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  #91  
12-11-2011, 10:39 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?
The one in FDP01C01, I moved it to FDP01C02 but its hard to see with all the "extra" fans.
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  #92  
12-11-2011, 10:48 AM
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That would be the little mini fan thats on front of the tunnel that Abe rolls through to get to the secret area.

Makes sense now, because the tunnel is part of the FG1 layer therefore that fan would be to.
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  #93  
12-14-2011, 07:22 AM
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When we can donwload PLE 7 ?
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  #94  
12-16-2011, 08:04 AM
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When we can donwload PLE 7 ?
Dont know, waiting for it also...

...

I guess "Foot Switch" is really "Slig Left Bound" in Exoddus



Really cannot see Foot Switch there, but Slig alway's turns on that point.
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  #95  
12-16-2011, 10:44 AM
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Dont know, waiting for it also...

...

I guess "Foot Switch" is really "Slig Left Bound" in Exoddus



Really cannot see Foot Switch there, but Slig alway's turns on that point.
Was that in the zip I'm sure I fixed that ages ago :s
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  #96  
12-17-2011, 06:45 AM
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And in this new version, we can change AE backrougnds ?
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  #97  
12-17-2011, 09:14 AM
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And in this new version, we can change AE backrougnds ?
I'm 80% sure my plan for that will work, so yeah
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  #98  
12-17-2011, 09:16 AM
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Cool
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  #99  
12-17-2011, 10:18 AM
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I'm 80% sure my plan for that will work, so yeah
Thus begins me adding AE support to my level installer.
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  #100  
12-20-2011, 08:22 AM
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There is a little problem !! In AE, you have inverted Emotion and Blind
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  #101  
12-21-2011, 04:46 AM
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Can you send me DLL (to change AE backgrounds) ?
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  #102  
12-21-2011, 08:23 PM
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Can you send me DLL (to change AE backgrounds) ?
I wouldn't bother as it only works on certain versions of the game. The new editor version won't require this dodgy dll injection/api hooking stuff.
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  #103  
12-22-2011, 12:03 AM
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Ok but can I help you to change Byte to Text ? Because I know a lot of bytes in a lot of objects
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  #104  
12-22-2011, 02:58 AM
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I'm quite sure that BlackVenom already has a list of them given his progress on his Abe's Exoddus level.
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  #105  
12-31-2011, 05:41 AM
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Ive tried to get real background trap doors, but when i choose "Half" or "3/4ths" it just changes sprite size and not be in background, instead trap door is small sized and in foreground...

Tried change size of object too. Is there help?
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  #106  
12-31-2011, 07:24 PM
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Ive tried to get real background trap doors, but when i choose "Half" or "3/4ths" it just changes sprite size and not be in background, instead trap door is small sized and in foreground...

Tried change size of object too. Is there help?
Are there any other screens that have em in the background? If not it may not actually be supported by the engine !
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  #107  
01-01-2012, 05:16 AM
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Are there any other screens that have em in the background? If not it may not actually be supported by the engine !
Not though that
But seems you are right again...

And i've not seen any background trap doors in Abe's Oddysee and in Abe's Exoddus.
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  #108  
01-01-2012, 06:18 AM
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I've seen one in Abe's Exoddus in Bonewerks. There is a "open" trapdoor in the background.

I can't find a picture but it was this level here:

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  #109  
01-01-2012, 07:20 AM
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I've seen one in Abe's Exoddus in Bonewerks. There is a "open" trapdoor in the background.

I can't find a picture but it was this level here:

Could be an undocumented value of scale or something too. Which BR path is that?
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  #110  
01-01-2012, 07:26 AM
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The screen with the background trapdoor is BWP03C10.

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  #111  
01-01-2012, 04:45 PM
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There is also a trapdoor in the background of a secret area in the Mudomo vault. You're controlling a Paramite in the foreground who commands 2 other paramites to pull levers to stop rocks falling on top of 2 Mudokons.



About a minute into that you can see it.
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  #112  
01-02-2012, 08:56 AM
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Ah, so it's possible to make background Trap Door in AE
Edit: I usually think maybe too fast and then do instantly... i must start check closer

Now i have to guess "byte"s =/
Sprite hiding trick, scaling, etc

Thanks for lighting... =)

Edit2: Copied background trap door and standing on it...
Now only Sprite trick and image editing is needed =)

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Last edited by kapteeni13; 01-02-2012 at 09:16 AM..
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  #113  
01-02-2012, 12:51 PM
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Ah, so it's possible to make background Trap Door in AE
Edit: I usually think maybe too fast and then do instantly... i must start check closer

Now i have to guess "byte"s =/
Sprite hiding trick, scaling, etc

Thanks for lighting... =)

Edit2: Copied background trap door and standing on it...
Now only Sprite trick and image editing is needed =)

What about just putting the rect "off" the screen so you can't see it? AE might not allow you to offset the sprite.

Also its still going to be a while till the next editor version, got tons of stuff to sort out with CAMs and not much time to do it!
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  #114  
01-02-2012, 02:19 PM
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I also know that there is an background trapdoor at the final levels of AE when you run in the background from that flying slig,the trapdoor closes when you fall near a door.
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  #115  
01-06-2012, 06:58 AM
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I got maany answers ^^

Okay, only one question left related for editor: When Paramonia CAM bug get's fixed in editor?
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  #116  
01-06-2012, 04:24 PM
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I got maany answers ^^

Okay, only one question left related for editor: When Paramonia CAM bug get's fixed in editor?
Hmm what bug is that? :s
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  #117  
01-07-2012, 02:21 AM
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hmph
I WANNA EDITOR!!!!
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  #118  
01-07-2012, 02:30 AM
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hmph
I WANNA EDITOR!!!!
You couldn't get any more rude if you tried in that comment.
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  #119  
01-07-2012, 04:00 AM
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hmph
I WANNA EDITOR!!!!
You don't happen to play Men of War under the account ctfom by any chance?
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  #120  
01-07-2012, 06:56 AM
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Hmm what bug is that? :s
Disappearing CAM's after saving Paramonia in editor.
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