The sentence you understood wrongly used bad English sentence structure.Qloof234 wrote:What you said seems to be saying that the program "solves the Adventure-Hub (Level 0, X0 Y0) glitch and also copies it into the player profile's hub folder".
At least, that's what it reads like - I understand now that you're saying otherwise, though.
The Ultimate WA Editor Hex-Editing Topic! Take A Look!
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[7:23:57 AM] 'a'a: *clicks here*
- JohnEmmanuel143
 - Rainbow Seeker
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Re: !!!
What????Like this(-*.dia)?????Where?????Player Profiles?????cbloopy wrote:Sorry I forgot to mention this, but you also need to copy the dialog files (*.dia) for the hub into the same location you put the .wlv level files for the hub.JohnEmmanuel143 wrote:Help!I have discovered that you get a mav when you talk to anything after your adventure!
How Can I Ever Get Rid OF THIS Sorry,But This Word Has Been Removed Due To A Violence MAVVV!
I'm So puzzled
- JohnEmmanuel143
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 - Joined: Sat Aug 02, 2008 10:27 am
 
- JohnEmmanuel143
 - Rainbow Seeker
 - Posts: 283
 - Joined: Sat Aug 02, 2008 10:27 am
 
Re: !!!
If you play your hub as a regular adventure instead, do the dialogs work? It's possible maybe your dialog files have gone bad, I think something similar happened to dlcs18's TRC adventure recently (fortunately he had a backup in the form of demo 2JohnEmmanuel143 wrote:It doesn't Work!![]()
I put all the dialog files still does not WORK!
- JohnEmmanuel143
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(lolz 2:45 AM in Canada)
So are you saying that once the hub system starts the dialog doesn't work?
Have you copied all the dialog files in from the adventure in both Player Profiles/Current/Hub as well as Data/Adventures/Hub?
If they work before Hub mode, then I think this would be the reason to them not working correctly.
			
									
									
						So are you saying that once the hub system starts the dialog doesn't work?
Have you copied all the dialog files in from the adventure in both Player Profiles/Current/Hub as well as Data/Adventures/Hub?
If they work before Hub mode, then I think this would be the reason to them not working correctly.
- JohnEmmanuel143
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!
Yes to number 2!
Any dialog brings Mav after an Adventure...
I have to fix this or else:
NO MORE WA:TMS
But anyway I have two plans left!

Edit 1:And yet I have to stick with plan B with C,:(
WAIT FOR QLOOF'S WA:CP!;)
			
									
									
						Any dialog brings Mav after an Adventure...
I have to fix this or else:
NO MORE WA:TMS
But anyway I have two plans left!
Edit 1:And yet I have to stick with plan B with C,:(
WAIT FOR QLOOF'S WA:CP!;)
Re: !
Why don't you PM me all the files and I'll take a look when I have time.JohnEmmanuel143 wrote:Yeah!It works but After another adventure,then I started interacting,I get a Mav!
Although I should mention that your timing is not very good. I'll be out of town for a few days so I won't be on the computer as much.
Re: !
I found the time to investigate JohnEmmanuel143's problem. Turns out he was using negative numbers for hub levels (ie. "-4.wlv"), and it seems the game gets confused in that case and will start looking for dialog files in Current\Adventure rather than Current\Hub, resulting in the MAV.JohnEmmanuel143 wrote:Any dialog brings Mav after an Adventure...
I have to fix this or else:
NO MORE WA:TMS
The solution is, don't use negative numbers for hub levels. You only need negative numbers when referring to hub levels in a levelexit (red arrow) object.
- JohnEmmanuel143
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- JohnEmmanuel143
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 - Joined: Sat Aug 02, 2008 10:27 am
 
Re: !!!
AWESOME!JohnEmmanuel143 wrote:Sory to dp But:
Flower+modified Barrel+Chair+X and Z adjust=Flower Pot!
dlcs18
						Re: !!!
how i can do it?JohnEmmanuel143 wrote:Sory to dp But:
Flower+modified Barrel+Chair+X and Z adjust=Flower Pot!
Avid TTR player and TTS developer, a new revolutionary server in works.
						Try fake walls (Logic=Floor) with hidden gates inside first.Clifford wrote:Hey cbloopy!
Activable walls?
					Last edited by AJQZC on Sun Mar 22, 2009 12:09 am, edited 1 time in total.
									
			
									
						Well, yes, but the point is they aren't actually walls from the tile set in their proper shape, which is what Clifford seems to be asking for.
EDIT: I still fail at english
			
													EDIT: I still fail at english
					Last edited by Qloof234 on Sun Mar 22, 2009 4:56 pm, edited 1 time in total.
									
			
									
						- CatHat5678
 - Rainbow Wonderlander
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here this might count as a activatible wall if you set them to the right
colour
			
						colour
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									Why did the chicken cross the road?
						Because if the road crossed the chicken the old lady's would trip over the bump!
(no offence to anyone who thinks of themselves as "old")
With so many people making use of the hub system, I'm thinking maybe we should consider Clifford's idea about using MOFI.
In particular, the demo version of MOFI is freely available to download. If you replace the adventure files in the MOFI demo with your own, you should get a fully working hub system (you start on the hub and not inside an adventure; restart works; adventure stars automatically turn blue; Floing is available; the player doesn't have to copy the hub files into the player profile folder themselves; etc.)
I've just had a quick test with this idea and looks like it basically works. (Disclaimer: I haven't yet tested all the stuff I claimed above like Floing works or adventure stars automatically turning blue.) There are some adjustments that need to be made with level files to work fully with the MOFI game (eg. leveltextures in particular), but some programming from me can take care of this. The MOFI game also don't have some of the files that are in the editor (eg. the WA1 music) but they can be copied from the editor into the corresponding folders in MOFI.
An additional bonus is, you can get some of the new MOFI features like Grow magic and IceFlower magic with no additional help from me. You do lose some features that are cut from MOFI (I'm guessing the homing missile magic for example), but that's a small prize to pay.
When I have time I'll look into this a little more to work out what exactly you need to get this fully working.
			
									
									
						In particular, the demo version of MOFI is freely available to download. If you replace the adventure files in the MOFI demo with your own, you should get a fully working hub system (you start on the hub and not inside an adventure; restart works; adventure stars automatically turn blue; Floing is available; the player doesn't have to copy the hub files into the player profile folder themselves; etc.)
I've just had a quick test with this idea and looks like it basically works. (Disclaimer: I haven't yet tested all the stuff I claimed above like Floing works or adventure stars automatically turning blue.) There are some adjustments that need to be made with level files to work fully with the MOFI game (eg. leveltextures in particular), but some programming from me can take care of this. The MOFI game also don't have some of the files that are in the editor (eg. the WA1 music) but they can be copied from the editor into the corresponding folders in MOFI.
An additional bonus is, you can get some of the new MOFI features like Grow magic and IceFlower magic with no additional help from me. You do lose some features that are cut from MOFI (I'm guessing the homing missile magic for example), but that's a small prize to pay.
When I have time I'll look into this a little more to work out what exactly you need to get this fully working.



