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  #31  
Old 06-01-2011, 05:33 AM
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Paul said that. But that takes a lot of time.
Question - how to make a foreground cam layer, before which abe can't be seen?
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  #32  
Old 06-01-2011, 11:49 AM
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Quote:
Originally Posted by skychase2rebirth View Post
Maybe you could extract a cam that have electric walls, rename it and change cam image... Like a path made of E2P02C4....

(Wrong thread sorry. but I'll finish my answer...)

...while waiting for PLE 0.7
OK, I see.

So, I guess it won't be integrated and suddenly work, on Paul's next Editor version?

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  #33  
Old 06-02-2011, 09:37 AM
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Cancollide adding...?
Is this object coming for later version?

Like in Add list one's
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  #34  
Old 06-02-2011, 10:00 AM
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Originally Posted by kapteeni13 View Post
Cancollide adding...?
Is this object coming for later version?

Like in Add list one's
Most likely not, he said before that the number of collision items on a level was hardcoded in the game. Much like the LED messages, but they more simple to find and probably overwrite since you could go in a hex editor and change them.
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  #35  
Old 06-02-2011, 11:19 AM
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Originally Posted by OddMan360 View Post
Most likely not, he said before that the number of collision items on a level was hardcoded in the game. Much like the LED messages, but they more simple to find and probably overwrite since you could go in a hex editor and change them.
Do'h.

I understood...
Still using Trap doors and Rolling Ball Stopper's for floor & wall xD
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  #36  
Old 06-02-2011, 11:21 AM
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I think I'll try to get these in 0.7:

* More grid stuff for collision paths because editing them properly requires extreme mouse skill!
* Allow editing of FG1 in AO and AE
* Fix issues with adding motion sensors
* Fix issues with adding electric walls
* Undo/Redo

Don't ask me when it will be done either.. not for some time :P
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  #37  
Old 06-03-2011, 03:33 AM
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Originally Posted by Paul View Post
I think I'll try to get these in 0.7:

* More grid stuff for collision paths because editing them properly requires extreme mouse skill!
* Allow editing of FG1 in AO and AE
* Fix issues with adding motion sensors
* Fix issues with adding electric walls
* Undo/Redo

Don't ask me when it will be done either.. not for some time :P
Those are pretty much all that I need. I'm not really up for editing AE.
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  #38  
Old 06-03-2011, 01:22 PM
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Quote:
Originally Posted by Paul View Post
I think I'll try to get these in 0.7:

* More grid stuff for collision paths because editing them properly requires extreme mouse skill!
* Allow editing of FG1 in AO and AE
* Fix issues with adding motion sensors
* Fix issues with adding electric walls
* Undo/Redo

Don't ask me when it will be done either.. not for some time :P
Sounds great Paul! As usual.

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  #39  
Old 06-12-2011, 07:56 AM
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Had some spare time today and managed to get a basic grid working and improve collision items.

I found its much easier to move them around now as demo'ed by the screen shot
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  #40  
Old 06-12-2011, 07:58 AM
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Looks good, can't wait for the next version
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  #41  
Old 06-13-2011, 06:48 AM
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Amazing...
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  #42  
Old 06-18-2011, 03:34 PM
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Quote:
Originally Posted by Paul View Post
Had some spare time today and managed to get a basic grid working and improve collision items.

I found its much easier to move them around now as demo'ed by the screen shot
Hi Paul, do you think you could possibly release a new editor version, with just the Collision Items grid-lock feature, within the next week please?

Because I'm planning to make a level over the next month, and really want that grid-lock feature to be in there, for Collision Items, to make the level much easier to make.

I know it will probably be much longer than one month before you release the next full version, which is why I am requesting for just the grid-lock feature now (seeing as you've already got it working).

So do you think you'd be able to do that?

Thank you very much; I send my great regards for all of your hard work Paul. It's all come along so great since I first asked you questions about editors around two years ago!

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  #43  
Old 06-19-2011, 04:25 AM
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I've ripped the whole core of the app apart so no can do I'm doing a big clean up of the core and also enabling multi doc support.
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  #44  
Old 06-22-2011, 12:20 PM
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Could you also make it so it doesn't slow down everything running?
Firefox and other stuff just stop responding every time I run it, and it does the same on my other computer, so I know it's not just my laptop being sluggish.
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  #45  
Old 06-22-2011, 04:00 PM
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I never had that problem.
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  #46  
Old 06-22-2011, 05:03 PM
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Originally Posted by OddMan360 View Post
Could you also make it so it doesn't slow down everything running?
Firefox and other stuff just stop responding every time I run it, and it does the same on my other computer, so I know it's not just my laptop being sluggish.
More than likely yes as it happens, I noticed the CPU usage is quite high due to something silly I was doing in the line drawing. So next version might not hammer your CPU so much, how much does it use on say R1 path 15?

Edit: Oh.. and of course what CPU do you have?
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  #47  
Old 06-22-2011, 11:14 PM
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I can't seem to run it anymore.
It just comes up with an error after the message box about OpenGL rendering.

This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information.

It comes up with that even if I press No.
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  #48  
Old 06-23-2011, 02:21 AM
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What is the difference between OpelGL rendering and software rendering?

I know what they mean but I can't seem to notice a difference beetween the both in the editor.
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  #49  
Old 06-23-2011, 03:13 AM
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If you've got a strong enough processor then you wouldn't notice the difference as software rendering just transfers all the graphics processing off the graphics card and to the regular processor.

That being said I remember there were some odd things happening with the editor with OpenGL rendering so I use software rendering all the time for it now.
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  #50  
Old 06-23-2011, 08:08 AM
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Quote:
Originally Posted by OddMan360 View Post
I can't seem to run it anymore.
It just comes up with an error after the message box about OpenGL rendering.

This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information.

It comes up with that even if I press No.
Try download it again and extract to a "clean" directory so that its not picking up any corrupted config files or whatever.
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  #51  
Old 06-29-2011, 10:24 AM
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Paul, if you're taking suggestions, I have one right here

In a future version if it's even possible: Make collision lines snap to 90 degree rotations. Because the game doesn't like when you rotate them more than 1 degree even (thinking about floor collisions here, no idea how walls act like that), plus it's incredibly annoying to rotate the lines to pixel-perfect alignment
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  #52  
Old 06-29-2011, 05:27 PM
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Paul, if you're taking suggestions, I have one right here

In a future version if it's even possible: Make collision lines snap to 90 degree rotations. Because the game doesn't like when you rotate them more than 1 degree even (thinking about floor collisions here, no idea how walls act like that), plus it's incredibly annoying to rotate the lines to pixel-perfect alignment
I think snap to grid takes care of this? Snap the line to a horizontal/vertical grid lines/points? Or have I missed something here
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  #53  
Old 06-30-2011, 08:36 AM
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I think snap to grid takes care of this? Snap the line to a horizontal/vertical grid lines/points? Or have I missed something here
You may have missed something there
I'm using 0.6 of your editor, and I always have Snap objects to grid activated, plus the actual grid doesn't even show when I tell it to, no matter which rendering mode I run it in.
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Old 06-30-2011, 09:38 AM
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Originally Posted by SligValet View Post
You may have missed something there
I'm using 0.6 of your editor, and I always have Snap objects to grid activated, plus the actual grid doesn't even show when I tell it to, no matter which rendering mode I run it in.
The grid only works with objects.
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Old 06-30-2011, 09:56 AM
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The grid only works with objects.
I know that. Which is why I suggested Paul to make the grid also work with the collison lines, and to make them snap to 90 degrees rotation when you try moving them.

+ an actual visual grid (which is what I thought existed) would be nice
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Old 06-30-2011, 11:07 AM
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Originally Posted by SligValet View Post
I know that. Which is why I suggested Paul to make the grid also work with the collison lines, and to make them snap to 90 degrees rotation when you try moving them.

+ an actual visual grid (which is what I thought existed) would be nice
Gotcha, 0.7 will have visible grid and allow you to snap both kinds of objects. I posted a screen shot of how it looks some where in here
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Old 06-30-2011, 11:33 AM
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Gotcha, 0.7 will have visible grid and allow you to snap both kinds of objects. I posted a screen shot of how it looks some where in here
Simply put: Awesome
Can't wait for the next version
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  #58  
Old 07-24-2011, 05:08 AM
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Paul, big thanks for your work. It would be nice if you make a Linux port, moreover (as I can see) it is written using Qt so it wouldn't be very hard to do it.
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Old 07-24-2011, 11:34 AM
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Quote:
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it wouldn't be very hard to do it.
Wanna make a bet? If it was that easy, OWI would have are a port for MacOS, not to mention the changes they wanted to make for Steam ahievements.
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Old 07-24-2011, 01:50 PM
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Hm, are we both talking about Level Editor? I don't think if Paul used any Windows-specific techniques in his editor so I can humbly consider that making a Linux/Mac port wouldn't be a big problem. Furthermore, it was mentioned in «Future features» list.
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