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  #1201  
11-28-2010, 12:03 PM
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Jango, mine is better
Yeah, but your idea is for a level, while my idea is for a thread to post level variations onto for others to download and try. Your level idea could be made, and then posted on my eventual thread for everyone to download and enjoy!

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  #1202  
11-28-2010, 12:27 PM
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It's not hard to make a thread, so you will do it, but now mah boi, CUT THE SPAM!
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  #1203  
11-28-2010, 12:30 PM
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I already suggested that posts back Jango but no one cares because all my posts are too long. Boo.

On a more related note, I'm working on a guide on how to change .cam files for Oddysee (XP only, unless Paul/LIJI/whoever decides on making something more user friendly).
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  #1204  
11-28-2010, 12:53 PM
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I already suggested that posts back Jango but no one cares because all my posts are too long. Boo.

On a more related note, I'm working on a guide on how to change .cam files for Oddysee (XP only, unless Paul/LIJI/whoever decides on making something more user friendly).
Great! You make awesome guides, Chubfish.

Also, I like it that your posts are long; because they have lots of information!

Once Paul has finished his next editor version, I will make a new thread in the Fan Corner called: 'Level variations thread: Post and download variations here!'. Hope everyone will use it. :P


Last edited by Jango; 11-28-2010 at 12:57 PM..
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  #1205  
11-28-2010, 12:55 PM
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Chubfish, If you want to be user-friendly buy mac or use linux (Winshit must die!!!)
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  #1206  
11-28-2010, 01:07 PM
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lismati,
Chubfish means a more user-friendly oddworld editor.
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  #1207  
11-28-2010, 03:29 PM
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I think he actually means a more user friendly AO cam editor since the old school tool I released years ago is command line only.

I will make it easier to replace CAM images using the editor, not sure if I'll have that done by the next version or not though..

Edit: Screen shot of how the new object xml will be, I've opted for each one in its own file because having everything in one massive xml file becomes hard to read. This list contains all used AO objects.
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Name:	objects.JPG
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Size:	61.6 
ID:	12122  

Last edited by Paul; 11-28-2010 at 03:32 PM..
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  #1208  
11-28-2010, 11:41 PM
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I think he actually means a more user friendly AO cam editor since the old school tool I released years ago is command line only.

I will make it easier to replace CAM images using the editor, not sure if I'll have that done by the next version or not though..

Edit: Screen shot of how the new object xml will be, I've opted for each one in its own file because having everything in one massive xml file becomes hard to read. This list contains all used AO objects.
Awesome!

So when is the next editor release likely to be?

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  #1209  
11-29-2010, 08:04 AM
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Awesome!

So when is the next editor release likely to be?
As I've said before sometime before xmas, but can't say when since I have limited free time. I may have to drop some features to make sure I get one done before xmas though
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  #1210  
11-29-2010, 09:03 AM
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Question

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I already suggested that posts back Jango but no one cares because all my posts are too long. Boo.

On a more related note, I'm working on a guide on how to change .cam files for Oddysee (XP only, unless Paul/LIJI/whoever decides on making something more user friendly).
The .cam stuff is working on my PC and I have Windows 7.
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  #1211  
11-29-2010, 10:02 AM
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I think he actually means a more user friendly AO cam editor since the old school tool I released years ago is command line only.

I will make it easier to replace CAM images using the editor, not sure if I'll have that done by the next version or not though.
Exactly what I mean Paul, the command line only tool is fine to work with for people who have asked about it but it's out of the way for everyone else.

I like the new objects list, looks good!

Oddman360, it probably varies. I have had no success on my Vista/7 machines but on XP it's flawless; about 3 years ago, I had an "Abe in Green Hill Zone" thing I was trying to make.
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  #1212  
12-02-2010, 05:29 PM
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Seems there is no collision detection or interaction with sligs vs paramites, can't even shot them!
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  #1213  
12-03-2010, 02:40 AM
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Seems there is no collision detection or interaction with sligs vs paramites, can't even shot them!
Im not 100% sure but Paramite is not maybe enough tall to get shot. Like when mudokons are washing there by crouching they are shootable. When you shout 'Look out' then they come bit shorther and slig's bullet dont harm mudokon's cause bullet goes past.
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  #1214  
12-03-2010, 02:43 AM
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I see what you mean, but the slig and the paramite seem to be about the same size.. you can see the bullets going over the paramite too. I guess one way to be sure is to start shooting and then use its_me_your_father.

Edit: Take a look at the screen shot, they really won't die
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Last edited by Paul; 12-03-2010 at 02:45 AM..
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  #1215  
12-03-2010, 04:15 AM
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Coulnd't you just make a combination with two variables? If we know what variable is responsible for the death of a paramite and whats the behaivor of the bullets, it should be possible to shoot them. ; )
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  #1216  
12-03-2010, 05:29 AM
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A flying slig should see the scrabs and paramites as abe and chase + kill it.
A slig should see the scrabs and paramites as abe and kill it.
A scrab should see a paramite as abe and kill it.
A greeter should see the scrabs and paramites as abe and kill it.
A greeter should see a slog as abe and kill it.
A scrab should see a slig and greeter as abe and kill it.
A paramite should see a slig and greeter as abe and kill it.
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  #1217  
12-03-2010, 06:30 AM
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I see what you mean, but the slig and the paramite seem to be about the same size.. you can see the bullets going over the paramite too. I guess one way to be sure is to start shooting and then use its_me_your_father.

Edit: Take a look at the screen shot, they really won't die
I like seeing screenshots like that makes me happy at the amount of progress lol
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  #1218  
12-03-2010, 07:16 AM
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A flying slig should see the scrabs and paramites as abe and chase + kill it.
A slig should see the scrabs and paramites as abe and kill it.
A scrab should see a paramite as abe and kill it.
A greeter should see the scrabs and paramites as abe and kill it.
A greeter should see a slog as abe and kill it.
A scrab should see a slig and greeter as abe and kill it.
A paramite should see a slig and greeter as abe and kill it.

:
Coulnd't you just make a combination with two variables? If we know what variable is responsible for the death of a paramite and whats the behaivor of the bullets, it should be possible to shoot them. ; )
None of these things are possible unless you hack the game exe, so unless you feel like reverse engineering all the AI functions and finding a place to add some new ones hand written in assembly then forget it

Edit: Note.. not possible IF it doesn't just already happen, I suspect a greeter will attempt to kill anything that touches its beams.
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  #1219  
12-03-2010, 08:24 AM
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reverse engineering all the AI functions
Whats more left?
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  #1220  
12-03-2010, 08:36 AM
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Whats more left?
Sorry??
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  #1221  
12-03-2010, 08:45 AM
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Sorry??
I mean how much is left to discover/reverse engineering in abe's exoddus exe file.
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  #1222  
12-03-2010, 08:58 AM
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I mean how much is left to discover/reverse engineering in abe's exoddus exe file.
All of it because I've never looked at that and don't plan on looking at it either.
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  #1223  
12-04-2010, 06:08 AM
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Wow Paul!

I'm glad about how much you've progressed with the editor!

EDIT: I've just typed my thread up on MSWord, so as soon as your next version is complete Paul, my thread (Level variations thread: Post + download new/edited levels here!) will be up in the Fan Corner, and everyone can upload their edited levels onto it for others to enjoy!


Last edited by Jango; 12-04-2010 at 07:30 AM..
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  #1224  
12-04-2010, 07:36 AM
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I suspect a greeter will attempt to kill anything that touches its beams.
Incorrect, greeters will not kill Sligs, so I believe they're hardcoded for Abe and other mudokons.
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  #1225  
12-04-2010, 07:39 AM
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Also Paul, will your next editor version have a grid-lock feature like LIJI's? Because with your current one, it is really difficult to get things into the right place.

And another thing Paul: Will your editor have the objects named? Because with your current one it is difficult to tell what each square actually is.


Last edited by Jango; 12-05-2010 at 04:21 AM..
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  #1226  
12-05-2010, 01:38 PM
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Also Paul, will your next editor version have a grid-lock feature like LIJI's? Because with your current one, it is really difficult to get things into the right place.

And another thing Paul: Will your editor have the objects named? Because with your current one it is difficult to tell what each square actually is.
I'll add these things eventually yeah, can't promise they will all be in the next version though. Also it depends exactly what you mean by "named".

I've updated collision item stuff to draw an arrow head in the direction its facing, which was a mission because its been a long time since I've done trig

But anyway it will allow you go crazy making slopes and such (who knows how the game engine will handle that though).
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  #1227  
12-05-2010, 02:09 PM
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Oh wow, nice lol, sounds pretty buggy though!
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  #1228  
12-06-2010, 07:42 AM
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But anyway it will allow you go crazy making slopes and such (who knows how the game engine will handle that though).
Actually I think the collision data is rectangles not lines...
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  #1229  
12-06-2010, 07:44 AM
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I'll add these things eventually yeah, can't promise they will all be in the next version though. Also it depends exactly what you mean by "named".
Good news.

What I mean by 'named', is that if I click on an object on your editor (ie: a red box), then will it tell me what the object is? Because a lot of the objects on your current editor say 'Name: Unknown'.


Last edited by Jango; 12-06-2010 at 07:48 AM..
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  #1230  
12-06-2010, 12:48 PM
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Actually I think the collision data is rectangles not lines...
I'm 99% sure its lines, check out the attachment (path of a bomb)


:
Good news.

What I mean by 'named', is that if I click on an object on your editor (ie: a red box), then will it tell me what the object is? Because a lot of the objects on your current editor say 'Name: Unknown'.
Yeah I've named 45 of 95 items for AO, AE items will be done much later (or you can do it yourself in the next version by editing the XML files).
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Name:	bat path.JPG
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Last edited by Paul; 12-06-2010 at 12:59 PM..
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