the game files, next one to do is the security orbs into the ones in rupture farms.
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  #956  
10-22-2010, 04:24 AM
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I'm giving everyone here working on the level editor a life time supply of cookies.

Chubfish, i'm really impressed how you got a AO object into AE, them mines are in AO only and i'm supprised there still in the game files, next one to do is the security orbs into the ones in rupture farms.

I'm pretty sure I saw one of these in AE. About the security orbs: In AE there are 2 IDs that are both Orbs, but they appear completely the same. It might mean that one was originally the armed orb and it was later removed and replaced with a normal one. That means they're dead. Sadly enough, I quite liked them. They might still exist in some .lvl files though.

Edit: Paul, something's wrong with the 0400 terminator. Screen MIP01C24, there's the information thing. However its object is found after the 0400 terminator, so my editor won't see it. The game however, will. Any clue?

Last edited by LIJI; 10-22-2010 at 04:40 AM..
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  #957  
10-22-2010, 04:39 AM
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He didn't transfer them across. That would be a lot of work. They still exist in the files, but as far as my memory goes, not the game.
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  #958  
10-22-2010, 04:41 AM
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You need to go through that door to fly through the pipes so you can kill another flying slig and pull a lever to open another slamdoor concealing mudukons. It's a little bit more complex than that, but I simplified.
No, when you go through the door there is already a Flying Slig there which you can possess and send through the pipes.
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  #959  
10-22-2010, 04:55 AM
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No, when you go through the door there is already a Flying Slig there which you can possess and send through the pipes.
No. when you go through the door there is a flying slig that kills you if you stand still. There's a spot where you can posses it if I recall correctly, but it requires precise timing.

When you stand on the other side of the door after running the mine-slig gauntlet you can posses a slig.
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  #960  
10-22-2010, 05:10 AM
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It doesn't require precise timing. If you stand as far to the left as you can, it will not bomb you.

I have done this many times. I never even knew that other lever was there.
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