Title: Map Editor Download Post by: Morden Tral on April 19, 2007, 08:49:26 pm Latest Map Editor Download:
www.noxhub.net/Downloads/NoXTools.zip (http://www.noxhub.net/Downloads/NoXTools.zip) Map editor v Alpha 0.9 This is the largest change / release of the editor since scripting, the following table will list most (but not all) of the changes and modifications made.
Many more minor changes... Things not added *yet*
Look to the Noxtools/scripts/object directory to find the default mods and mod editor scripts...Mod editor scripting is fairly straightforward and I or templar will be releasing a tutorial on request. Mod editor available variables/data types INT STRING SHORT BYTE HIDDEN VOID PROP COLOR SPELL ENCHANTMENT ABILITY BOOL FLOAT Look to the Noxtools/scripts/scriptdescs directory to find the script function descriptions. Making your own .rtf file with the name of a function will load automatically into the editor when you select that function in the scripting dialog. Download at: www.noxhub.net (http://www.noxhub.net) (download the release for the new version) Please install with the "Setup.exe" file instea dof the NoxTools.msi file, this will insure that you correctly install the new vc++ runtimes that are required to run the map editor. If you load the editor and it fails to run right away (you did not install properly), please look to the setup folder and find vcredist.exe and run it. I am releasing this earlier then i wanted to because I am up against alot of new work and want to take this weekend to debug and get comments and feature requests. Enjoy. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: seenan on April 20, 2007, 12:46:46 am yo i found a problem, adding function/strings, wont let me.
ps: sorry if im doing it wrong or this is a waste of time. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 20, 2007, 12:55:16 am Ur doing it wrong, just click one after you create the string.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: seenan on April 20, 2007, 12:56:35 am do u right click and then press Add on the script thing?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 20, 2007, 12:56:59 am NO....DUR!!!!!
It hasnt changed on string and function editing from the first ones. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: seenan on April 20, 2007, 12:57:54 am doesnt work for me. for what u said earlyer do i make a string then it shows me function crap?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 20, 2007, 12:58:45 am wtf are you talking about....jesus christ, only the functions show function scripting
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: seenan on April 20, 2007, 01:00:08 am kso if my Add thing doesnt work then what do i do?
note: i will try it again.. hold on Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 20, 2007, 01:01:08 am it does work
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: seenan on April 20, 2007, 01:07:55 am k fixed. thanx mord. + rep
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 20, 2007, 01:09:09 am not fixed..you just realized how to do it.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on April 20, 2007, 02:03:56 am I am delighted beyond comprehension.
Edit: Wait a minute Quote Things not added *yet* * Auto tiling floors (Have a new variation i want, have not done it yet) My delightedness faded a little bit. Not that i should be complaining. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 20, 2007, 02:14:12 am Yeah...unfortunately i ran into problems....I have an eays way to do it but it rakes at my nerves because its a crappy way of coding it. Decided to take the long way around instead ofworking something up out of my ass.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on April 20, 2007, 02:19:37 am I love the new script d-box
And the graphical view is no longer off center from where i click on the minimap. Happy days! Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 20, 2007, 03:14:34 am Meh....I added the 3x3 back in just today and i missed something, its not updating the graphical view when you use the 3x3 option. I'll get that fixed very soon.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: FF&Invisible Point on April 20, 2007, 10:07:20 am This new version rocks, congrats.
I may try to write some things about scripting (finishing the complete descriptions on the Wiki ; writing a tutorial with the new scripting box ?). I have to do more things than expected in those holidays, though :-( Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 20, 2007, 01:15:03 pm BTW, my first post in this thread might not have fully explained what the mod editing system and default mods are.
*to see* Rick click on an object and left click on "Export To Default" Go to the create objects selection and create an object of the same type, From now on that exported item will be used automatically when you create an object of the same type. There are only 12 - 13 mod editor written so far, but to see one in action go to the properties of an obelisk (just obelisk, not primitive) and click the "Edit Mod" button. These mod editor scripts are easy to write and save alot of time, they also remove the need to do any hex editing what so ever when modifying an object. *Example of mod editor script* Required: 1 file, with the file name “itemname.txt” *Example script* Mana amount <-- Label for data type, will display in the mod editor BYTE <-- Data type, MUST BE CAPS!! 0 <-- Length of value, (only used with the types HIDDEN and VOID) Identifier descriptions: EXTENT Is the same length as type INT, added just to clarify scripts. BYTE 1 Byte length, self explanatory SHORT 2 Byte Length, self explanatory INT 4 byte length, self explanatory STRING String value, strings have a full INT as a length (IMPORTANT) BOOL Bool value, true / false FLOAT Float value, 0.00112 ect VOID Void bytes, use this for unknown values to skip them ect VOID and a Length of 9 would skip 9 bytes and leave them uneditable in the mod box. HIDDEN Like void but does not show up in the mod editing list PROP Same as a string except the length is a single byte (Used for most states) SPELL Same as prop, except when loaded in the mod editor will display all spells to choose from ENCHANTMENT Same as prop except when loaded in the mod editor will display all enchantments to choose from ABILITY Same as prop except when loaded in the mod editor will display all abilities to choose from COLOR Is a 3 byte color value, will display a color selection dialog in the mod editor when selected (Maidens / Pressure plates and such have color values) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: DisWeaction on April 20, 2007, 01:32:54 pm Error:
Version: 0.0.9.0 The type initializer for 'NoxShared.ThingDb' threw an exception. at NoxShared.ThingDb.get_FloorTileNames() at NoxMapEditor.BlendDialog..ctor() at NoxMapEditor.MapView..ctor() at NoxMapEditor.MainWindow.InitializeComponent() at NoxMapEditor.MainWindow..ctor() at NoxMapEditor.MainWindow.Main() What's wrong, Morden? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 20, 2007, 01:39:27 pm Thats the same fucking error that other have reported 1 million times. It cant find your nox installation.
Look around next time. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: DisWeaction on April 20, 2007, 04:41:47 pm I have a valid nox installed. Why can't it find it?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: #zx.pr0jk on April 20, 2007, 05:20:07 pm You may not have installed to the default directory.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 20, 2007, 05:31:31 pm It goes by the registry entry, so that doesn't matter......however i just remembered, I think that error was also given if someone didn't have the new c++ files installed.
So if you didn't follow my explicit instructions on how to install this new editor (first post) then I suggest you re-read it and install using the PROPER installation file. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: DisWeaction on April 20, 2007, 05:37:54 pm I've USED the .exe file.
Here goes regedit... Okay, I give up. Where is the entry? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 20, 2007, 06:20:56 pm installing nox gives you the correct registry, you said you had corrupt .bins before correct?
You might want to consider making sure your bins are original. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: DisWeaction on April 21, 2007, 08:11:43 am I deleted that nox, and I reinstalled nox.
Altough your nox dl is bad quality. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: #zx.pr0jk on April 21, 2007, 08:22:41 am OH SHIT! (helmut)
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 21, 2007, 01:06:26 pm You are european downloading from an american site, dumbfuck.
Go pay for your own download then if you are going to complain. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: protector of /ight on April 23, 2007, 03:36:10 am "u know who i havnt seen in a while Protector of light" great job i love it came a long way from the wat it usta be when i was a hard core nox gamer havent seen some of u still reconize ur names tho miss yea might have to get on and play some
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 26, 2007, 03:20:06 pm For those wondering ver 8 was never released and thats why its ver 9 now...also from ver 10 on the map editor will have an autoupdate feature. You should only have to download / install noxtools once after that (providing no major project additions).
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 27, 2007, 02:03:26 am :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil:
BWAHAHAHAHAHAHAHAAHAHHAHAHAAHHA Do yourselves a favor please and re-download noxtools, the autoupdate feature is now implemented and from now on whenever i make a fix or an addition I will test it and then add it to the autoupdate local. This means that you will get updates and bug fixes the day they come out without waiting for a major release or redownloading and installing the map editor. When you first load the map editor it will do a minor web query to noxhub.net and check for new file versions, if there is an update it will ask you if you want to download it yet or not. If you check yes it will update the files, ask you to restart, and will close down....as of this text there is no download progress bar (there will be someday). The first major update i'm going to do to test the system fully is releasing a new map editor that will check for new mod box editors and default mods on load and if you dont have one it will download it. This will keep you current to my version and all the code / scripts that I write. The current editor download also has some minor fixs, as well as the following: tiles in 3x3 show up now in graphical mod editor expanded to have greator power (can do advanced mod systems now) To see the new mod edior abilities try creating a shopkeeperpurple (the default mod is packaged so it will work), go to the properties for the shopkeeper and edit the mod, you will see a prelim list of scripts and functions and the inventory of the shopkeeper. I don't have all of the scripts named yet but I will eventully. Enjoy, and remember, if you see the update dialog for the first time it will probably be the ability to download modeditors and default mods. So I would suggets that you go ahead and update. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 27, 2007, 03:14:25 pm Update has been refreshed and an auto patch should be out to download modeditors. Please update and tell me how it worked guys/gals.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: royal666 on April 27, 2007, 11:47:43 pm An error came up during update"Couldn't find part path".
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on May 02, 2007, 06:47:31 pm You still can't place a tile with a variation larger than 255. I'll fix it if you don't know how (since you've already claimed to have fixed this).
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 02, 2007, 07:39:51 pm I had fixed it..it needs to be a short instead of a byte....must have lost that update awhile back.....i'll reinstate it.
you cant fix it since you dont have the latest source. Don't worry about that error...it still updates, its being mad that one of the files is allready there...i'll fix that bug soon. Oh BTW you snide little cock, if I wasn't able to fix it then you wouldn't be able to either....slag Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on May 03, 2007, 01:50:02 am Oh BTW you snide little cock, if I wasn't able to fix it then you wouldn't be able to either....slag Hahaha. Sure I would!Have you started working on automated variations yet? If you haven't, I'd like to give that one last try. No point in me starting to try it if you have already made some progress. If you have, I'll just go back to making more function descriptions. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 03, 2007, 12:25:11 pm Sure..try it again...I originally gave it to you anyway.
I would like to make a formula that derives it by its x,y location in the tilemap..unfortunally its aggravating because the tiles are drawn staggered. I haven't been able to convince myself to go and try and figure it out again yet. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: seenan on May 03, 2007, 09:37:13 pm k uh the newer editor is on noxhub.net and the New build thats only like 5mb(?) right?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on May 03, 2007, 10:02:39 pm Yeah.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: royal666 on May 05, 2007, 01:51:54 am Seenan, wern't you impersonating burn3r's account and causing trouble the other night?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 05, 2007, 01:53:34 am Royal..use the latest map editor update and go to the Help menu...it has an updates notification now.
Thanks to you. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: royal666 on May 06, 2007, 05:54:06 am Thanks, but the problem fixed itself for some weired reason.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 06, 2007, 06:13:15 am Yeah..prob my newest update
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Zoa on May 07, 2007, 09:49:28 pm I would like to make a formula that derives it by its x,y location in the tilemap..unfortunally its aggravating because the tiles are drawn staggered. I haven't been able to convince myself to go and try and figure it out again yet. I got most of it figured out, a.k.a it works except for a small issue with facades:( (tile.Location.X + tile.Location.Y) / 2 % tile.numCols ) + (((tile.Location.Y % tile.numRows) + 1 + tile.numCols - ((tile.Location.X + tile.Location.Y) / 2) % tile.numCols) % tile.numRows)*tile.numCols) I am sure there is a more efficient way of expressing this, but through some weird mental process plus a pen and paper I came up with that. The issue with the facade is that the first part of it ( (tile.Location.X + tile.Location.Y) / 2 % tile.numCols ) which is also used later, is off by a certain number of "tiles." For this to work at dunmir, it would be expressed as ( (tile.Location.X + tile.Location.Y + 40) / 2 % tile.numCols ) because it is off by 20 tiles (20*2 = 40). The internal ix is off by 12 tiles, and there is a repeating row of tile variations at the end of it for some strange reason, however, the algorithim would still make the same picture. If that all just confused you, don't worry, I just confused myself. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 08, 2007, 12:51:54 am I was just going to suggest that myself.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 08, 2007, 12:59:16 am ug..thought i had allmost that exact same formula....but i'll incorporate it...thanks.
*pout* Code: /* int x = loc.X; int y = loc.Y; int cols = ThingDb.FloorTiles[tile].numCols; int rows = ThingDb.FloorTiles[tile].numRows; int x2 = (y * 2); int y2 = (y * 2); if( x % 2 == 0) x2++; if (y % 2 == 0) y2++; x2 = (x2)%cols; y2 = (y2)%rows; Variation = (ushort)(((y/2)%cols) * ((x/2)%cols));*/ So how the fuck does yours work nigga? I even had the extra * cols and rows in an earlier version...ah well..AS LONG AS IT WORKS WAHOOOOOOOOOOOOOOOOOOOO! *edit* HOLY FUCKING JESUS GOD OF LORD AND WAR IN MY FUCKING CUNT MOUTH!!!! It WAS working..it wasn't calling the goddamned function...ALL MY FUCKING WORK.....i was going off of the random value that random tiles creates........ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 08, 2007, 02:36:48 am Auto tiling is in...enjoy..heh
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 08, 2007, 09:26:42 pm ROMAN IS SATISFIED.
CALC BC TOMORROW. THEN MAPS K. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 08, 2007, 09:33:57 pm K
I SPEND ALL NIGHT...MAKE MORE MOD AND MOD EDITOR MAKE IT EASY YOU K? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 12, 2007, 12:20:55 am I like the idea of colored tiles.
Just make a black and dark brown option because black is oldschool and darkbrown could be useful. Also maybe you can add an option that lets the tiles keep their color so you can make lava tiles red and dirt tiles darkbrown, grass tiles green... you know for personal organization. Also when you use the 3x3 tile option to remove tiles it only updates the gui view as the 1 center tile removed and not all 9. ****Also can you make the tile info box at the bottom of the screen longer. ****Also the autovariation isn't applying itself to the tiles beeing blended TO when using edges. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 12, 2007, 01:55:18 am Yeah i have a few fixes to make...however haven't had the time the past two days to finish them. Expect a patch tomorrow for those ok?
Also I cant make them keep their colors...at least not through map saves so its pretty useless. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 13, 2007, 12:45:48 pm But isn't it possible to make so that every type of tile has it own color? Like a formula that calculates a color from the tilename or something. Then tiling would be simpler^^.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 13, 2007, 01:30:58 pm A formula that calculates the tile color from the name?
lol LOL No.....not and have a different color that somewhat matches each tile correctly. I'de have to run context searchs and do color blends and it'de end up being like a 400 element switch statement. I was thinking about it yesterday and I'm thinking i'll do something like what I did for the script names. I'll put up a compiled enum with all the tile names and you can define your own color for it, i'll leave a value of 0 as the default form the drop down box and maybe make lava and mus and crystal and water have a color. Anything else you add to your taste. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 13, 2007, 03:20:11 pm Sounds nice.
I got another idea. It would be neat with a mass replace option so that you can for example replace ALL trolls in a level with urchins. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 13, 2007, 03:21:21 pm what?....why?
And even then if you didn't have a defualt mod they would all crash the map. *edit* i'm putting in the fixes, but it might take a little bit..injured myself yesterday and I cant sit down for too long at a time..heh..hurts my back. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 13, 2007, 03:43:28 pm It would be useful if one would like to make a variantion of a quest map with different monsters.
EDIT: BTW what was so funny with the color-calculating name-forumula? Whas it the wierdness or is it just impossible?:P Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 13, 2007, 04:59:52 pm Just the fact that you don't understand what would be required.
I would also promote a quest map that is a bit more original then just changing all the monsters. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 13, 2007, 05:22:54 pm I meant making variations of new maps, not the old ones. So lets say I make a complete new quest map but I want to make a variance with other monsters, then this function would be neat.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 13, 2007, 06:14:19 pm But hardly ever used and wastes some of my coding time that I could use on other things.
You cant just add a million options in to a program, its overdoing and overcomplecating things. I only have so much room to place controls on the main window without romoveing visible tile space and I dont want to clutter up the menus too much. You'de use this option maybe 3 times in your entire map making time and it wouldn't be that hard to just swap the monsters yourself. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 14, 2007, 08:39:16 pm props on the update
time for a gg. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 14, 2007, 09:51:06 pm The new update gave me an error. Why do I always get some wierd errors? :P
It happens whenever I try to add something to the map like a tile or object or whatever. here is the message: Quote See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.TypeLoadException: Could not load type 'NoxMapEditor.tilecolors' from assembly 'ScriptFuncs, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at NoxMapEditor.MapView.mapPanel_MouseDown(Object sender, MouseEventArgs e) at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e) at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- MapEditor Assembly Version: 0.0.9.28 Win32 Version: 0.0.9.28 CodeBase: file:///E:/Program/NoxTools/MapEditor.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- NoxShared Assembly Version: 0.0.0.2 Win32 Version: 0.0.0.2 CodeBase: file:///E:/Program/NoxTools/NoxShared.DLL ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.42 (RTM.050727-4200) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ScriptCompiler Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///E:/Program/NoxTools/ScriptCompiler.DLL ---------------------------------------- MapInterface Assembly Version: 1.0.2680.23803 Win32 Version: CodeBase: file:///E:/Program/NoxTools/MapInterface.DLL ---------------------------------------- msvcm80 Assembly Version: 8.0.50727.762 Win32 Version: 8.00.50727.762 CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.762_x-ww_6b128700/msvcm80.dll ---------------------------------------- MapEditor.resources Assembly Version: 0.0.9.12 Win32 Version: 0.0.9.12 CodeBase: file:///E:/Program/NoxTools/ko/MapEditor.resources.DLL ---------------------------------------- MapEditor.resources Assembly Version: 0.0.9.12 Win32 Version: 0.0.9.12 CodeBase: file:///E:/Program/NoxTools/nl/MapEditor.resources.DLL ---------------------------------------- ScriptFuncs Assembly Version: 0.0.0.0 Win32 Version: 0.0.0.0 CodeBase: file:///E:/Program/NoxTools/ScriptFuncs.DLL ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Zoa on May 14, 2007, 09:54:36 pm I'm not Morden, but I am going to guess that your ScriptFuncs.dll file is old, either because ScriptFuncs.cs didn't get updated or the map editor failed to recompile it.
Just a guess. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 14, 2007, 10:04:09 pm Yeah, I've had problems like that before, do you know where i can download the latest dll-file?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 14, 2007, 10:23:04 pm I think you updated while I was uploading the files....try retsarting the map editor and downloading functionlist.cs when it asks.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 15, 2007, 12:35:30 am I have a bone to pick with the auto-variations with edges. It seem that when i start placing edged tiles, it autovariates the placed tile correctly, but all similar type tiles made previously before that change variation to the one i just placed down. SO in the end they are all the same variation (the edged tile -> the one im blending TO).
I am basing this on what the tile description box at the bottom of the editor is telling me. btw, thanks for extending that tile desc box, helps a lot. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 15, 2007, 12:39:06 am It's all blended to whatever the current tile is based on its x/y postion from the end...so if they are 3x3 base tiles all the edges will be the same variation.......how would you prefere it auto varied?
Cause you didn't say how you wanted it so i did it the same as the normal tiling. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 15, 2007, 01:07:16 pm I started the editor again today and it updated again. Now the editor wont even start and this is the message:
Quote Quote Quote Quote Quote Quote Quote Quote Quote Quote Version: 0.0.9.29 Could not load type 'NoxMapEditor.tilecolors' from assembly 'ScriptFuncs, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at NoxMapEditor.MapView..ctor() at NoxMapEditor.MainWindow.InitializeComponent() at NoxMapEditor.MainWindow..ctor() at NoxMapEditor.MainWindow.Main() It seems like problems with the scriptfuncs again. Where can i download the latest one? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 15, 2007, 01:38:12 pm Aren't you the one that had the fucked up file placement in your computer?
Try checking for where the file is and putting it where your comp is searching for it...member? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 15, 2007, 03:04:22 pm I have tried to place it where I placed it last time but it didn't work. The previous file I placed there were gone. How do I know where it tries to search for it? The only message I get is the one I posted recently.
Oh, yeah, I tried to reinstall the editor with the same result. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 15, 2007, 03:08:41 pm You cant place it there if it is still file version 0.0.0.0, the .dll version needed is 0.0.0.2 at least to have the color option. The .dll is in the scripts/functions folder, but it recompiles it on load so just moving it ain't gonna help if you dont have the proper functionlist.cs.
I don't know why your computer is fucked up..but it is. Also you uninstalled, so the previous file prob IS gone. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 15, 2007, 04:55:17 pm Hmm thats a pity. :(
However, that dll-file was not in my scripts/funcions folder. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 15, 2007, 04:59:42 pm www.noxhub.net/updates/MapEditor/NoxShared.dll
www.noxhub.net/updates/MapEditor/SyntaxHighlighter.dll www.noxhub.net/updates/MapEditor/Files/MapInterface.dll www.noxhub.net/updates/MapEditor/Files/ScriptFuncs.dll You prob need NoxShared.dll and ScriptFuncs.dll Those file paths will never change btw, so brand new versions will be there as well. Are your mod editors and defaultmods updating? Also make sure that you have www.noxhub.net/updates/MapEditor/scripts/functions/ScriptFunctionList.cs or your scriptfuncs.dll will be overwritten when the editor starts. But that file prob updates correctly, You just seem to be missing the correct, scriptfuncs.dll. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 15, 2007, 05:03:54 pm Teddy when you read this please post how you want the edges to variate........If you want it to the tile they are going TO....uh...well...i need to know.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 15, 2007, 05:29:21 pm Yatta, it works!!
Next time I get my wierd errors I will try to download the latest files. And no, i haven't seen the mod editors and default mods update in a while (even though I don'n know when you updated last time). Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 15, 2007, 09:17:03 pm Awhile ago..but did it actully update them or did you not get them?
Try making a shopkeeper, if he doesn't have a good mod editor then its not updating for you. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 15, 2007, 09:28:59 pm I don't know how a good shopkeeper mod editor looks like but here is an image:
http://download.yousendit.com/4DD28A7265AE24F5 Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 15, 2007, 11:50:10 pm Morden i drew a picture to illustrate what i tihnk the editor is doing wrong, i attatched it.
The first tile you make is variated correctly, base tile and edge tile. The second tile you make is varieted correctly, BUT the first tile's edge variation changes to whatever edge variation the second tile has. And this keeps going. If i make 100 tiles of the same name and egde type, they all end up with the last tile's edge variation I guess what im saying is the the base tile's variation and the edge tile's variation for any tile should be auto'ed to the same variation and then should not be changed unless the user deletes the tile, turns off auto-vary and puts in a custom tile. I hope that made sence meh. edit: the base tiles variation is done correctly as how i see it. It's just the edge tile variation that gets screwed up. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 16, 2007, 12:11:55 am It must have the x -1 and its autoing them to the tile to the x -1, thus when its not x+2 then it gets the wrong variation...i'll check into it.
Zorg, thats the correct mod btw, so at least its updating correctly, it just must be compiling the scriptfuncs.dll into the wrong directory (that or downloading the noxshared.dll into mydocuments instead of noxtools base directory). Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 16, 2007, 12:54:37 pm Great, then I know what to do when it updates, just download the files from this thread. :)
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 16, 2007, 06:26:40 pm Zorg update your NoxShared.dll
Thank you teddy btw, I found 3 old errors in the map editor from looking at the edge tile error, and the edge tile error itself was something both old and something that prob crashed the editor a few times. Oh yeah..but its fixed. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 17, 2007, 12:47:43 am klasnah
that is russian for "awesome". I am researching "you fucking rock". there is no russian version of the f-word. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 17, 2007, 01:29:38 am I thought you were native russian....how do you not know your language?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 17, 2007, 12:38:37 pm Hmm, i was thinking of the delete button in the list objects window. It doesn't work now but is it going to work in a near future?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 17, 2007, 01:02:08 pm Depends on when I get around to it, that list doesn't exactly do things like I would like it to.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 18, 2007, 03:04:18 am lol plox i am native russian.
If i tried to say "you fucking rock" it be something along the lines of "you riding a cock rock" OK MORDEN WE HAVE TO TALK The editor shouldn't default weapons to "pick up" property. War hammers, swords and really any armor should be "normal." I think only NPC's and wands are "pick up". Also, all of their modifiers should start as 00 00 00 00 00 00. None of that weird ending 2 bytes of weird crap. I've only seen quivers and wands end in two bytes (without screwing with the map), for quivers ammo and for wands i don't know. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 18, 2007, 12:49:16 pm Taken from WW maps, dont whine about things that are exactly as westwood had them.
You can feel free to override the defaults, but I went in to WW maps and copied the objects. Also did you ever think that maybe those extra 2 bytes are used when they have the pickup type? Because I just checked bunker and capflag to make sure you weren't right and the war hammer in both of those has the two bytes AND the pickup property. I'm thinking that you only use 00 00 00 00 when you have the normal property and that it is probably using the items incorrectly when you do that. you might be able to remove the last two bytes of a wand and switch it to normal and have it still work. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Zoa on May 18, 2007, 02:02:32 pm The two extra bytes are for the durability of the item. As we are not doing quest maps currently, it doesn't matter which one of you is correct since durability is not an issue on other game types.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 18, 2007, 02:28:24 pm Durability is of worth in ctf / arena as well.
Mana obelisks have durability then zoa...they have the same 2 bytes.....i'm surprised since the modifier.bin lists durability. I'll add such to my mod editors though. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 18, 2007, 03:47:45 pm Is it possible to see a list of all objects that's got a mod editor?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 18, 2007, 03:54:58 pm noxtools/script/object/editors folder
also if you go to the templates menu it has a modeditor creation from that included for myself. that also lists everything. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 18, 2007, 07:56:03 pm oh, whatever i was wrong.
have a nice weekend guys. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 18, 2007, 08:07:36 pm MMM...my post sounded kinda testy....didn't mean it that way teddy
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 18, 2007, 08:13:14 pm It's ok
You can make it up to me by having right click in the minmap view go to the large/edit view instead of the gui view and have a left click go to gui view. Im sure you can capture mousekey presses right? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 18, 2007, 08:52:49 pm thats a good idea
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 18, 2007, 09:13:26 pm Update nigga
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 19, 2007, 08:28:56 pm Isn't it possible to make it so the editor deletes a selected object with the delete button?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: #zx.pr0jk on May 19, 2007, 09:19:53 pm Isn't it possible to make it so the editor deletes a selected object with the delete button? I would suggest that as well. However, it does do that for some things. Dunno if it's in the current build but I remember doing it sometime. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: select on May 21, 2007, 01:38:49 am Download at: www.noxhub.net (http://www.noxhub.net) (download the release for the new version) Please install with the "Setup.exe" file instea dof the NoxTools.msi file, this will insure that you correctly install the new vc++ runtimes that are required to run the map editor. If you load the editor and it fails to run right away (you did not install properly), please look to the setup folder and find vcredist.exe and run it. Enjoy. Hello! I installed setup.exe and NoxTools.msi files but Map Editor does not work!!!I have WinXp sp2. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: #zx.pr0jk on May 21, 2007, 01:43:09 am You have a better chance of getting your problem resolved by going into ventrillo when people are on. Usually it just takes explaining your situation in parts.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 21, 2007, 04:42:37 am Hello! I installed setup.exe and NoxTools.msi files you dont need to instal noxtools.msi... Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 21, 2007, 12:14:38 pm What exactly is the map editor doing?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: select on May 21, 2007, 02:48:53 pm What exactly is the map editor doing? I load the editor and it fails to run. I run vcredist.exe but it does not help. AdminTool.exe does not work too it writes this: Version: 1.0.2678.26638 Object reference not set to an instance of an object. at NoxTrainer.PlayerList.LoadBanList() at NoxTrainer.PlayerList..ctor() at NoxTrainer.MainWindow.InitializeComponent() at NoxTrainer.MainWindow..ctor() at NoxTrainer.MainWindow.Main() Any ideas? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 21, 2007, 03:10:01 pm Did you install .net 2.0?
You need that to run the programs. VCRedist is just the new c++ runtimes, you still need .net 2.0 Download a simple install of it here: www.noxhub.net/dotnetfx.zip (http://www.noxhub.net/dotnetfx.zip) Install that (dotnetfx.exe) and then reinstall the VCRedist just in case .net 2.0 overwrote it. The .net framework installs from the XP install but it is an option...so you might not have done so when you had your OS installed. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 23, 2007, 02:21:10 pm Wall variations added in, mapeditor.exe updated zorg.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 23, 2007, 02:41:08 pm Yeah I noticed and it works perfectly.
How do I define own colours for the tiles? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 23, 2007, 03:28:02 pm Open ScriptFunctionList.cs
Find the following Code: public enum tilecolors : uint { // A,R,G,B Mud = 0xFF5E250C, StoneLight = 0xFFC0C0C0, Lava = 0xFFEE0012, WaterDeep = 0xFF053E65 }; insert a new color by adding its name, then its color value in hex. Color =: Alpha,Red,Green,Blue ex: Mud = 0xFF5E250C (you have the , if its not the last member) You can get color codes from paintshop and photoshop if ur lazy. The map editor compiles this automactically on run, your fucked up comp might palce the new dll in the same directory though so you might have to manually move it to your noxtools directory. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 23, 2007, 04:36:27 pm I see, but is the colours still defined if you release an update?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 23, 2007, 04:48:46 pm If I update the ScriptFunctionList.cs then it overwrites it, however the dll won't change till the map editor restarts.
But if you create some new colors for tiles feel free to share them with me, it would save me time and i'de just paste them into the official patch. The scriptfunctionlist shouldn't change very often if at all anymore...unless you provide me with colors and then i'll add them to it. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 23, 2007, 09:03:25 pm Great, then I'll be making colours as hell! :)
BTW I discovered something odd about my fucked computers problem. As you might remember it has one set of dll's and source files in documents and settings and another one in the noxtools folder. It seems that if I alter the source code in dokuments and settings, it compiles the dll to the noxtools folder and vice versa. Pretty odd huh? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 23, 2007, 09:12:51 pm ya..but good for you.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zorg on May 23, 2007, 11:02:19 pm Okay I'm done with all the colours now. I tested it a couple of times while I was working and it worked fine except the last time I tested it when I was finished. I gave a compilation error but I just can't tell what's wrong. :/
However here is the file, maybe you can see what's wrong. http://download.yousendit.com/A571F53B7DD160A0 Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 24, 2007, 12:43:00 am Hell yeah, first valuable entry and addition by a non editor coder in a long long time.
Your RedWoodFloor entry had an illegal character somehow, I redefined it and it works now....update will be a coming. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: mikkel109 on May 28, 2007, 07:48:58 am two things, i dont know if they only apears in my editor but, the doors are always facing the same direction in gui. and special items are all white. is these things only apearing on my computer? if it is can i then fix it somehow? :?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: #zx.pr0jk on May 28, 2007, 02:01:09 pm The items don't get get their colors until the map is loaded in Nox. So they aren't actually white, they just don't know what color to be yet. In other words, that is completely normal.
Doors are fine as well. Before you ask, no, the Walls are not supposed to appear in the gui either. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 28, 2007, 03:02:30 pm The editor is still alpha, its not even in beta yet, so there are alot of unfinished things.
The walls aren't a big priority over some of the more usefull things at the moment, and take longer to add in then most anything else. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: #zx.pr0jk on May 28, 2007, 04:06:32 pm Fix the crashing caused when I add an object then delete it and go to gui. This happens to more than just columns.
Add an item such as the candles or tables. Change it to some other item or delete it. Then go to gui. It crashes everytime. Some objects may work fine, but I'm finding more and more that crash the gui like this. Quick edit: Have the auto variate for walls defaulted to off. Corners keep variating to invalid skins. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 28, 2007, 05:56:17 pm There are alot more straight lines then corners, but i'll turn off auto variate on corners.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: #zx.pr0jk on May 28, 2007, 06:17:54 pm As for the crashing. The important part.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 28, 2007, 06:41:47 pm I'll track it down
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: mikkel109 on May 29, 2007, 02:37:39 pm ok, another thing is that most objects apear in the upper left corner of the image used for the objects.
and to the walls you could maybe just add thicker grids at the walls bottom, as a start Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 29, 2007, 02:58:19 pm Upper left is because 75% of the objects set that way, the others use offsets that are not fully understood yet.
If you'de read around you'de see that....the gui wall grid is not going to be any larger, it would hide parts of the tile intersections, if you have difficulty seeing it switch to a different gui floor color. Since yhou can't see walls currently in gui anyway it doesn't matter. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on May 29, 2007, 09:06:05 pm Corners, 3 ways and 4 way walls should have a variation of 0. Although few do support more than that, most do not.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 30, 2007, 03:14:47 am Hey look what i found in my "Sent Messeges" outbox from June 4 of 2005:
Quote small thing.. the default option for "wall variations" should be "0" not random. Some corners and 3-way walls dont have other variations than "0" and people might forget to change it to "0" Edit: well wait a minute what were we talking about Edit 2: haha i don't mean to sound like an ass sry. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on May 30, 2007, 03:18:28 am Heh. That's fine.
On the topic of updating the map editor, occasionally it says new files are available. Then it gives me an error message in spanish. I press Ok and it says "Thanks for updating, restart...[blah blah]". This is annoying. Make it stop. This is why I almost always skip the update. Edit: Make persistant floor draw an option, not that "it only happens once in a while for people with shitty computers". I'm not saying toss the option completely, just make it an option so that the people with better computers can make maps more easily. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 30, 2007, 01:09:27 pm Those new files get downloaded anyway, its an error in the class i'm using and its been hard to track down. (alot of the variables are not in english).
I've allready talked to you about the floor draw. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: royal666 on May 30, 2007, 09:38:51 pm Editor doesn't work :( i get an error message like this.
Scrit function compilation failed! Cannot create temporary file 'c:\Program Files\NoxTools\CSCE7e.tmp' access denied. Im using vista, and i assume now, it is not the update. How do I allow access? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on May 31, 2007, 01:10:29 am Hmm, program doesn't seem to work, why I have no idea.
I have Framework 2.0 Installed the vcredist thing before installing nox tools Using windows xp sp2 Program loads.. I do the updates.. I restart the program, the splash screen appears then dissapears and nothing happens. I tried uninstalling reinstalling... Still no luck Anyone have any idea why this isn't working? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on May 31, 2007, 01:19:44 am you said "before installing nox tools"
you should have used setup.exe, not noxtools. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on May 31, 2007, 01:21:02 am you said "before installing nox tools" Did that alsoyou should have used setup.exe, not noxtools. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on May 31, 2007, 01:46:36 am Morden, you need to add support for an auto-updating script function reference so I can add function descriptions.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 31, 2007, 02:10:39 am I'm revamping the autoupdate system, trying to work off of that class has been screwing me all over the place and the koreans are having issues. (the very latest build wont even update anymore past it, I released an update today and it won't download).
When I get the system refurbished and done how I want it done then it'll support w/e you want updated. I'm also considering making it a 3rd party program so that you don't have to have the map editor update when it starts..undecided as of yet. Go ahead and write them all though...pwease. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on May 31, 2007, 06:06:06 pm Ok, after deleting 1/2 of the code for autoupdate and making it a hell of alot simpler, it should be alot more stable now.
However due to the latent problems I had with the old class you have to actully reinstall noxtools to get it. The old autoupdate will not update past it's last update anymore. *Templar* All mod editors and default mods can keep the same format for updates, the only thing I changed was how it relates to dlls and .exes. I'll release a patch using the new map editor format to allow for functiondesc downloading tomorrow to test the system fully. The korean translations have been updated and a minor bug dealing with the gui has been removed. Prophets bugs have also been removed (if not then please report it to me because I have not been able to generate a re-occurance since I altered the code). 4 ways and 3 ways and corners all now default to variation 0 and only straight walls autovariate. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on May 31, 2007, 09:13:28 pm I get this error when I try to open it, maybe that will help?
AppName: mapeditor.exe AppVer: 0.0.7.24631 AppStamp:46059aee ModName: kernel32.dll ModVer: 5.1.2600.2945 ModStamp:44ab9a84 fDebug: 0 Offset: 00012a5b Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on May 31, 2007, 10:26:24 pm AppName: mapeditor.exe AppVer: 0.0.7.24631 AppStamp:46059aee Only Zoa can understand that.ModName: kernel32.dll ModVer: 5.1.2600.2945 ModStamp:44ab9a84 fDebug: 0 Offset: 00012a5b Don't you get a stack trace? (The window has a "Details" button) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on May 31, 2007, 10:31:21 pm Only Zoa can understand that. Won't let me copy it.. and I ain't retyping thatDon't you get a stack trace? (The window has a "Details" button) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on May 31, 2007, 11:04:22 pm Take a screenshot then.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on May 31, 2007, 11:47:16 pm Take a screenshot then. (http://i166.photobucket.com/albums/u91/SuperSpatule/Untitled-2.gif)Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 01, 2007, 12:11:10 am Ooooh a windows error, I Looooooooooooooooooove those.
You used the old version right? Because this is exactly the same but minor code changes, nothing that would change how the program acted to your os. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on June 01, 2007, 12:20:27 am Ooooh a windows error, I Looooooooooooooooooove those. You used the old version right? Because this is exactly the same but minor code changes, nothing that would change how the program acted to your os. No with all the versions. Now, just like before nothing, happens after the splash screen, I guess until then I'll use the old non graphical one :cry: If this can help Comp is a laptop Cpu mobile AMD Athlon(tm) XP2800+ Cpu Speed 2.12 GHz Performance Rated at 2.80 GHz Operating System Microsoft Windows XP Home Edition Service Pack 2 (Build 2600) Video Card Video RAM: 128.0 MB Video Card 3D Acceleration: Yes Video HW Transform & Lighting: Yes DirectX Version 9.0c Framework 2.0 System RAM 382.5 MB Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Zoa on June 01, 2007, 05:17:34 am OgreLord is having the exact same problem, Morden. Same exception, etc.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 01, 2007, 12:38:55 pm Well thats fucking retarded since all I did was delete code.
I'll remove the update feature to a third party program and see what it does, only reason I didn't do that before is because now I have to post every update and they will forget and everything will get muddled. Thats the same issue you had without vcredist zoa, heres hoping microsoft didn't fuck things up again.................. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: ogrelord on June 02, 2007, 03:53:04 am Okay, I fixed it. All I did was completely uninstalll NoxTools again and re-extracted the setup files and installed again and it works fine. I don't know if it has to do with it but do the files in the .zip have to be put into the same file folder as the installation? That's what I did this time and it works. Havn't tested to see if it still has the gui.map error as before but I hope not.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 02, 2007, 06:41:39 am You somehow uninstalled the vcredist.exe, not supposed to happen, but meh.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: ogrelord on June 02, 2007, 08:23:17 am All is well now and you can expect to see my Tropix.map finished within this next week.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on June 03, 2007, 12:01:59 am Still no luck for me :cry:
Title: Re: Windows Vista hates NoxTools :( Post by: royal666 on June 03, 2007, 05:48:10 am I tried both versions of map editor, and upon opening i get this message. It's the same type of message Xp gives, which contains no useful information.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 03, 2007, 06:50:25 am And you have vcredist.exe installed correct?.....or am i going to have to yell at you.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Zoa on June 03, 2007, 04:41:06 pm And you have vcredist.exe installed correct?.....or am i going to have to yell at you. With Vista make sure you run it as administrator.Title: Re: Map Editor ver Alpha 0.9 - Update Post by: royal666 on June 04, 2007, 03:20:03 am ok, I think i've seen the last of that message but, how do i make vista to allow Mapinterface.dll to load.
Microshit is overdoing the security feature. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: #zx.pr0jk on June 04, 2007, 03:51:27 am Am I the only person that doesn't find the alternate names of Microsoft funny/clever/interesting anymore?
Btw, I'm still using the old editor. I'm going to wait a version or two until there have been enough errors and resolutions to result in a speedy fix. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on June 04, 2007, 06:54:43 am I've got a pressure plate mod generator working. The only problem is that you MUST MUST MUST have both an OnStep function and OffStep function or your map will crash upon load.
If you don't want it to do anything, simpily make a function called Nothing and in the scripting box have it contain: Code: return Trigger modifier generator within the minute. Note to past self. Triggers weren't going to take a minute. Pressure plates will be uploaded Monday evening EST. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 04, 2007, 02:07:04 pm The only errors so far proph have been people screwing up on installation (and vista fucking with me).
Also the new update class shouldn't allow for break downs of the update system anymore. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on June 05, 2007, 10:09:57 pm I didn't screw up with the installation, well I don't think so, anyways next week with my new comp I'll retry. You're probably right.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Jovan on June 08, 2007, 10:44:45 am Hey Morden :)
Not sure if you remember me or not, we played a few NoX games together. I'm happy to see your editor is progressing. Saddly I'm taken up by my uni and lots of coding so I don't really have much time. Cheers. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 08, 2007, 11:49:40 am Yes I remember you, what kind of coding are you studying?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Jovan on June 09, 2007, 02:43:29 am I just finished a term where I did advanced OO with Java and procedural with C. We had to make some client-server chess game using Java. that was prety fun. Right now I'm taking computer algorithms as a summer course so I can evade it next term, in which I'll be doing more C and C++.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 09, 2007, 01:23:15 pm algorithms are the best part
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on June 16, 2007, 03:33:15 pm Hmm, I tried it installing it at school and on an other comp... still not working for me :-(.. and yes I installed with setup.exe
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 16, 2007, 04:45:59 pm AND you had .net framework 2.0?
Because I doubt that your school did. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on June 16, 2007, 05:16:39 pm Yes, school did... and lol ...at school comps are better then the ones I have..
_edit_ I am at my friends house, I am going to try it here to.. but hmm I don't have the one with the vcredist with it... the file changed on noxhub, it's just the exe and the scripts... is it suppose to work alone... ? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Zoa on June 17, 2007, 03:09:19 am If you need the VC++ Redistributable SP1, you can get it from MS at:
http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 17, 2007, 03:56:47 am Dont download it from noxhub........tremplar fucking changed the link.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: imajackastro on June 17, 2007, 05:36:30 pm hey guys, I read almost every page in this thread and im still really confused :oops:
I have a problem. I downloaded NoxTools and I installed that vcredist thingy. Then, I installed NoxTools and Setup.exe too. and now when i try starting map editor, it shows a nice picture of all the scenery or whatever, and then it dissapears. and thats it. it wont even start up for me. then, I right clicked map files on nox and hit "open with map editor" or whatever, and it came up with an error. and yes, I've already tried reinstalling. I am so confused. :cry: Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 17, 2007, 05:55:30 pm You installed it twice....untinstall all versions and only install it once.
BTW, link on noxhub has been fixed. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zaratzul on July 12, 2007, 09:05:30 am I get this error:
MapEditor.exe - Fatal error CLR error : 80004005. The program will now terminate. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on July 12, 2007, 12:30:26 pm Where and when?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: zaratzul on July 12, 2007, 05:57:00 pm I used to map edior before ( yesterday ) and it worked fine.
I started up the editor today, and I got this error. The map editor doesn't load anymore. (http://www.mijnalbum.nl/Foto-RUB6UHJ3.jpg) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on July 12, 2007, 06:22:04 pm Then you fucked something up on your comp (since there have been no updates for a few weeks now).
CLR is common language runtime, i'm assuming that you restarted your comp...if it doesn't work after a retsart then reinstall the .net 2.0 runtimes. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on July 13, 2007, 05:40:57 am Add a feature with 3 radio buttons, and a textbox. The radio buttons should say "Link to" "Link from" "Mutual Link" and the textbox should be used for the flag.
edit: Also, after editing a function, it "magically" disappears after pressing OK. I copy and paste it sometimes and it happens in random functions. I think it has something to do with the coloring of it, because I look at the function who's content was deleted and look at a different function to see that all functions, variables, and strings are only colored black. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: RogueTeddyBear on July 14, 2007, 04:38:52 am since you're mentioning that right now id like to throw in that any scripting commented using "//" is deleted when moving on to edit other things.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on July 14, 2007, 05:16:47 am There is no commenting
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on July 14, 2007, 05:40:14 am Just use var0 = "Hey this is a comment."
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Doce on August 11, 2007, 09:47:34 pm (http://img108.imageshack.us/img108/8184/111kx1.jpg)
Always im getting this error when i try to update is it working or just problem in my pc? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Reynold (Teh Pirate!) on August 11, 2007, 10:18:39 pm (http://img108.imageshack.us/img108/8184/111kx1.jpg) Always im getting this error when i try to update is it working or just problem in my pc? blame that on templars inability to do anything right Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on August 12, 2007, 04:58:51 am I'm doing you a service.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: AASoft on August 18, 2007, 08:23:50 pm AFAIK you cant just make a new map, you have to start with an existing one and edit it. Though it may have been fixed now, but do give it a try.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on August 19, 2007, 01:17:51 am It's fixed now.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on September 15, 2007, 04:05:02 am Yay, finally the map editor works for me! 8-) :lol: :-D
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Jovan on September 23, 2007, 02:23:52 am lol good stuff guys!
Hey again Morden, it's been awhile. When is your editor going to leave Alpha ;)? I finished that Algorithms course I was taking a few months ago. My uni accepted me into the digital processing department so I'm doing some audio/video/game projects, currently working in a 5-person group making a 2D multiplayer Metal Slug/Contra ripoff. gg. See you lads around. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on September 23, 2007, 03:26:40 am It's not "my" editor, but it is pretty much out of alpha...no sure what else I would really add to it.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on September 23, 2007, 05:48:14 am That "fill" command. It'd be nice if you released the source, so I could add modifications that I like (for me, I don't plan on distributing it).
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on September 23, 2007, 02:12:05 pm Huh? It's open source fool..the fill command is simply an algorithm, I decided against it when I realized that it would both be slow and require it to stop at doorways.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on September 23, 2007, 02:35:38 pm Yeah, but I thought the source didn't update with the rest of the Map Editor.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on September 23, 2007, 02:40:04 pm It doesn't, but you can still redownload it.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Bayon on December 31, 2007, 04:30:40 am What's the most recent, and working version of the map editor that a non-programmer can use?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on December 31, 2007, 06:54:17 am All of them?...
NoXHub is down for a day or two, when it's back up you can download it. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: select on January 04, 2008, 10:14:44 pm Quote Download at: www.noxhub.net (download the release for the new version) Please install with the "Setup.exe" file instea dof the NoxTools.msi file, this will insure that you correctly install the new vc++ runtimes that are required to run the map editor. If you load the editor and it fails to run right away (you did not install properly), please look to the setup folder and find vcredist.exe and run it. WHY? Why didn't you mention that it was necessary to download a special version of nox from http://www.filefactory.com/file/5a3b30? ? ?? ?? ? ?? ?? ? Code: Thats the same fucking error that other have reported 1 million times. It cant find your nox installation. BUT of course! Because Which Nox Installation? Nox from my cd was already installed! And today, after installing your version of nox, everything works correctly and properly. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on January 05, 2008, 12:38:03 am You can use the map editor with any install, if it didn't work on your cd install then something in your registry was fucked up.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: select on January 05, 2008, 01:06:41 am Now after installation and launching the game my brightness was too high.
I decided this by replacing nox.cfg and default.cfg files from my version of nox. I also noticed that my version has a different fonts. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Slann on April 16, 2008, 08:43:07 pm When I start the Map Editor I get requests if I want to update. Something about new default mods. (I get it everytime I start the editor, even if I press update)
Is it suppose to be like that? or have I done something wrong? Also, when I create a npc in the editor, there is "default mods" for the npc's, so Nox crash when I try and load the map. Where can I find these default mods? :-D Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 17, 2008, 11:02:31 am You can make your own, sounds like some of the update resources have been....well...updated (Templar?) and not properly registered.
I'll look into it, just keep reminding me. Until then, right clicking on an npc and left clicking on export to default will keep that mod box for you always. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 17, 2008, 11:03:06 am *note* It is also more then possible that you have a firewall blocking the editor form acessing www.noxhub.net and downloading the updates.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Slann on April 17, 2008, 12:53:21 pm I didn't have the windows firewall turned on, and no other virus program could be blocking the game, so it has to be something else...
When I press "yes" at the request if I would like to update new default mods I get a new pop-up window, it says: -- "Ocurrió un problema mientras se intentaba Actualizar. String was not recognized as a valid DateTime. Assembly: MapEditor" -- And when I press "OK" (witch is the only option) I get another pop-up window, it says: -- "Update Complete, please use the Help-Updates menu to view changes" -- This might clear things a bit up... :-D P.S. Thanks for the response. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 17, 2008, 05:28:29 pm Uh when did you download this? Because that is an error in the eolder version before the last upload.
If you downloaded it awhile ago reedownload it from www.noxhub.net Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Slann on April 18, 2008, 09:37:17 am I've had Nox installed on my computer for at least a year, and I got this error message when I tryed the MapEditor last week.
But then I tryed to uninstall it and download Nox from NoxHub. (http://www.noxhub.net/downloads.html ---> NoxInstallPack.zip) After that I also downloaded and installed the "NoX Patch English" and "NoX Quest Addon English". (This was 3 days ago) Posted on: April 18, 2008, 05:32:58 AM Or did you mean the MapEditor? Anyways, I downloaded the MapEditor at the same time as I downloaded Nox, so 3 days ago. http://www.noxhub.net/downloads.html ---> Latest Map Editor. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 18, 2008, 11:06:12 am mmmm.....ok....well are you korean? For some reasons koreans can't seem to download the updates correctly. I'll be nice to you :) and provide you with links to all of the files.
If you are korean please tell the others, if not....well unzip the file and place in their respective locations. It will make sure everything is up to date. http://www.noxhub.net/updates/MapEditor/UpdatePack.zip Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Slann on April 18, 2008, 03:01:27 pm No, I'm Swedish. :-D
The link you provided don't seem to work atm, I'll try again later on. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 18, 2008, 03:21:43 pm Sorry forget to place the full link: http://www.noxhub.net/updates/MapEditor/UpdatePack.zip
That one works Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Slann on April 18, 2008, 03:27:07 pm Thanks, now it's working! :lol:
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Uriel on June 25, 2008, 03:33:53 am I don't have the internet at home, so I only check this forum at a friends house so I can't get the latest updates through the Map Editor (being installed at my house)... having said that, I wanted to know how often the main download at NoxHub is updated with the latest editor with all the minor updates in between?
( Basically, how often should I re-download the Map Editor to get the latest features? ) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 25, 2008, 11:29:31 am Uh I haven't updated the map editor in a long time. However you won't have the default mod boxs or scripts if you can't access the download features.
So jsut download that last updatepack I psoted and use that as it is probably the most current/will forever be the most current one. Though don't feel shy about sharing new mod box editors you make so I can post them up for everyone else. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: superjackfromeurtha on August 28, 2008, 11:10:47 am what do you have to do with the UpdatePack then??
just put it in the map of NoxTools and overwrite the shit? well That, doesn't work. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on August 28, 2008, 01:35:21 pm the map? Place all the folders in the map editor folder.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Doce on September 11, 2008, 08:31:55 pm This is what i get when open modeditor for spellbook.
(http://img241.imageshack.us/img241/8343/clipboard02qd0.gif) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on September 11, 2008, 09:20:28 pm Then there is a bad mod editor / corrupt mod box
since your spellbook has no mod it is the latter. Wow logic is wonderful isn't it? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Doce on September 11, 2008, 09:43:58 pm Then there is a bad mod editor / corrupt mod box since your spellbook has no mod it is the latter. Wow logic is wonderful isn't it? Im asking how to make it work? Map editor is up-to-date. *C:\Program Files\NoxTools\scripts\objects\modeditors\spellbook.txt Code: Name of spell SPELL 0 Edit: and this C:\Program Files\NoxTools\scripts\editors\spellbook.txt with same content. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on September 11, 2008, 10:35:21 pm IT HAS NO MOD BOX.....there is no hex information in that item for the mod editor to parse
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Doce on September 12, 2008, 09:45:39 am IT HAS NO MOD BOX.....there is no hex information in that item for the mod editor to parse Then why there is a file in modeditor folder and how can i find working hex codes to parse it? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on September 12, 2008, 11:53:02 am Because if you could read english you would see that it is a "Mod Editor" script. E....D.....I.....T....O....R
It works by allowing you to edit the mod box in human readable form. It still needs a mod box to work on. Go find a spellbook in an official map and right click on it and export to default. From then on every time you make a spellbook item it will have that mod box. Also it would help if you would read through the vast resources of help on the map editor where this exact thing is covered many times over instead of being lazy. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: gomez on November 20, 2008, 08:57:00 am Hi i am new to this forum welcome to all......i found useful information forum topics here. hope you are all fine.
please welcome me to join in your friends community. *************** Gomez Link removed - teddy Dont fucking spam your site on our forum - teddy Title: Re: Map Editor ver Alpha 0.9 - Update Post by: HydraKing on January 12, 2009, 07:44:29 am Hey Morden here is the problem I am currently having. I may have overlooked the solution due to my tiredness at this time so forgive ignorance, I don't mean to be another annoyance.
Version: 0.0.9.40 Could not load file or assembly 'MapInterface, Version=1.0.2707.23152, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format. at NoxMapEditor.MainWindow..ctor() at NoxMapEditor.MainWindow.Main() I installed the Visual C++ as well as .NetFX3.5. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on January 12, 2009, 12:32:02 pm You are missing noxinterface.dll
How I do not know, people keep getting this but I have no problem when I install it. See attachment, place in the NoXTools directory Title: Re: Map Editor ver Alpha 0.9 - Update Post by: HydraKing on January 12, 2009, 04:00:30 pm I downloaded it and as well as replacing the old .dll in the NoXtools but it did not fix the problem.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on January 12, 2009, 04:50:16 pm Then I can't help you, that should have worked
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: nielscorn on April 21, 2009, 02:36:36 pm got the exact same thing as hydra, shame though as i was hoping to fiddle around and get back into nox....
Well probably be my pc.... *sigh* Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 21, 2009, 02:40:31 pm Give a list of all the .dll files in your noxtools directory.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: nielscorn on April 21, 2009, 02:59:46 pm Here a picture and all the .dll files in writing:
MapInterface.dll NoxShared.dll nxzdll.dll ScriptCompiler.dll ScriptFuncs.dll SyntaxHighlighter.dll SysopLibrary.dll WizardForm.dll Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 21, 2009, 03:13:26 pm Well you have them all then.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: nielscorn on April 21, 2009, 03:19:19 pm yeah i thought so... but how come i get the problem then? i know it ain't noxtools cuz loads of people use it but i could make it running on xp...
God i hate that life isn't perfect Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 21, 2009, 03:30:04 pm Dunno, you running it as administrator?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: nielscorn on April 21, 2009, 03:33:53 pm yeah, and also put it on compatabilitie for xp service pack 2(if it doesn't do that already, which i think it does)
was noxtools designed to work with vista ultimate? Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 21, 2009, 03:51:20 pm No it was designed to work with everything.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Xan on April 21, 2009, 05:59:42 pm Works fine on XP SP3... pretty sure it works fine with Vista too. Maybe its user-error...
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 21, 2009, 06:24:43 pm Thus why it is so hard to tech support
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: #zx.pr0jk on April 21, 2009, 09:11:09 pm Doesn't work on Vista Ultimate x64.
Just going to throw that out there. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: nielscorn on April 21, 2009, 10:31:57 pm fucks.... i have 64.... i hate vista, beforehand i didn't need 64 for anything(well i don't need it now either but with the 32 i couldn't use my 4gb ram so yeah prob did need it)
btw, i know this is unrelated to noxtools but i can't seem to play nox with the nocd crack anymore.... it says that i don't have the proper acces( as in admin... but that's total bs) could it be my virusscanner or something windows related( also if i want to extract it from winrar it doesn't let me, says the same thing as when i want to start it) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Zoa on April 22, 2009, 12:06:59 am btw, i know this is unrelated to noxtools but i can't seem to play nox with the nocd crack anymore.... it says that i don't have the proper acces( as in admin... but that's total bs) Make sure you aren't using UAC.could it be my virusscanner or something windows related( also if i want to extract it from winrar it doesn't let me, says the same thing as when i want to start it) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: nielscorn on April 22, 2009, 06:12:46 am i checked, seems it doesn't matter cuz it's already off( turned it off from day one, hated it that it asked me permission for everything)
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Dr.VoidBerg on April 23, 2009, 04:13:03 pm Doesn't work on Vista Ultimate x64. Now I know why it wouldn't work on windows 7Just going to throw that out there. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: nielscorn on April 23, 2009, 04:56:42 pm windows 7 sucks
you know what the saddest part is? i'm on vista .... Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Dr.VoidBerg on April 24, 2009, 09:49:58 pm Actually I haven't had any problems with drivers on it compared to vista. In vista I would have to go into safe mode and install my chip set drivers because everything would hang within 1-5mins after normal boot. Problem was driver related. Despite the fact that windows 7 is in the beta stages I had no problems thus far. I am using Xp right now so I can use the map editor. Windows 7 is supposed to have smaller index files than vista, although I wouldn't notice since I am using a terabyte. It has directx 11, but I am not going to go into detail about that because i am not a directx enthusiast. I personally hate the "Glass" look. Before service pack 1 on vista people could be able to change the theme using a 3rd party mod, micro$oft fixed that. I am not sure about windows 7 though.
Anyways the map editor should be able to work on xp 64 though. Unless you have more than 4gb's it is pointless to get a 64bit OS. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 27, 2009, 01:22:21 pm Do you WANT me to continue to erase your posts kid?
Because you are far too retarded to try and claim capability. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: nielscorn on April 28, 2009, 06:28:12 pm Also how much ram do you have? Unless you have more than 2gb's it is pointless to get a 64bit OS. First off anyone that has a 64 is probably someone who knows he needs more than 2gb, second off, i'm offended by your ability to question me.... thus your answer is answered. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on April 29, 2009, 05:36:13 am The magic number is 4 remember it and shut up now before I ban someone
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 29, 2009, 01:54:35 pm I don't think I gave you the ability to ban, and if I did I might remove it for the lulz
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: KnightTemplar on April 29, 2009, 05:33:06 pm That sounds absolutely lulzy
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on April 29, 2009, 05:49:56 pm I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY!
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Dr.VoidBerg on May 01, 2009, 10:42:40 pm I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! I AM HEAVY BANNAGE GUY! (http://cdn2.quizapps.com/gift-img.php?id=2338740&h=bb1c57e37651277ad7099ebaeffaa15c9159f3e8) oops did I put 2? What I meant anything less than 2gb will actually SLOW DOWN your system down 64 bit or at least for xp. Since this post is a week old I might have actually put in the amount of ram I have in the computer im using not my other computer.Quote First off anyone that has a 64 is probably someone who knows he needs more than 2gb, second off, I'm offended by your ability to question me.... thus your answer is answered. Shutup Fhagut I wasn't questioning you. I was trying to state that manufacturers are bundling 64 bit os's when it isn't needed. Read the motherfucking post before you motherfucking reply. I don't know why I even asked you if you had 2gb of ram because I looked back and it you included the amount of ram. Therefore that entire sentence should have been erased in the first place.Next post will be Morden says: Lawl the entire post should have been erased. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: #zx.pr0jk on May 01, 2009, 11:31:37 pm Who is this nig?
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Dr.VoidBerg on May 02, 2009, 12:01:26 am All the slow niggers are in jail. now letz assrape ea and WNX jus for good ol times
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Imm0Rtal on June 03, 2009, 04:45:05 pm Grats on writing poor code morden. No 64 bit support. Yowza.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 03, 2009, 06:19:05 pm Grats on not understanding what 64bit code is.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: vv!zzy$$@ on June 13, 2009, 02:00:10 am I read through a couple of pages to try and remedy my problem, but I couldnt really find it. Does it not work with vista?
Edit: I have the same problem Royal666 had on page 9 (same error code) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 13, 2009, 03:57:17 am Let it update
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: vv!zzy$$@ on June 13, 2009, 04:23:35 pm Ok, so i double click map editor, than it says "Script function compilation failed!" I click "Ok" then it says, "Nox map editor updates are available, do you wish to update?" I click yes Then it says "access to the path is denied" "Assembly: Map editor" i click ok, then a box comes up saying "Update complete, please restart the program" I click ok. Restart the program, and the process restarts itself.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 13, 2009, 04:52:35 pm Run it as an administrator
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: vv!zzy$$@ on June 13, 2009, 08:40:32 pm I go to run as administrator, and its grayed out. If there is no solution i may just go upstairs(which doesnt have vista on it) and try installing it on that comp.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Imm0Rtal on June 13, 2009, 08:50:18 pm You are logged on as a user level that does not have access to administrator. Log onto your computer as the admin. If you don't know how to do that ask your dad. (or whoever set up the computer)
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: vv!zzy$$@ on June 13, 2009, 09:34:33 pm its actually brand new, i set it up. i probably was stupid and somehow didnt set myself up as the admin
Edit: I just checked, and I'mthe administrator its says. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Imm0Rtal on June 14, 2009, 12:15:01 am its actually brand new, i set it up. i probably was stupid and somehow didnt set myself up as the admin Edit: I just checked, and I'mthe administrator its says. If you are the admin then Run As Administrator is not grayed out. You can run any .exe as an admin regardless of whether you need to or not for it to work. You are doing something wrong if you can't run the .EXE as admin. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on June 14, 2009, 12:28:40 am its actually brand new, i set it up. i probably was stupid and somehow didnt set myself up as the admin Edit: I just checked, and I'mthe administrator its says. Did you install nox? If I'm not mistaken, it has to be installed Title: Re: Map Editor ver Alpha 0.9 - Update Post by: vv!zzy$$@ on June 14, 2009, 01:49:34 am Yes, nox is installed and, its all good now i just installed it on my other comp. (non vista) and it works fine, thanks for the help though, I probably was doing something wrong, I just dont know what.
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Xan on June 14, 2009, 02:45:32 am There's a lot of ignorance in this thread. Windows 7 RC thusfar has been nothing short of awesome... Try it before you say it sucks (or does it suck because now you have to upgrade to it because you bought shitty Vista?) About time M$ put out a decent OS.
Secondly, there's no reason everyone WOULDN'T want a 64-bit OS unless their processor didn't support it. 64-bit means much more than being able to address more than ~4GB of RAM, for programs that support 64-bit operation, they perform better regardless of the amount of RAM you have. Not to mention all 32-bit programs run absolutely fine on 64-bit Windows 7. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 14, 2009, 03:30:09 am Lol fanboy doesn't know what he is talking about
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: vv!zzy$$@ on June 14, 2009, 04:04:51 am There's a lot of ignorance in this thread. Windows 7 RC thusfar has been nothing short of awesome... Try it before you say it sucks (or does it suck because now you have to upgrade to it because you bought shitty Vista?) About time M$ put out a decent OS. Secondly, there's no reason everyone WOULDN'T want a 64-bit OS unless their processor didn't support it. 64-bit means much more than being able to address more than ~4GB of RAM, for programs that support 64-bit operation, they perform better regardless of the amount of RAM you have. Not to mention all 32-bit programs run absolutely fine on 64-bit Windows 7. If you were tallking to me, I really didnt want vista. But when i went to go create my laptop on dell.com there was no other choice BUT vista....I was mad. If it wasnt for the OVERprotection of it,it wouldnt be that bad. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Killerz on June 14, 2009, 06:00:52 am If you were tallking to me, I really didnt want vista. But when i went to go create my laptop on dell.com there was no other choice BUT vista....I was mad. If it wasnt for the OVERprotection of it,it wouldnt be that bad. You can disable it... http://www.petri.co.il/disable_uac_in_windows_vista.htm (http://www.petri.co.il/disable_uac_in_windows_vista.htm) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Xan on June 14, 2009, 06:05:08 am You can disable it... Thank you Killerz... THIS is what I am talking about. And yes Dell is a sellout, but there's many other computer companies to choose from. Dell isn't the only one that exists.http://www.petri.co.il/disable_uac_in_windows_vista.htm (http://www.petri.co.il/disable_uac_in_windows_vista.htm) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: jerrylei on October 19, 2010, 01:19:37 pm Any one can tell me why that downloading page doesnt exist? and where can I download map editor now?
plz help~ Title: Re: Map Editor ver Alpha 0.9 - Update Post by: superjackfromeurtha on October 19, 2010, 01:48:10 pm Hi there jerry!
Here's the link. http://www.noxhub.net/release/noxtools.zip (http://www.noxhub.net/release/noxtools.zip) Title: Re: Map Editor ver Alpha 0.9 - Update Post by: EzeBassi1 on May 05, 2011, 04:29:04 am Exelent !!!! :| :| :| :| :-D :-D :-D :-D :-D :-D :-D :-D :-D :-D :-D :-D :-D :-) :-) :-) :-) :-)
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: deathleader2 on June 25, 2011, 02:50:39 am Heya, I'm somewhat of an old player, newish to Forums. Repling to a well dead Forum at that haha.
But Where Can I get the map Editor? If I can only get it from nox Tools, I have an Issue with that. I Have .NET 4.0 and it keeps saying that .NET2.0 needs to be installed, and I well know that not possible nowdays, So How Do I get the Map editor, if even possible nowdays? :| :| Title: Re: Map Editor ver Alpha 0.9 - Update Post by: philliyxx on June 27, 2011, 12:26:02 am Yes map editor still works and is still downloadable. Uninstall your framework and map editor then reinstall
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: deathleader2 on June 29, 2011, 07:07:37 pm I've done that about 3 to 4 times now, But it keeps saying "this setup requires the .NET framework version 2.0.50215." So what do I do? :-( :|
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 29, 2011, 07:16:48 pm Google for .net installation errors.
Its not on our end Title: Re: Map Editor ver Alpha 0.9 - Update Post by: deathleader2 on June 29, 2011, 07:34:15 pm The .net program installs fine, no problems with it I check it every time. But i guess it's on a whatever i'm majorly on a SoL scale
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Morden Tral on June 29, 2011, 07:39:43 pm The problem is that 4.0 is having trouble being backwards compatible with the 2.0 libraries the installer is using.
This is a .net problem, and i've read it around before. As I stated, its not on our end and since none of us get this (even with 4.0 installed) you'll have to google for the solution. Title: Re: Map Editor ver Alpha 0.9 - Update Post by: Imm0Rtal on June 29, 2011, 10:37:54 pm AKA stop being a lazy cry baby
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: deathleader2 on June 30, 2011, 12:23:25 am Thanks, working the issue right now
Imortal how about you make me? EH? Title: Re: Map Editor Download Post by: AndurilWielder on August 23, 2012, 08:12:46 pm "Script function compilation failed!
Line 0: Cannot create temporary file 'c:\Program Files (x86)\NoxTools\CSCAFA.tmp' --Access is denied" I don't know whats wrong, it said it installed successfully, I have a legitimate copy of Nox, I told it to give permission to everyone...so what's wrong? Title: Re: Map Editor Download Post by: Morden Tral on August 23, 2012, 09:39:19 pm Run it as administrator
Title: Re: Map Editor ver Alpha 0.9 - Update Post by: IllidanS4 on March 17, 2013, 07:21:26 pm it keeps saying that .NET2.0 needs to be installed, and I well know that not possible nowdays You know nothing. Multiple versions of .NET can be installed at the same time. (with exception of 4.0 to 4.5) |