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Posted: Sat Mar 07, 2009 10:41 pm
by jdl
dlcs18 wrote:Maybe one of you could PM Patrick to take it away?
(I can't cause I'm working on TRC

)
PM sent!
Wow, this happened so randomly.

Posted: Sat Mar 07, 2009 10:47 pm
by Clifford
I've deleted it.
Got your PM jdl.
Posted: Sat Mar 07, 2009 10:51 pm
by Clifford
(about the editing master.dat)
DP but...
WOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Cbloopy!
Now I REALLY DON'T KNOW HOW TO THANK YOU!
(sigh) I just wish i did.
Posted: Sat Mar 07, 2009 10:52 pm
by dlcs18
Clifford wrote:I've deleted it.
Thanks.
Actually I feel dumb that we all just bursted into a fit back then a few minutes ago.

Posted: Sat Mar 07, 2009 10:55 pm
by jdl
Clifford wrote:I've deleted it.
Got your PM jdl.
Thank you!

Good thing the link wasn't on there very long!

Just about a half hour.
----------------------
Now with that out of the way, we can continue this topic!
Posted: Sat Mar 07, 2009 10:59 pm
by cbloopy
jdl wrote:2. The end Adventure CMD thing doesn't work.

Are you referring to the 3 commands that run on the hub after winning an adventure?
I just tested it out and it works perfectly for me. You might want to make sure you put in the correct level numbers for the commands? 0 might not work as a level number there, so I suggest you start making use of the program to put you on level 1 or higher of the hub.
Two more notes on making hubs in the editor:
1) For some reason, LevelExits (the red arrows) on the hub needs the level numbers to be negative in order to work. So for example, if in 1.wlv of your hub you want an arrow that goes to 2.wlv, you should set Dest Level for that arrow to -2, not 2.
2) When you select an adventure to play, the game starts off straight in "adventure" mode until you step on an adventure star and win/lose that mini-adventure. So you'll need to basically duplicate everything up to the first adventure star in both the hub level files, and in the level files comprising of the "adventure" you can select to start playing.
Posted: Sat Mar 07, 2009 11:00 pm
by Clifford
By the way, have you taken notice of my other post about:
Code: Select all
Cannot find texture: Data\Models\Stinker\Accsessory101@.jpg
Posted: Sat Mar 07, 2009 11:05 pm
by cbloopy
Clifford wrote:By the way, have you taken notice of my other post about:
Code: Select all
Cannot find texture: Data\Models\Stinker\Accsessory101@.jpg
Seems like you have a typo, especially when I see the "@" there. Don't you mean Data\Models\Stinker\bddfttpsz101b.wdf?
Posted: Sat Mar 07, 2009 11:06 pm
by jdl
Ohhhhhhhhhhhhh! That's why it wasn't working! I was using it on level 0.
About negative numbers, that makes since, because, well, you know...

:sigh:
Posted: Sat Mar 07, 2009 11:09 pm
by dlcs18
cbloopy wrote:Seems like you have a typo, especially when I see the "@" there.
Actually, this is a file that the game is looking for itself when you choose a certain glasses option for your NPC Stinker and then play the adventure with that NPC. Looks like MS messed up when doing that.

Posted: Sat Mar 07, 2009 11:25 pm
by Clifford
cbloopy wrote:Clifford wrote:By the way, have you taken notice of my other post about:
Code: Select all
Cannot find texture: Data\Models\Stinker\Accsessory101@.jpg
Seems like you have a typo, especially when I see the "@" there. Don't you mean Data\Models\Stinker\bddfttpsz101b.wdf?
No I don't mean that. I actually do mean it with the @. That is what it showed.
Posted: Sat Mar 07, 2009 11:27 pm
by jdl
Cblooby, it STILL doesn't work. I even changed the location I abort and win the Adventure from to the level it runs the CMD and it doesn't do anything.

Posted: Sat Mar 07, 2009 11:27 pm
by dlcs18
Posted: Sun Mar 08, 2009 12:00 am
by cbloopy
jdl wrote:Cblooby, it STILL doesn't work. I even changed the location I abort and win the Adventure from to the level it runs the CMD and it doesn't do anything.

Ok, why don't you PM me your files and I'll take a look.
Posted: Sun Mar 08, 2009 12:26 am
by jdl
cbloopy wrote:jdl wrote:Cblooby, it STILL doesn't work. I even changed the location I abort and win the Adventure from to the level it runs the CMD and it doesn't do anything.

Ok, why don't you PM me your files and I'll take a look.
Ok. I have sent you three things.

Posted: Sun Mar 08, 2009 2:24 am
by cbloopy
I was unable to examine with the editor the hub level files you sent me. You need to send me the copies of the files before they were put in the player profile's current\hub folder, because once placed there and you start playing, the files there (both .wlv and .dia actually will be affected) will be modified by the game to keep track of your progress on the hub, and the modifications will make the files not compatible with the editor.
I was able to examine them in a hex editor though, and it looks like you did not have the bridge objects in 1.wlv as you did in 0.wlv, which would explain your problem.
=============
This also brings up a good point: because the custom adventures player doesn't know to copy hub level files for you when you start a new game, if you want to start replaying an adventure-with-hub from the beginning, you'll probably need to recopy the original hub level files again, to revert the state of the hub levels back to the beginning. Actually, an easier way would be to do a save game right at the beginning. (Fortunately the player still save and load the hub level files from a save game, so that should work well.)
Posted: Sun Mar 08, 2009 9:57 am
by Clifford
jdl wrote:Qloof234 wrote:For. The. Last. Time.
It's. Impossible. To. Get. Features. From. MoFI. In. The. WA. Editor.
...Continuing on...
Unless. You. Have. The. Programing.
Hmm. Cbloofy, can YOU do anything here?
Posted: Sun Mar 08, 2009 12:42 pm
by jdl
cbloopy wrote:I was unable to examine with the editor the hub level files you sent me. You need to send me the copies of the files before they were put in the player profile's current\hub folder, because once placed there and you start playing, the files there (both .wlv and .dia actually will be affected) will be modified by the game to keep track of your progress on the hub, and the modifications will make the files not compatible with the editor.
I was able to examine them in a hex editor though, and it looks like you did not have the bridge objects in 1.wlv as you did in 0.wlv, which would explain your problem.
=============
This also brings up a good point: because the custom adventures player doesn't know to copy hub level files for you when you start a new game, if you want to start replaying an adventure-with-hub from the beginning, you'll probably need to recopy the original hub level files again, to revert the state of the hub levels back to the beginning. Actually, an easier way would be to do a save game right at the beginning. (Fortunately the player still save and load the hub level files from a save game, so that should work well.)
Yes, your right. I forgot to insert the bridges.

But it still never did it in level 0.
And, the Hub levels were also in the test level I sent you. You could look at those. I use those to edit the Hub when I want to test something.

Posted: Sun Mar 08, 2009 5:48 pm
by Qloof234
First off, cbloopy > God. Again.
Second off, I can't get the program to work right. I'm going to make a copy download of the Editor to investigate, but no matter what I do with the program, it always ends with an MAV.
Posted: Sun Mar 08, 2009 6:56 pm
by jdl
The Master Dat Editor gives you a MAV?

Posted: Sun Mar 08, 2009 10:12 pm
by Qloof234
No, but if I edit the data to put the player at X:3 Y:3 of level 1 on the hub, or no matter what I do, the game MAV's as soon as I finish the adventure.
Posted: Mon Mar 09, 2009 12:43 am
by cbloopy
Did you have a 1.wlv at C:\WA Editor v096\User Data\Player Profiles\<your profile name>\Current\Hub? Remember, NOT C:\WA Editor v096\Data\Adventures\Hub.
Posted: Mon Mar 09, 2009 12:45 am
by Qloof234
Oh, so it's
Current/Hub? I thought it was just /Hub, whoops

Posted: Mon Mar 09, 2009 1:08 am
by Qloof234
Double-post but...

Posted: Mon Mar 09, 2009 1:22 am
by mqdar
Of course, you could just use command 8 with a special tile (like what Dlcs does) to fix this problem with adventure stars.
Posted: Mon Mar 09, 2009 1:34 am
by Qloof234
I've got my problem fixed now... In fact, I think I feel like making my own project out of this Hub system.
Also. What is wrong with this picture? (Hint: Think outside the box)

Posted: Mon Mar 09, 2009 1:49 am
by mqdar
Qloof234 wrote:Also. What is wrong with this picture? (Hint: Think outside the box)
Wonderland
Adventures
!!! Custom Editor !!!
Wow, I thought that picture was from WA for a second! Did you edit the background pic?
Posted: Mon Mar 09, 2009 1:51 am
by Sammy_P
I guess he did.
Posted: Mon Mar 09, 2009 1:54 am
by cbloopy
mqdar wrote:Of course, you could just use command 8 with a special tile (like what Dlcs does) to fix this problem with adventure stars.
Yes and no. First of all, you must
not set the button's repeatable to no, or the player won't be able to redo the mini-adventure if he aborts back to the hub page. So you'll still need to deactivate or destroy the button after the player wins, just like if you use the star. This can be done with one of the three win-action commands in master.dat. But of course this means the star just disappears rather than turning blue.
Later I'll post something that shows how to simulate turning a yellow star blue, using the win-action commands in master.dat and some WOPs from me.
Posted: Mon Mar 09, 2009 1:57 am
by Qloof234
@mqdar/Sammy: I changed the background picture names to load it like that
