TheDoctor Posted May 3, 2010 Share Posted May 3, 2010 Final 1 Final 2 blapoblapoblapo. Cyrem, could you just post a list of what's going to be fixed/included in the next stages of the Creator? Like this this and this is in Final 2 blah blah etc. Link to comment Share on other sites More sharing options...
Cyrem Posted May 3, 2010 Author Share Posted May 3, 2010 Final 1 Final 2 blapoblapoblapo. Cyrem, could you just post a list of what's going to be fixed/included in the next stages of the Creator? Like this this and this is in Final 2 blah blah etc. Well the main things are: - NPL scripter - Addtional Erode speeds - Vehicle Placement - Misc Placement The rest isn't finalised, but most things mentioned with be fixed. Link to comment Share on other sites More sharing options...
Matt Posted May 3, 2010 Share Posted May 3, 2010 OH!. I almost forgot. I tried to test out a map I made earlier, but when I opened the level, the breifing panel wouldent close. I was locked from the game. I also notices that the tool store I placed wasn't there. Something messed up. I'll upload and you guys can see if you have the same problem. This happens when buildings are stuck in solid rock and stuff. Same thing happened to me. The units don't seem to match up with the editor, like they're off by one or two squares. I certainly hope not, I tested every building at every angle to make sure they matched up. Sadly, I had this same problem too, with one of my levels. The toolstore wasn't placed next to any rock either. I also tried again on a different map from scratch, and this time, I could get past the briefing, but the toolstore didn't appear, and so I automatically lost. After then placing 5 toolstores around the map, when playing it again, they all appeared, but that original one still didn't. So I'll also have to concur, the object placement doesn't seem quite right. I can do more thorough testing of this later if you want a more accurate description of things that aren't right. 5. Ok, here we go. When shift clicking to place walls faster, it gets annoying if you accidentally overwrite a few walls you want to keep. Instead of right click being place ground (for surface) how about have it be an eyedroper tool, like in paint where you find a certian collor and then use that color. So, in that sence, it's a copy function. Yes, I agree that right clicking and removing the wall isn't always that useful when you make a mistake. Maybe right click could just be the type of ground it was before it was overwritten (or just have a quicklist of placing options like suggested). This also reminded me of a couple of things that I mentioned awhile ago, and have yet to see implemented. These were: - An undo function - A highlight function that could select just some of the map to be filled in with certain things, or be randomized Since you haven't mentioned any of these things since I suggested them to you quite awhile ago, are they still planned for the final Beta or first Full Version? Or did you drop them when they became too hard to implement? If you'd forgotten about them, consider them 'resuggested'. Link to comment Share on other sites More sharing options...
Cyrem Posted May 3, 2010 Author Share Posted May 3, 2010 Sadly, I had this same problem too, with one of my levels. The toolstore wasn't placed next to any rock either. I also tried again on a different map from scratch, and this time, I could get past the briefing, but the toolstore didn't appear, and so I automatically lost. After then placing 5 toolstores around the map, when playing it again, they all appeared, but that original one still didn't. So I'll also have to concur, the object placement doesn't seem quite right. I can do more thorough testing of this later if you want a more accurate description of things that aren't right. Please do, I have not been able to replicate this problem. So is the toolstore object actually getting written to the file? Also what angle is the toolstore on? If someone could send me a sample of a non-working map that would be good. This also reminded me of a couple of things that I mentioned awhile ago, and have yet to see implemented. These were: - An undo function - A highlight function that could select just some of the map to be filled in with certain things, or be randomized Since you haven't mentioned any of these things since I suggested them to you quite awhile ago, are they still planned for the final Beta or first Full Version? Or did you drop them when they became too hard to implement? If you'd forgotten about them, consider them 'resuggested'. They are things will consider after v1.0. Link to comment Share on other sites More sharing options...
Matt Posted May 4, 2010 Share Posted May 4, 2010 OK, I've attached two different maps made totally from scratch in the Map Creator. The first level I labelled as level 10 (originally Erode Works). I just copied all the map files into the level folder, and didn't change anything in the config from what it is originally for level 10. (Most of the map files are redundant, and the config already links all the needed ones.) I also left all the other .npl, .nrM, .nrn, .ptl files in the folder (as I'm not totally sure which ones are needed to start are map and what they do - would any of them have anything to do with altering the .ol? Anyway, the problem with this one is that the toolstore doesn't get teleported down, and you automatically lose. All the other buildings I put in teleport down though. I did originally have the game cam facing the toolstore, but then I changed it around to see if it made any difference, which it didn't seem to. The second level I labelled as level 11 (originally Water Lot of Fun). As with the first map, I just copied all the exported files into the original game map folder, without changing anything in config. This map has the problem of being unable to get past the briefing screen. It could still be the same problem as the first map, as the toolstore might not be teleported down (can't really see), but this time there aren't any other buildings to continue. Hopefully if you install them like I do, you'll be able to recreate the same problems, and then go on to find a solution. I did have a look at both of the .ols, but couldn't really see much as I don't really have much experience looking at them. Good luck finding the problem, ~Matt Link to comment Share on other sites More sharing options...
Cyrem Posted May 4, 2010 Author Share Posted May 4, 2010 OK, I've attached two different maps made totally from scratch in the Map Creator. The first level I labelled as level 10 (originally Erode Works). I just copied all the map files into the level folder, and didn't change anything in the config from what it is originally for level 10. (Most of the map files are redundant, and the config already links all the needed ones.) I also left all the other .npl, .nrM, .nrn, .ptl files in the folder (as I'm not totally sure which ones are needed to start are map and what they do - would any of them have anything to do with altering the .ol? Anyway, the problem with this one is that the toolstore doesn't get teleported down, and you automatically lose. All the other buildings I put in teleport down though. I did originally have the game cam facing the toolstore, but then I changed it around to see if it made any difference, which it didn't seem to. The second level I labelled as level 11 (originally Water Lot of Fun). As with the first map, I just copied all the exported files into the original game map folder, without changing anything in config. This map has the problem of being unable to get past the briefing screen. It could still be the same problem as the first map, as the toolstore might not be teleported down (can't really see), but this time there aren't any other buildings to continue. Hopefully if you install them like I do, you'll be able to recreate the same problems, and then go on to find a solution. I did have a look at both of the .ols, but couldn't really see much as I don't really have much experience looking at them. Good luck finding the problem, ~Matt I haven't tested these yet, but a quick look at both of the .ol files both show the possible problem. There are two 'Object1' objects. You'll see the toolstore and the TVCamera both are using Object1. My guess is that this is the problem as the TVCamera must be the first object created and the toolstore is taking the position of it. If this is all it is, it won't be much of a problem since I'm removing the automatic object id's and you'll have to enter your own. Why? Because I believe thats how the NPL identifies particular objects, so it's easier if you can make your own object ID's. It will also mean Level 7's OL file will load properly. Give that a go and hope it fixes it. Link to comment Share on other sites More sharing options...
Anonymouse Posted May 4, 2010 Share Posted May 4, 2010 Also also, you can place buildings and power paths, but did any level start with energy crystals already collected? I don't think so... Just a random thought. CFG option InitialCrystals, InitialOre. :) Link to comment Share on other sites More sharing options...
Cyrem Posted May 7, 2010 Author Share Posted May 7, 2010 So far the changes are as follows: New 'New Map Window' Fixed Map size import bug 1 camera limit Changed place tool colour from red to lime You can see which direction the buildings are facing before placing Rotation keys (left/right) Fixed import menu positioning Auto tick on Original Importer Added "(Optional)" to Original Importer map name text. Fixed Level 14, 20, 7 errors on ol import. Add map name on surface import bug fix Add export ol to 'Create' function Added successfully exported message to 'create' New export to ZIP file. New Help menu button. New About/Bug Report message. Added menu to 'Create' Removed export number prompt Renamed "create" to "export" Fixed Hotkeys don't move check on mode menu Link to comment Share on other sites More sharing options...
Bioniclemaster Posted May 12, 2010 Share Posted May 12, 2010 if you have dirt and loose rock placed in your map, and you open your dugg or height editor, it shows the dirt and loose rock as slimey slug holes. and im working on a new frozen frenzy(just for a sandbox thing), and we all know there is an island with energy crystals. those crystals aren't shown on any map. any ideas? Link to comment Share on other sites More sharing options...
Cyrem Posted May 12, 2010 Author Share Posted May 12, 2010 if you have dirt and loose rock placed in your map, and you open your dugg or height editor, it shows the dirt and loose rock as slimey slug holes. and im working on a new frozen frenzy(just for a sandbox thing), and we all know there is an island with energy crystals. those crystals aren't shown on any map. any ideas? Well of course, you are meant to open it in the surface editor. Each mode has different definitions. Link to comment Share on other sites More sharing options...
Anonymouse Posted May 12, 2010 Share Posted May 12, 2010 and im working on a new frozen frenzy(just for a sandbox thing), and we all know there is an island with energy crystals. those crystals aren't shown on any map. any ideas? They're defined in the OL file. Link to comment Share on other sites More sharing options...
Bioniclemaster Posted May 13, 2010 Share Posted May 13, 2010 ok, i got it all, and fixed it. turns out i opened the wrong map at the wrong file, something like opening dugg while it asked for cror... Link to comment Share on other sites More sharing options...
TheEPICtrainrider Posted May 17, 2010 Share Posted May 17, 2010 Cyrem, other then what was said above, here are some suggestions: 1. Have a option to fill the entire map with a type of surf. (dirt, lava, water, solid rock, exc.) 2. I don't know why, but when you create a map and type a non-number into the "Map Number" the .exe crashes 3. Non of the ol's work. Not sure why, may just be me... But the ones in the Map Editor Work just fine. 4. Create a guide explaining what everything is. Took me a few moments to figure out how to work Monsters. 5. There was one more... but I need to figure out how to word it... Link to comment Share on other sites More sharing options...
Cyrem Posted May 17, 2010 Author Share Posted May 17, 2010 Cyrem, other then what was said above, here are some suggestions: 1. Have a option to fill the entire map with a type of surf. (dirt, lava, water, solid rock, exc.) 2. I don't know why, but when you create a map and type a non-number into the "Map Number" the .exe crashes 3. Non of the ol's work. Not sure why, may just be me... But the ones in the Map Editor Work just fine. 4. Create a guide explaining what everything is. Took me a few moments to figure out how to work Monsters. 5. There was one more... but I need to figure out how to word it... 1. It's already in there(it's been there at least for the last 4 or more BETA's. Goto Options > Fill 2. Well it asks for a number... and you're entering a non-number... so... I've removed map No. in Final 2 anyway. 3. Make sure you put in a game camera. There is one bug where the same object number is used twice, you'll need to manually fix this to get it to work. 4. V1.0 will have it. 5. eh... Link to comment Share on other sites More sharing options...
apemax Posted May 18, 2010 Share Posted May 18, 2010 I tried to export a Cror file but when i do the exported file is a file type "file" instead of a "linker address map". it work fine when i go to "create" though. it doesn't show up when you go to "import Cror.map" either. I've attached both of the files. Link to comment Share on other sites More sharing options...
nick883 Posted May 30, 2010 Share Posted May 30, 2010 When i use the fall editor, the game dosen't use it. I get landslides in random places. Sometimes they go where i want them. What is wrong? Link to comment Share on other sites More sharing options...
Cyrem Posted May 30, 2010 Author Share Posted May 30, 2010 When i use the fall editor, the game dosen't use it. I get landslides in random places. Sometimes they go where i want them. What is wrong? Did you link the Fall file in Lego.cfg? Link to comment Share on other sites More sharing options...
Lair Posted June 4, 2010 Share Posted June 4, 2010 I found erroezorz: When I make an OL, it adds spaces randomly, crashing the level Link to comment Share on other sites More sharing options...
Cyrem Posted June 4, 2010 Author Share Posted June 4, 2010 I found erroezorz: When I make an OL, it adds spaces randomly, crashing the level As I said in other topics, this has already been fix in MCF2. Link to comment Share on other sites More sharing options...
TheDoctor Posted June 4, 2010 Share Posted June 4, 2010 So release it already so we can find more bugs. Link to comment Share on other sites More sharing options...
Cyrem Posted June 4, 2010 Author Share Posted June 4, 2010 So release it already so we can find more bugs. But then you would not get the new features. I would then have to release another BETA. MCF2 is the last BETA version. Link to comment Share on other sites More sharing options...
TheDoctor Posted June 4, 2010 Share Posted June 4, 2010 BAAAWWWWWW fine. Also, dabeling in exe debuging we are. oops no I lied. Acmex was just messig with xtreeme. Link to comment Share on other sites More sharing options...
Anonymouse Posted June 4, 2010 Share Posted June 4, 2010 So release it already so we can find more bugs. But then you would not get the new features. I would then have to release another BETA. MCF2 is the last BETA version. Why not release another beta? Link to comment Share on other sites More sharing options...
Cyrem Posted June 4, 2010 Author Share Posted June 4, 2010 So release it already so we can find more bugs. But then you would not get the new features. I would then have to release another BETA. MCF2 is the last BETA version. Why not release another beta? Because this is how I planned it, so I'm doing it this way. I think I have released enough BETA's already. I've been working on this for nearly two years, I would like to just get it done. Link to comment Share on other sites More sharing options...
TheEPICtrainrider Posted June 4, 2010 Share Posted June 4, 2010 Because this is how I planned it, so I'm doing it this way. I think I have released enough BETA's already. I've been working on this for nearly two years, I would like to just get it done. We here in the Model Rail Roading group have a saying "A Layout is never truly Finished". So no matter how many times your say "This will be that last one" You're still going to make new versions, and you're still going to accept bug reports and other things. The difference is that it will be able to fully operate with few glitches and have completed utilities. And you won't be releasing it once every few months, just every time you see fit. But yes. Finish this up, and get on with your life/ Raiderball. Link to comment Share on other sites More sharing options...
Recommended Posts