Page 20 of 60
Posted: Thu Mar 19, 2009 11:18 pm
by mqdar
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 sentence you understood wrongly used bad English sentence structure.

Posted: Thu Mar 19, 2009 11:40 pm
by Qloof234
Yeah, pretty much.

Re: !!!
Posted: Fri Mar 20, 2009 1:47 am
by JohnEmmanuel143
cbloopy wrote: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!

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.
What????Like this(-*.dia)?????Where?????Player Profiles?????
I'm So puzzled

Posted: Fri Mar 20, 2009 1:49 am
by Qloof234
When you copy the hub areas from the adventure to Data/Hub and to User Data/Player Profiles/Current/Hub, the dialog files need to be copied as well, unless the hub has no dialog at all.
!!!
Posted: Fri Mar 20, 2009 2:05 am
by JohnEmmanuel143
It doesn't Work!
I put all the dialog files still does not WORK!
Posted: Fri Mar 20, 2009 2:06 am
by Qloof234
Hmmm... It works fine for me...
I'm not sure what the problem would be, then.
Well,
Posted: Fri Mar 20, 2009 2:27 am
by JohnEmmanuel143
Well,one plan for sure!
*Waits For Qloof's WA:CP Demo Release

*
Posted: Fri Mar 20, 2009 2:29 am
by Qloof234
Re: !!!
Posted: Fri Mar 20, 2009 4:54 am
by cbloopy
JohnEmmanuel143 wrote:It doesn't Work!
I put all the dialog files still does not WORK!
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 2

). It would also be good to post a screenshot of the folder you put your dialog files into, so we know whether you really did put them in the right place.
!
Posted: Fri Mar 20, 2009 5:01 am
by JohnEmmanuel143
Yeah!It works but After another adventure,then I started interacting,I get a Mav!
I'm Tired Of This Sicko Mav!
*Cools down a moment*
Sorry!It's because it's really Hot in here.
Posted: Fri Mar 20, 2009 9:45 am
by Qloof234
(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.
!
Posted: Fri Mar 20, 2009 10:29 am
by JohnEmmanuel143
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!;)
Re: !
Posted: Fri Mar 20, 2009 11:47 am
by cbloopy
JohnEmmanuel143 wrote:Yeah!It works but After another adventure,then I started interacting,I get a Mav!
Why don't you PM me all the files and I'll take a look when I have time.
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.
Posted: Fri Mar 20, 2009 12:01 pm
by AJQZC
How is it possible to run the game directly from the Hub there?

Re: !
Posted: Sat Mar 21, 2009 9:04 am
by cbloopy
JohnEmmanuel143 wrote:Any dialog brings Mav after an Adventure...
I have to fix this or else:
NO MORE WA:TMS

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.
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.
!!!
Posted: Sat Mar 21, 2009 2:10 pm
by JohnEmmanuel143
cbloopy was right!Now I can Get My Work Done!
Thanks to cbloopy And SUMMER!!!!!!
!!!
Posted: Sat Mar 21, 2009 2:48 pm
by JohnEmmanuel143
Sory to dp But:
Flower+modified Barrel+Chair+X and Z adjust=Flower Pot!
Re: !!!
Posted: Sat Mar 21, 2009 2:54 pm
by dlcs18
JohnEmmanuel143 wrote:Sory to dp But:
Flower+modified Barrel+Chair+X and Z adjust=Flower Pot!
AWESOME!
Re: !!!
Posted: Sat Mar 21, 2009 6:20 pm
by bround
JohnEmmanuel143 wrote:Sory to dp But:
Flower+modified Barrel+Chair+X and Z adjust=Flower Pot!
how i can do it?
Posted: Sat Mar 21, 2009 11:17 pm
by Clifford
Hey cbloopy!
Activable walls?
Posted: Sat Mar 21, 2009 11:32 pm
by AJQZC
Clifford wrote:Hey cbloopy!
Activable walls?
Try fake walls (Logic=Floor) with hidden gates inside first.

Posted: Sat Mar 21, 2009 11:42 pm
by Qloof234
Activatible walls aren't possible, because they don't exist in WA itself.
Posted: Sun Mar 22, 2009 12:02 am
by jdl
Qloof234 wrote:Activatible walls aren't possible, because they don't exist in WA itself.
If you think about it, gates (not toll gates) can be a wall. They block your way whenever their active. So, we actually do have activatable walls!

Posted: Sun Mar 22, 2009 12:04 am
by Qloof234
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
Posted: Sun Mar 22, 2009 12:12 am
by AJQZC
So, we have to hide the gates, right?
In where? --- Fake walls, of course.

Posted: Sun Mar 22, 2009 12:21 am
by Qloof234
Yes, but the walls themselves stay in place, and Clifford seems to want them to go down as well as deactivate.
Fake walls plus under-level gates would work though.
*in b4 anyone says using cbloopy's custom item textures would work*
Posted: Sun Mar 22, 2009 1:42 am
by CatHat5678
here this might count as a activatible wall if you set them to the right
colour

Posted: Sun Mar 22, 2009 6:23 am
by AJQZC
CatHat5678 wrote:here this might count as a activatible wall if you set them to the right
colour

I don't see how we can use it.

Posted: Sun Mar 22, 2009 9:12 am
by cbloopy
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.
Posted: Sun Mar 22, 2009 11:50 am
by jdl
So your saying whenever we put the Red or Green Glove Chargers in, it will automatically be Floing and GROW!
Only one thing: We need Patrick's approval before we start messing around with the actual games files and distributing the modified version of the whole game.
