The Ultimate WA Editor Hex-Editing Topic! Take A Look!

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mqdar
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Post by mqdar » Fri Mar 06, 2009 2:17 am

Cbloopy, do you know why the stupid game keeps shutting down when I win the adventure? The original programming for hubs must still be there if we can get what I and jdl got in our screenshots. We just need to know how to get at it. :mrgreen: :twisted:

Do YOU know?
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Post by cbloopy » Fri Mar 06, 2009 2:47 am

The game always look for the hub level files inside the player profile folder (C:\WA Editor v096\User Data\Player Profiles\<your player profile>\Current). Put 0.wlv there, the MAV should go away. The 0 comes as a result of the missing information in the master.ini.
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Post by mqdar » Fri Mar 06, 2009 3:36 am

The MAV didn't go... :?

I did change the master.dat file of the 'mini-adventure' though, to make it go to adventure 1 of the hub. I've copied the hub files, but it always MAVs. :(
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Post by cbloopy » Fri Mar 06, 2009 3:50 am

mqdar wrote:The MAV didn't go... :?

I did change the master.dat file of the 'mini-adventure' though, to make it go to adventure 1 of the hub. I've copied the hub files, but it always MAVs. :(
I haven't gone that far yet, but it's possible that the game is still getting the data from the master.dat file of your "real" adventure (the one you selected on the "select adventure" menu), not the master.dat of the mini-adventure corresponding to your star. Remember that unlike the real game, when you select an adventure on the screen the game directly goes to "adventure mode" so to speak , so there will likely be a little bit of exceptions here and there as to how the game behaves, until you truly ended up on the hub for the first time. Then things should behave as expected, hopefully.

[edit: one simple thing to try: leave a 0.wlv in the folder even if the master.dat don't actually refers to it. See if that works or if it still ends up loading 0.wlv regardless]

[edit2: if that still doesn't work, send me the files you're working with along with where you put them. In the worst case, I have tools to figure out where the program is looking for the files when the MAVs happen.]
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Post by mqdar » Fri Mar 06, 2009 6:25 am

Ok, I found out the problem. :D
It's because one of my edited bytes was in the wrong place. :o :lol:
Cbloopy, can you make the adventure star a 1-use button? Currently it activates and deactives without problems, but when you finish the adventure, it stays the same. It would be nice if it went blue after usage. Is that Data6, Data8, or something like that?
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Post by cbloopy » Fri Mar 06, 2009 9:40 am

mqdar wrote:but when you finish the adventure, it stays the same. It would be nice if it went blue after usage. Is that Data6, Data8, or something like that?
It's supposed to be automatically handled by the game without any additional data from the designer, and I've seen a star once turn blue, but I haven't fully replicate it again yet. There's still much flakiness with this hub business that I have to test through to fully understand, especially at the beginning when the game start you off in an adventure rather than the hub.

This is why it would be really much more sensible for Patrick to update the editor to properly support hubs. But clearly I underestimated how much people wants this. I'll shift my focus to do more testing on this and see what's the best way to set things up to avoid any unexpected problems with hub usage.
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Post by jdl » Fri Mar 06, 2009 12:45 pm

Yeah, I just put a Star on the Hub and played the Adventure, whenever I won and got back to the Hub, it was still yellow and I could play it again.
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Post by cbloopy » Fri Mar 06, 2009 12:54 pm

Ok, regarding making the custom adventures player deal with hubs, I have a little more bad news:

1) Selecting "restart adventure" will break the whole thing. More precisely, once you do this, the game will seem to forget about the hub. You will lose all your coins, stars, items, and scores when you restart, and then when you win the mini-adventure (or lose/abort) you will end up back on the selection screen.

I don't know why this happens or whether there is any way to make the game not do that. If you don't ever "restart adventure" then you should be okay. (You can get the effect of restart adventure by aborting and then stepping on the adventure star again. Aborting will correctly revert your coins/stars/items/scores.)

2) The game gets rather confused when it comes to scoring. When you win a mini-adventure that you entered from stepping on an adventure star, the game will always report a score of 0 no matter what. But if you open your item bag after returning to the hub page, you will see that in fact your score has increased by the amount expected from the gems you collected and the time bonus.

Again, I don't know why, and it's quite likely that maybe the programming was changed enough that the scoring display when you win an adventure will no longer work beyond the adventure you selected from the selection screen.

3) The game seems to have programming to automatically turn adventure stars blue for adventures you've completed, but I'm not sure whether it can ever work correctly for the custom adventures player, and whether it needs some additional data somwhere in the star object, the master.dat file, or whatever. Right now, if you also put in an adventure star with Data0 set to 0 (which would correspond to "adventure #0"), and then step on any adventure star going to any mini-adventure and complete that mini-adventure, then afterwards the adventure star with Data0 set to 0 will become blue, rather than the "correct" star.

I do know that in the worst case (can't rely on the game's programming to turn stars blue for you), there may still be a way to work around it. I think I have figured out how actions that occur after winning a mini-adventure, how they are stored in master.dat. If those work correctly for the custom adventures player (not yet tested, so no guarantees), then you could probably use the commands to reveal a blue star and delete the yellow star.
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Post by Nobody » Sat Mar 07, 2009 12:41 am

LOL!!!!!!!!!!

I MADE A COLLECTIBLE WYSP!!!

Back up or move (or both) the "hpmetubs" file in the star folder, make a copy of "xjtq" (outside of the star folder), rename the original "xjtq" "hpmetubs", and then add the copy of "xjtq". :P
i should change my signature to be rude to people who hate pictures of valves
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Post by cbloopy » Sat Mar 07, 2009 12:52 am

Nobody wrote:I MADE A COLLECTIBLE WYSP!!!

Back up or move (or both) the "hpmetubs" file in the star folder, make a copy of "xjtq" (outside of the star folder), rename the original "xjtq" "hpmetubs", and then add the copy of "xjtq". :P
This sounds more complicated then necessary. If I'm understanding you correctly, you just want a GoldStar object with the Wysp texture, so just custom texture the GoldStar accordingly using the WOPs from this post (which allows custom object textures for almost all objects in the game).
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Post by Clifford » Sat Mar 07, 2009 2:03 am

Cbloopy, I'll do ANYTHING for YOU!!!!
Last edited by Clifford on Fri Mar 13, 2009 9:52 am, edited 1 time in total.
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Post by jdl » Sat Mar 07, 2009 2:14 am

Ok Cbloopy, how about making a program like this...
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Post by Qloof234 » Sat Mar 07, 2009 2:23 am

Make sure the player can't use CMD 8 or CMD 7
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Clifford
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Post by Clifford » Sat Mar 07, 2009 8:59 am

jdl wrote:Qloof - I didn't. I just used CMD 8. :wink:

OMG IT WORKED LOL!!! LOOK OMG!
Wow! How did you do that?
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Post by Clifford » Sat Mar 07, 2009 10:33 am

Help!

Code: Select all

Couldn't Load Texture&#58; data\models\stinker\accessory101@.jpg
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Post by Clifford » Sat Mar 07, 2009 10:37 am

Sorry for Triple Post.
jdl wrote:
Qloof234 wrote:cbloopy, you deserve a medal for all this.

No wait, not a medal. A hundred medals, at least.
This enough? :wink: :lol:

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No, this is not enough!
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Post by richmond2010 » Sat Mar 07, 2009 1:06 pm

Clifford, you can reply to 3 people in one post.
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Post by jdl » Sat Mar 07, 2009 3:24 pm

I just realized that you would need one more thing that is not in my picture above. I have edited and reattached the picture in this post so you all can see what I mean. I just hope Cbloopy can make something like this. :D
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cbloopy
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Post by cbloopy » Sat Mar 07, 2009 3:55 pm

jdl wrote:I just realized that you would need one more thing that is not in my picture above. I have edited and reattached the picture in this post so you all can see what I mean.
I don't really understand the lower half of your picture. In any case, I already wrote the program before I started looking at your pictures, so too bad.

The program gives you the ability to view and edit the hub-related options in a master.dat file. As you can see, you can tell it
- where to go if the player loses or aborts
- where to go if the player wins
- up to 3 general commands to run on hub levels after the player wins. [Note: for general commands that you set to run on a different level from the one you end up on after winning, it's likely that only simple stuff like activate/deactivate/toggle would work, but feel free to test.]

I've done some testing on it so I'm fairly confident that the program will not screw up other parts of the file, but just to be safe, you might want to make backup copies of the original master.dat files you are going to edit with this program.
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Post by jdl » Sat Mar 07, 2009 4:35 pm

Cbloopy... You just did the UNIMAGINABLE!!! :shock: You have done all you could to help us make our Adventures perfect! Thank you!!! :D 8)

Now, all we need to do is change the level the player starts in, and *change the directory it loads all the Adventures and Hub files from* then we'll have basicly everything!!! :D :mrgreen:

*That's what I was trying to explain in my picture. :wink:

EDIT: Whenever you go to save, only the "Save As..." function works. Your not able to click on the "Save" button.

EDIT 2: Using CMD 115 (Floing) that Clifford found, can we replay Adventures? :D
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Post by Yutoma » Sat Mar 07, 2009 6:00 pm

so I just extracted the data from a WA1 level and create a WOP from it
How? :?
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cbloopy
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Post by cbloopy » Sat Mar 07, 2009 9:52 pm

jdl wrote:Now, all we need to do is change the level the player starts in, and *change the directory it loads all the Adventures and Hub files from* then we'll have basicly everything!!! :D :mrgreen:
I thought I explained that I can't. It's not stored anywhere inside any files. It is wired in the programming, and the custom adventure player normally figures out where to get files based on the adventure you selected on the selection screen. That part of programming would need to be duplicated, and I don't have any means to change the programming.

Besides, there are reasons why the game looks for hub level files inside the player profile. The game actually modifies the .wlv files there as you play along, to keep track of changes that happen as a result of playing.
EDIT: Whenever you go to save, only the "Save As..." function works. Your not able to click on the "Save" button.
Yeah, I thought I should disable that until people have used the program enough and are confident that the program is bug free. The "Save As" has more chance for you to decide not to save, or to save to another file besides the original.
EDIT 2: Using CMD 115 (Floing) that Clifford found, can we replay Adventures? :D
Did that ever work for you? I tried that CMD before but it doesn't do anything. It's likely that it might have been taken out altogether in the custom adventures player.
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Post by Clifford » Sat Mar 07, 2009 10:19 pm

cbloopy wrote:
EDIT 2: Using CMD 115 (Floing) that Clifford found, can we replay Adventures? :D
Did that ever work for you? I tried that CMD before but it doesn't do anything. It's likely that it might have been taken out altogether in the custom adventures player.
Well I can't tell this to you until you've completed WA1.

Type the code once completed and then press backspace.

It will ask you for a command so type in 115.

For more info check
Sorry, I have deleted this link.

If you really want to know get 105 stars.
Last edited by Clifford on Sat Mar 07, 2009 10:47 pm, edited 1 time in total.
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Post by jdl » Sat Mar 07, 2009 10:22 pm

1. I just checked CMD 115 and it didn't work.

2. The end Adventure CMD thing doesn't work. :(
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Post by jdl » Sat Mar 07, 2009 10:23 pm

:shock: CLIFFORD DO NOT POST THAT LINK! :shock:

Patrick, please don't lock this topic, just delete the post!
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Post by dlcs18 » Sat Mar 07, 2009 10:28 pm

He already did. :(
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mqdar
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Post by mqdar » Sat Mar 07, 2009 10:33 pm

Clifford! :shock:
Take away the link!
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mqdar
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Post by mqdar » Sat Mar 07, 2009 10:35 pm

cbloopy wrote:
EDIT 2: Using CMD 115 (Floing) that Clifford found, can we replay Adventures? :D
Did that ever work for you? I tried that CMD before but it doesn't do anything. It's likely that it might have been taken out altogether in the custom adventures player.
Actually, I think the command is still there. Maybe it isn't 115, just a very similar number. When you do it though, it is very buggy, because it was only intended for use in WA.

P.S. Wow, I don't double-post very often. :o
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Post by jdl » Sat Mar 07, 2009 10:36 pm

He's not on the forum right now! :shock:

I hope this doesn't get locked. :( :cry:
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Post by dlcs18 » Sat Mar 07, 2009 10:37 pm

Maybe one of you could PM Patrick to take it away?
(I can't cause I'm working on TRC :P)
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