Cyrem Posted June 4, 2010 Author 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. Of course I will still update it, but yes, I would like to work on other things. Link to comment Share on other sites More sharing options...
Lair Posted June 4, 2010 Share Posted June 4, 2010 While the Way things could move around slowly on the map made it seem placing was fully custom, upon opening the level I found all of them in the center of the tile. Link to comment Share on other sites More sharing options...
Anonymouse Posted June 6, 2010 Share Posted June 6, 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. Two years, really!? Are you counting the old level editor and the map tool too? Link to comment Share on other sites More sharing options...
Cyrem Posted June 6, 2010 Author Share Posted June 6, 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. Two years, really!? Are you counting the old level editor and the map tool too? Two years since I first started making a level editor for RR. Link to comment Share on other sites More sharing options...
Anonymouse Posted June 6, 2010 Share Posted June 6, 2010 Thanks for the hard work :D Link to comment Share on other sites More sharing options...
TheEPICtrainrider Posted June 6, 2010 Share Posted June 6, 2010 Thank you Cyrem. You really did a lot for the community you pay for. Link to comment Share on other sites More sharing options...
McJobless Posted June 14, 2010 Share Posted June 14, 2010 Hey Cyrem, on discovery of this thing called "AIMap", is it possible we could get that kind of map to work and add it to Map creator? Also, "elistfile"? I believe that might be just like "olistfile", but for effects so that we could have explosions running when we start the game etc... Link to comment Share on other sites More sharing options...
Cyrem Posted June 14, 2010 Author Share Posted June 14, 2010 Hey Cyrem, on discovery of this thing called "AIMap", is it possible we could get that kind of map to work and add it to Map creator? Also, "elistfile"? I believe that might be just like "olistfile", but for effects so that we could have explosions running when we start the game etc... If we figure out how to use them or if we can use them, I will add it. Link to comment Share on other sites More sharing options...
Anonymouse Posted June 14, 2010 Share Posted June 14, 2010 And if they're fully implemented. We all know how... much time DDI probably took for it. Link to comment Share on other sites More sharing options...
McJobless Posted June 15, 2010 Share Posted June 15, 2010 I tried using both of them, but no matter what I did to try use them, or what code I put in them, the game never crashed. I even tried using random jubbles like yuyjhrekgji7698 in the elistfile but it had no effect. Maybe they wern't implemented, but I so hope that AIMap can be used...because I using .ptl files... Link to comment Share on other sites More sharing options...
PWNZOR Posted June 24, 2010 Share Posted June 24, 2010 I don't know if anyone else has said this, but I have something else small to add: When you're placing a building, and you misplace it, you right-click. But that gets rid of the building currently placing. So you have to go back to the menu and reselect it. I know, it's nothing major, but it's kinda annoying. Link to comment Share on other sites More sharing options...
lrrpilot Posted June 30, 2010 Share Posted June 30, 2010 I can't figuire out where to put my level once i have it made. I have all the .map files, but where do i put them????? LRR SEEMS TO BE BEGGING TO BE MODDED! i opened the .wad file in notepad, and it tells you everything. you can easily find stuff, and edit the goal in the wad, make invincible monsters, laser-vulnerable slugs, and a lot more. from here, the whole game can be changed! Link to comment Share on other sites More sharing options...
PWNZOR Posted June 30, 2010 Share Posted June 30, 2010 Welcome to RRU, lrrpilot. and that's the CFG file of the files inside the WAD. Oh, and you'll need to decompress the WAD's to put in the levels. I suggest the data method. Link to comment Share on other sites More sharing options...
lrrpilot Posted June 30, 2010 Share Posted June 30, 2010 Two big problems with final 1- I can't locate lrr files, like saved games or the maps. I can't use the configuire option, or set the game goal. I NEED HELP I am using win7, and I can't mseem to find an extract or decompress option. Where is it? Hi. I got a BIG glitch when i made my own level. using driller night, my tool store landed in some water, the map looked nothing like i made, and there were dirt walls as borders. It was annoying. Link to comment Share on other sites More sharing options...
PWNZOR Posted June 30, 2010 Share Posted June 30, 2010 Like I said, decompress the WAD's, combine them using the Data method, then start modding. You can't do a thing with the WAD's still there. Link to comment Share on other sites More sharing options...
Cyrem Posted June 30, 2010 Author Share Posted June 30, 2010 Two big problems with final 1- I can't locate lrr files, like saved games or the maps. I can't use the configuire option, or set the game goal. I NEED HELP I am using win7, and I can't mseem to find an extract or decompress option. Where is it? Hi. I got a BIG glitch when i made my own level. using driller night, my tool store landed in some water, the map looked nothing like i made, and there were dirt walls as borders. It was annoying. When you decompress the LEGORR0.WAD file they are locate in Levels\Game Levels\. Use the original importer to import old maps. Configuration will be in v1.0 and the goal scripter is coming in Final 2. When adding your own map you need to make sure all the paths in the Lego.cfg file match up as well as disabling lines for files you are not needing. I do need to write a new guide on installing levels since the old one was a little confusing. As for decompressing the files using that Data method, the easiest way to set this up is to use Wad Refinery instead of the Wad Tool. When you download Wad Refinery, place all the files in the zip into your LRR install directory then double click on the "Extract to Data Folder" file. Link to comment Share on other sites More sharing options...
rmb28 Posted July 14, 2010 Share Posted July 14, 2010 wen or how can i play my maps Link to comment Share on other sites More sharing options...
PWNZOR Posted July 14, 2010 Share Posted July 14, 2010 I will post up a guide in a few days (when I get back from my trip) if one isn't up by then. Link to comment Share on other sites More sharing options...
LMS Engineer Posted August 13, 2010 Share Posted August 13, 2010 I found a bug , maybe. When you run RR while the map creator is still up the creator crashes and refuses to respond.It's annoying to say the least Link to comment Share on other sites More sharing options...
aLPHA Posted August 13, 2010 Share Posted August 13, 2010 ERROR in action number 1 of Mouse Event for Left Released for object obj_GUI_Options: In script scr_Export_OL: Error in code at line 43: if OLID.TYPE = "Camera" ^ at position 14: Unknown variable TYPE ___________________________________________ ERROR in action number 1 of Mouse Event for Left Released for object obj_GUI_Options: Error opening file for writing. Happens whenever I export large files. Link to comment Share on other sites More sharing options...
Cyrem Posted August 14, 2010 Author Share Posted August 14, 2010 I found a bug , maybe. When you run RR while the map creator is still up the creator crashes and refuses to respond.It's annoying to say the least Rock Raiders changes from 32bit to 16bit colour mode. Map Creator cannot be forced to switch colour modes once it is already running. If you ran a 32bit game then started RR, most likely it would have a fit also. It's not really an issue with the program, so I can't really fix it. It's more of a Direct X issue. ERROR in action number 1 of Mouse Event for Left Released for object obj_GUI_Options: In script scr_Export_OL: Error in code at line 43: if OLID.TYPE = "Camera" ^ at position 14: Unknown variable TYPE ___________________________________________ ERROR in action number 1 of Mouse Event for Left Released for object obj_GUI_Options: Error opening file for writing. Happens whenever I export large files. I need a better explanation on how to replicate this error before I can diagnose it because I can create large 80x80 maps and export them fine. Please explain to me exactly what you did before this comes up. Link to comment Share on other sites More sharing options...
aLPHA Posted August 14, 2010 Share Posted August 14, 2010 I tried to export the OL with tons of objects (actually every single game object. It was a test level), and this came up. Link to comment Share on other sites More sharing options...
Cyrem Posted August 17, 2010 Author Share Posted August 17, 2010 Now before you get excited, this is not the version that will have the NPL Tool. I have decided to release Final 2 without the extra main features that were meant to be in it. I’ve released it to fix a number of issues in Final 1. This does mean there will be a Final 3 now. Here is the list of changes: Fixed a possible crash on attempt to close. Fixed Object 1 duplicate Bug with importing bigger ol's on small maps Hex is wrong on dugg editor Fixed export zip ol with wrong extension Identified and fixed a major map sizing problem Identified and fixed a major surf map inaccuracy Identified and fixed a major OL standards inaccuracy New 'New Map Window' 1 Camera limit Added error if you haven't added a camera to the map 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 position 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 Add exporting ol file to 'create' 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 That’s some of the main things; you can find the download on the first post. Now a word of warning, do not import maps created with earlier versions because it will mess your map up. The reason is because previous version we not exporting the sizing right. You will have to re-create your maps in this version(including the OL file). Sorry but I cannot do anything to make the process easier. Hopefully this will fix some crashing issues experienced when playing custom maps. Link to comment Share on other sites More sharing options...
PWNZOR Posted August 17, 2010 Share Posted August 17, 2010 I don't know if you mentioned this (some items I just don't understand), but if you add the camera object out-of-order, then it appears as a duplicate Item1 in the OL, and there is a missing # in the OL (which would be the number of the object if the object you added wasn't a camera). Like: Say I add an RR, PowerStation, camera, and a STT. These items will appear as Item1, Item2, Item1, Item4, respectively. Link to comment Share on other sites More sharing options...
Cyrem Posted August 17, 2010 Author Share Posted August 17, 2010 I don't know if you mentioned this (some items I just don't understand), but if you add the camera object out-of-order, then it appears as a duplicate Item1 in the OL, and there is a missing # in the OL (which would be the number of the object if the object you added wasn't a camera). Like: Say I add an RR, PowerStation, camera, and a STT. These items will appear as Item1, Item2, Item1, Item4, respectively. The number order doesn't matter, they are simply object id's and can be renamed to anything you want. What causes problems is when an object has the same id as another, but this was fixed. I've given the camera it's own id so people don't get it mixed up with other objects. Yes it does cause the 1 number to be missed out but that just because I renamed it to something else, I can change it back so it will be numbered in order. But as I said the numbers don't really make a difference unless it's a duplicate. Link to comment Share on other sites More sharing options...
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