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572363 Posts in 510035 Topics by 8218 Members - Latest Member: zaq003 April 29, 2025, 09:05:51 pm
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Author Topic: Map Editor Download  (Read 232243 times)
RogueTeddyBear
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« Reply #75 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.
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Morden Tral
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« Reply #76 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).
« Last Edit: May 16, 2007, 12:14:28 am by Morden Tral » Logged

zorg
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« Reply #77 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. Smiley
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Morden Tral
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« Reply #78 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.
« Last Edit: May 16, 2007, 09:28:44 pm by Morden Tral » Logged

RogueTeddyBear
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« Reply #79 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.
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Morden Tral
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« Reply #80 on: May 17, 2007, 01:29:38 am »

I thought you were native russian....how do you not know your language?
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zorg
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« Reply #81 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?
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Morden Tral
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« Reply #82 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.
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RogueTeddyBear
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« Reply #83 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.
« Last Edit: May 18, 2007, 04:28:14 am by RogueTeddyBear » Logged

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Morden Tral
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« Reply #84 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.
« Last Edit: May 18, 2007, 12:52:35 pm by Morden Tral » Logged

Zoa
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« Reply #85 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.
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« Reply #86 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.
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zorg
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« Reply #87 on: May 18, 2007, 03:47:45 pm »

Is it possible to see a list of all objects that's got a mod editor?
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Morden Tral
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« Reply #88 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.
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RogueTeddyBear
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« Reply #89 on: May 18, 2007, 07:56:03 pm »

oh, whatever i was wrong.

have a nice weekend guys.
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