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[Mod] WonderPlus 1.05 (With Sources)

Posted: Sun Jun 12, 2016 4:40 pm
by HumanGamer
Hey all, the mod I released earlier was a sort of "alpha" version of the mod. I have polished it up, fixed bugs and added new features.

Releases:
- 1.05 (Latest): http://www.mediafire.com/file/81ysa6oeh ... s-1.05.zip
- 1.04: http://www.mediafire.com/file/7uha8aj9s ... s-1.04.zip
- 1.03 (Bugged?): http://www.mediafire.com/file/7s5hl7g89 ... s-1.03.zip
- 1.02 (Bugged): http://www.mediafire.com/download/87i6j ... s-1.02.zip
- 1.01(Old fully working version): http://www.mediafire.com/download/xl1ml ... s-1.01.zip
- 1.00: http://www.mediafire.com/download/32bhz ... s-1.00.zip
- 0.01: http://www.mediafire.com/download/hryik ... 3E_Mod.zip

Install:

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Copy all the files from the Binaries folder into your WA3E folder, replacing anything you're asked to.
Features:

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==================
Mod Features List
==================

---------------------------------------------------------------------------
Fixes:
---------------------------------------------------------------------------
    * Fixed vanilla bug where selecting a profile would ALWAYS create a new
      profile and bug out.
    * Editor now uses WASD to move camera instead of WAXD

---------------------------------------------------------------------------
Commands:
---------------------------------------------------------------------------
    - Command 118: Displays a Hub Complete message at the bottom of the screen.
    - Command 119: Removes your current magic.

---------------------------------------------------------------------------
Magic:
---------------------------------------------------------------------------
    - Magic 7: White Magic chargers now remove your current magic.
    - Magic 8: Rainbow Magic is now 'Bounce' magic
    - Magic 9: Gray Magic uses star particles but is currently unused.

    - White and Rainbow Magic chargers are now selectable in the editor.
    * Black Magic is no longer selectable in the editor, use White Magic instead.

---------------------------------------------------------------------------
Object Logic:
---------------------------------------------------------------------------
    - Type 472: Talking NPC that doesn't animate or move such as barrels. Incl. *.wop for Barrels
Changelog:

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v1.05:
    * The bug from 1.02 is now removed for good. It was caused by the border extruding.
    * Temporarily removed custom border extrude due to a bug.
    - Version number of mod is now displayed on the main menu.

v1.04:
    * The bug from 1.02 should now be fixed for sure. Let me know if it's still broken.

v1.03:
    * Hopefully fixed gamebreaking bug from v1.02
    * Changed camera controls in editor from WAXD to WASD
    - Partially implemented custom border extrude (Player is done, Editor needs work)

v1.02:
    * Fixed bug where the small magic remover (white magic) wouldn't disappear after use.

v1.01:
    * Fixed the vanilla bug with profile selector - see features.txt for more info
    
v1.00
    - White magic chargers now remove magic
    - New Commands that are actually useful
    * Fixed pad particles for rainbow and gray magic. (They used to show up with a snow flake and raindrop)
    * Fixed custom magic types not having a message when selected in the inventory
    * Fixed math bug with rainbow/bounce magic (Caused by null-pointer/missing-reloc)
    
v0.01
    - Initial Release - Test Version
    - Two Test Commands
    - White magic test where it plays the wakka sound
    - Rainbow magic is now bounce magic
    - Adding extra magic colors/types test with gray magic.
    - Talking Inanimate Objects (New Logic Type)
PS: This is the topic for the mod now. The other topic was just more of a heads-up look what I did kind of thing.

Posted: Mon Jun 13, 2016 5:19 pm
by Pawelec
Could you fix the Wonderfalls backgroundtex bug? It's extremely annoying.

Posted: Mon Jun 13, 2016 10:27 pm
by Jutomi
In fact, the ability to change the background's textures and even Xtrude/water height/etc would be amazing... though, I somewhat doubt this would be easy or even possible. :?

Posted: Sat Jun 18, 2016 8:32 pm
by OondiLalaLoopy
I know it might sound stupid but what exactly this mod do?

Posted: Sat Jun 18, 2016 10:25 pm
by Timecrokba
OondiLalaLoopy wrote:I know it might sound stupid but what exactly this mod do?
Currently:
Allows you to select a profile in the player
Adds the option to "Complete"/have an end to a hub and have it be displayed
Added white magic charger which now just removes magic, which replaces black magic, along with a command to do the same thing,
Added "Bounce" back into the editor
Added talking barrels, because why not

That's what I think it does so far anyways

Posted: Sun Jun 19, 2016 3:27 am
by LittleZbot
If I may ask, if I were to make an adventure with this, would the player have to also have it installed, or would they experience everything (such as Command 119, or Bounce Magic) normally, even if they had the normal editor and player?

Posted: Sun Jun 19, 2016 5:11 am
by Qloof234
They'd have to have the mod installed, I can tell you that pretty easily.

Posted: Fri Jul 15, 2016 6:22 pm
by ab-47
Hi. Does Wonderplus change anything in Flash magic?

Posted: Fri Jul 15, 2016 8:35 pm
by Jutomi
I don't think so, from my personal experience with it. :P

Posted: Fri Jul 15, 2016 9:34 pm
by LittleZbot
May I ask, then, if you were to make an adventure with this mod without using any of the extra features, would the player still have to have this mod?

Posted: Fri Jul 15, 2016 9:45 pm
by Timecrokba
LittleZbot wrote:May I ask, then, if you were to make an adventure with this mod without using any of the extra features, would the player still have to have this mod?
No. If it only uses vanilla features, you would not need the mod. But if you add anything relating to the mod, you will need it.

Posted: Sat Jul 16, 2016 11:03 am
by ab-47
Jutomi wrote:I don't think so, from my personal experience with it. :P
Are you sure? I was able to flash objects into water-logic tiles and bridges, and this didn't show up in vanilla Wg.exe. :?

Posted: Sun Jul 17, 2016 1:21 am
by Wonderman109
Where should I put the files?

EDIT: How do I use grey magic? I can't change the magic # to 9. Did I do something wrong with the files?

Posted: Fri Jul 22, 2016 4:59 pm
by HumanGamer
Are you sure? I was able to flash objects into water-logic tiles and bridges, and this didn't show up in vanilla Wg.exe.
This may be a bug, can anyone else confirm this?
How do I use grey magic? I can't change the magic # to 9.
I have not made any use for grey magic yet, so I disabled it in the editor.

Posted: Wed Sep 21, 2016 6:20 pm
by HumanGamer
New Update!

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v1.02:
    * Fixed bug where the small magic remover (white magic) wouldn't disappear after use.

Posted: Wed Sep 21, 2016 8:05 pm
by FinnThor
I'm really impressed with the Wonderplus mod, I can't wait to see what's added in future updates! (If there are any.)

Posted: Wed Sep 21, 2016 10:45 pm
by Wonderman109
cooldudepoke, the mod is causing the game to require a custom texture for the default iceflower texture. I'm using the missileflower's as a placeholder, but could you stop tinkering with Z-Bots and iceflowers adn the like when making these? It's getting a bit annoying.

EDIT: NVM it's not the mod. The (Timer) fireflower wop from someone else I can't remember automatically assumes all fireflowers use Custom\Iceflower.png. The regular fireflower works fine.

Posted: Thu Sep 22, 2016 12:06 am
by HumanGamer
Wonderman109 wrote:cooldudepoke, the mod is causing the game to require a custom texture for the default iceflower texture. I'm using the missileflower's as a placeholder, but could you stop tinkering with Z-Bots and iceflowers adn the like when making these? It's getting a bit annoying.

EDIT: NVM it's not the mod. The (Timer) fireflower wop from someone else I can't remember automatically assumes all fireflowers use Custom\Iceflower.png. The regular fireflower works fine.
I didn't touch anything related to that. But it seems you figured that out already ;)

Posted: Wed Sep 28, 2016 5:56 pm
by HumanGamer
Another new update:

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v1.03:
    * Hopefully fixed gamebreaking bug from v1.02
    * Changed camera controls in editor from WAXD to WASD
    - Partially implemented custom border extrude (Player is done, Editor needs work)


Posted: Wed Sep 28, 2016 7:32 pm
by Timecrokba
Cooldudepoke wrote:v1.03:
* Hopefully fixed gamebreaking bug from v1.02
* Changed camera controls in editor from WAXD to WASD
- Partially implemented custom border extrude (Player is done, Editor needs work)
What is/was the bug?

Posted: Wed Sep 28, 2016 7:59 pm
by HumanGamer
Timecrokba wrote:
Cooldudepoke wrote:v1.03:
* Hopefully fixed gamebreaking bug from v1.02
* Changed camera controls in editor from WAXD to WASD
- Partially implemented custom border extrude (Player is done, Editor needs work)
What is/was the bug?
The game would act strange whenever you stepover a small magic charger. When removing it, it would sometimes mess other things up such as Z-Bot path finding etc.

Posted: Wed Sep 28, 2016 8:28 pm
by FinnThor
cooldudepoke wrote:Another new update:

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v1.03:
    * Hopefully fixed gamebreaking bug from v1.02
    * Changed camera controls in editor from WAXD to WASD
    - Partially implemented custom border extrude (Player is done, Editor needs work)

I have split opinions on this.

I'm happy that there's a new update.

I'm not happy because I have to re-download Wonderplus. But then again, every time you fix a bug, a new one is created.

However, nothing's perfect.
cooldudepoke wrote: I have not made any use for grey magic yet, so I disabled it in the editor.
I hope that in the next update, you find a use for this! (Also, because you have added talking barrels, why not add talking tnt barrels? It only makes sense.)

Posted: Fri Sep 30, 2016 6:18 pm
by LittleZbot
That WASD thing is going to save my life.

Posted: Fri Sep 30, 2016 8:39 pm
by FinnThor
LittleZbot wrote:That WASD thing is going to save my life.
Same Here!

Posted: Tue Oct 11, 2016 5:59 pm
by HumanGamer
The bug should now be completely fixed.

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v1.04:
    * The bug from 1.02 should now be fixed for sure. Let me know if it's still broken.

Posted: Wed Oct 12, 2016 11:46 pm
by HumanGamer
The bug is completely fixed now for sure. This version is play-ready!

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v1.05:
    * The bug from 1.02 is now removed for good. It was caused by the border extruding.
    * Temporarily removed custom border extrude due to a bug.
    - Version number of mod is now displayed on the main menu.

Posted: Fri Aug 04, 2017 1:59 pm
by PhoenixBlaze
Is it possible to use a spellball with Bounce magic?

Posted: Fri Aug 04, 2017 2:08 pm
by FinnThor
PhoenixBlaze wrote:Is it possible to use a spellball with Bounce magic?
No, It is not. :(

Edit: Wait, no, scratch that, it is! I was able to do it and it was pretty mind-blowing for me. :P