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572363 Posts in 510035 Topics by 8218 Members - Latest Member: zaq003 June 19, 2019, 01:29:26 pm
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Author Topic: Map Editor Download  (Read 117021 times)
FF&Invisible Point
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« Reply #15 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 sad
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FF and Invisible Point -- Wiz
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Morden Tral
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« Reply #16 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)
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« Reply #17 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?
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Morden Tral
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« Reply #18 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.
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« Reply #19 on: April 20, 2007, 04:41:47 pm »

I have a valid nox installed. Why can't it find it?
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#zx.pr0jk
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« Reply #20 on: April 20, 2007, 05:20:07 pm »

You may not have installed to the default directory.
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« Reply #21 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.
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« Reply #22 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?
« Last Edit: April 20, 2007, 05:40:45 pm by DisWeaction » Logged
Morden Tral
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« Reply #23 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.
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« Reply #24 on: April 21, 2007, 08:11:43 am »

I deleted that nox, and I reinstalled nox.
Altough your nox dl is bad quality.
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« Reply #25 on: April 21, 2007, 08:22:41 am »

OH SHIT! (helmut)
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Everyone, are you ready for doom? Because I blacken the sun and bloody the moon.
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« Reply #26 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.
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« Reply #27 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
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« Reply #28 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).
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« Reply #29 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.
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