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  #1681  
03-04-2011, 04:40 AM
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Originally posted by Paul
The editor crashes? Or the GAME crashes? If the game crashes then thats likely never going to be fixed in regard to the AE cams.
Editor only crashes. It crashe's instantly.

Well luckily i had stored all editor versions in my comp
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  #1682  
03-05-2011, 06:26 AM
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On AO, how do you get the 'BOOM' machine to work when you add it into the level? Thanks.

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  #1683  
03-05-2011, 12:41 PM
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You need to decompile it and learn assembly and software engineering and then figure out how the game works and what you want to change and go from there, have fun.
Impossible random to understand correctly!
The random must be perfect and unique like impossible artwork!

Last edited by NovaMan; 03-05-2011 at 12:54 PM..
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  #1684  
03-05-2011, 07:33 PM
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Editor only crashes. It crashe's instantly.

Well luckily i had stored all editor versions in my comp
The game may crash, but the editor should not? What is it crashing with exactly?

:
On AO, how do you get the 'BOOM' machine to work when you add it into the level? Thanks.
Take a look at a working BOOM machine and compare it. Reasons it won't work are:

1. Not on a "grid" properly
2. Bad properties
3. Missing BND/BAN files from the LVL its used in
4. Maybe more?
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  #1685  
03-06-2011, 06:03 AM
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The game may crash, but the editor should not? What is it crashing with exactly?



Take a look at a working BOOM machine and compare it. Reasons it won't work are:

1. Not on a "grid" properly
2. Bad properties
3. Missing BND/BAN files from the LVL its used in
4. Maybe more?
Well, I got a working 'BOOM' machine and moved it to a different location, on the same .LVL path. I used 'Snap to grid' and I made sure that it was at the same position relative to a collision item as the original.

When I played the level, I went to the exact location of the 'BOOM' machine. There was no glowing button or pipe. I pressed the up arrow and Abe did not jump up as usual, but did not press any sort of button. Instead, he did his 'I don't know' thing where he turns and waves his arms. The exact same thing happens if I add it into a different area of RuptureFarms, using 'Add Object'.

By the looks of it, the game knows it is there, but it simply does not work. Thanks for any help you can give.

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  #1686  
03-06-2011, 10:48 AM
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Well, I got a working 'BOOM' machine and moved it to a different location, on the same .LVL path. I used 'Snap to grid' and I made sure that it was at the same position relative to a collision item as the original.

When I played the level, I went to the exact location of the 'BOOM' machine. There was no glowing button or pipe. I pressed the up arrow and Abe did not jump up as usual, but did not press any sort of button. Instead, he did his 'I don't know' thing where he turns and waves his arms. The exact same thing happens if I add it into a different area of RuptureFarms, using 'Add Object'.

By the looks of it, the game knows it is there, but it simply does not work. Thanks for any help you can give.
There has to be something different about it, i.e you set number of pick up items to zero or something like that.
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  #1687  
03-12-2011, 08:20 AM
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I place the ddraw.dll in my Exoddus directory, and it crashes instantly... -.- Paul, are you able to upload your exoddus.exe? or just pm a link to me? It would be much appreciated

If you can't do that maybe just upload the source code for your wrapper? I'm sure I can find a way to make it work with my version of the game.
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  #1688  
03-14-2011, 12:06 PM
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I place the ddraw.dll in my Exoddus directory, and it crashes instantly... -.- Paul, are you able to upload your exoddus.exe? or just pm a link to me? It would be much appreciated

If you can't do that maybe just upload the source code for your wrapper? I'm sure I can find a way to make it work with my version of the game.
What version of the game do you have? Its better to add support for more versions than to use my exe, mine will crash because its patched so many things within it.

Only my steam version is good which it will NOT work with the hook dll as I've already said as its has anti debugger stuff in it and its packed.

Edit: Btw if you want it to work with the steam version then figure out how to unpack steam binaries at runtime and it will be easy-ish to make it work
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  #1689  
03-14-2011, 07:23 PM
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I have the original version, I got it from a store for 5 bucks

It says its version 2.0 :P Thats all i can really give you.
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Last edited by mlg man; 03-15-2011 at 03:31 AM..
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  #1690  
03-15-2011, 11:54 AM
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Having trouble using the LVL Builder. I don't understand how to use it. I've tried editing the batch file but nothing seems to happen. Could somebody help me?

EDIT: FIGURED IT OUT NOW
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  #1691  
03-16-2011, 12:45 AM
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Well Paul I had tested your level-editor number 0.6 and I'm really excited about this. But one thing I would like to know, could it be possible to have foreground pictures or animation on the screen?

Last but not least, which programming language have you chosen to program this editor?
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  #1692  
03-16-2011, 04:39 AM
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Last but not least, which programming language have you chosen to program this editor?
I would assume c++.
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  #1693  
03-16-2011, 01:41 PM
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Well Paul I had tested your level-editor number 0.6 and I'm really excited about this. But one thing I would like to know, could it be possible to have foreground pictures or animation on the screen?

Last but not least, which programming language have you chosen to program this editor?
FG1 in AE = Possible and actually pretty easy
FG1 in AO = Possible but a lot harder so I likely won't ever bother

Adding new Anim's in AO and AE.. also quite possible. There is a "back ground animation" object, I'm sure it just takes an animation Id? Thus it should be possible to add new ones with un used Id's.

Edit: Whoops forgot to answer the other question, I use C++ with the Qt Application/UI framework.
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  #1694  
03-16-2011, 01:44 PM
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Could you use the background animations to act as an FG1? That is if the animations allow transparency...
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  #1695  
03-16-2011, 02:45 PM
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Could you use the background animations to act as an FG1? That is if the animations allow transparency...
No because background animations are not drawn on top of the foreground "layer" everything would be drawn on top of it..

Good news everyone! I've realized that I'm stupid and that making the hook dll work with the steam version was actually piss simple!

All I needed to do was hook the functions AFTER the binary is unpacked in memory. So here's an updated version that works with the steam and English none steam versions of the game.

(Note, if you find its not working try running as Administrator, the "VirtualProtect()" function likely requires some hefty permissions).
Attached Files
File Type: ttf DDrawProxy.zip.ttf (5.9 , 322 views)
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  #1696  
03-16-2011, 02:56 PM
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No because background animations are not drawn on top of the foreground "layer" everything would be drawn on top of it..
Damn. Is there actually any way to use an object to replace FG1?
I know that sounds really desperate but it would be cool to know just in case.
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  #1697  
03-16-2011, 03:15 PM
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Damn. Is there actually any way to use an object to replace FG1?
I know that sounds really desperate but it would be cool to know just in case.
Hmm maybe, but not really worth the effort as making new AE FG1 is easy.
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  #1698  
03-17-2011, 01:18 AM
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Thanks Paul for your fast response. So it is possible to recreate foregroundlayers (like Abe is behind a stone or whatever) but not now with your editor right? And just one more question, could you please put an background image for missing cams (just like the gray patterns in the test screens) so we could know what size would fit exactly for Abe's or any item position?

Here's a video what I mean exactly.
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  #1699  
03-17-2011, 12:09 PM
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Thanks Paul for your fast response. So it is possible to recreate foregroundlayers (like Abe is behind a stone or whatever) but not now with your editor right? And just one more question, could you please put an background image for missing cams (just like the gray patterns in the test screens) so we could know what size would fit exactly for Abe's or any item position?

Here's a video what I mean exactly.
1. Correct
2. Easy enough to make your own, but attached ones extremely close the original
Attached Thumbnails
Click image for larger version

Name:	grid.png
Views:	387
Size:	14.0 
ID:	12318  
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  #1700  
03-17-2011, 02:09 PM
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Is there only one Steam version of Abes Exoddus? The DLL wouldn't work with the original version I have so I'm thinking of just buying the Steam version as its only a few dollars.
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  #1701  
03-17-2011, 02:24 PM
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Is there only one Steam version of Abes Exoddus? The DLL wouldn't work with the original version I have so I'm thinking of just buying the Steam version as its only a few dollars.
I believe so. Is your none steam version the english version?
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  #1702  
03-17-2011, 08:11 PM
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hi. i just want to point out 1 very small thing i think is missing from the abe's oddysee bird portals. they dont have object id to activate o.o i looked at the bird portal on return to rupture farms and there doesnt seem to be anything that tells it to turn off the electric fence x.x
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  #1703  
03-17-2011, 08:18 PM
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hi. i just want to point out 1 very small thing i think is missing from the abe's oddysee bird portals. they dont have object id to activate o.o i looked at the bird portal on return to rupture farms and there doesnt seem to be anything that tells it to turn off the electric fence x.x
I THINK that is because it loads a different level (that looks the same), not the first one with a disabled fence.
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  #1704  
03-18-2011, 12:01 AM
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...but attached ones extremely close the original.
Thanks. I really needed that grid thing because I'm terrible with graphics programs.
BTW was that grid originally a .cam file? Or was it just one you remade?
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  #1705  
03-18-2011, 04:48 AM
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I believe so. Is your none steam version the english version?
Yes, English and it says it is version 2.0
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  #1706  
03-18-2011, 09:33 AM
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Yes, English and it says it is version 2.0
Mine's 1.0 and English and it works perfectly...
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  #1707  
03-18-2011, 06:40 PM
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Well then Paul's version is probably 1.0 too, which explains why 2.0 doesn't work
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  #1708  
03-19-2011, 05:28 AM
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hi. i just want to point out 1 very small thing i think is missing from the abe's oddysee bird portals. they dont have object id to activate o.o i looked at the bird portal on return to rupture farms and there doesnt seem to be anything that tells it to turn off the electric fence x.x
What does that mean? Turning them on and off works fine??

:
Thanks. I really needed that grid thing because I'm terrible with graphics programs.
BTW was that grid originally a .cam file? Or was it just one you remade?
I ripped it from the vram of psx emu and scaled up

:
Well then Paul's version is probably 1.0 too, which explains why 2.0 doesn't work
Mine is 2.0...
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  #1709  
03-19-2011, 07:05 PM
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Mine is 2.0...
How strange, mine is 2.0 and in english, yet even your updated one wont work... :/
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  #1710  
03-20-2011, 06:10 AM
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If you guys can send me the md5 hashes of your Exoddus.exe's I can build of a list of supported/none supported game versions.
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