ToEE World Builder v1.7.5

Discussion in 'General Modification' started by Agetian, Jul 6, 2005.

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  1. Shiningted

    Shiningted I want my goat back Administrator

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    Re: ToEE World Builder v1.1

    Thanks Agetian, I used ummmm well a version well past the "I keep testing this and it doesn't screw up" point for the door. Otherwise I spawned everything else the old fashioned way - but my next mod will give this a real workout. Looking forward to it :D
     
  2. Agetian

    Agetian Attorney General Administrator

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    Re: ToEE World Builder v1.1

    Hot update to v1.1: Added a nifty tool called "Sector coordinates lookup" that allows you to check what sector file your object coordinates correspond to, and also list the sector files that you must update if you want to cover a huge area. Please redownload if you are interested. To start this utility you should either press Ctrl+S in the editor or choose "Tools -> Sector Lookup...".

    NOTE: For example, you should make an area from (505, 457) to (520, 470) impassable. If you look it up in my new tool, you'll note that you have to update two files:

    452756055.sec (Sector coords X=7, Y=7)
    452756056.sec (Sector coords X=7, Y=8)

    So, you open those those files (or create them from the given sector coordinates) and update an area (505,457) - (520,470) in each file using the "Update a box of tiles" button (the editor will automatically choose which coordinates can be updated for each of the sector files).

    Also, I updated the ToEE Front-end Pro distributed with the ToEEWB to v3.0a

    Enjoy!
    - Agetian
     
    Last edited: Aug 1, 2005
  3. Agetian

    Agetian Attorney General Administrator

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    Re: ToEE World Builder v1.1

    I reuploaded the file yet again (the previous installation package was a bit weird). Please redownload. Sorry for the inconvenience.

    - Agetian
     
  4. Agetian

    Agetian Attorney General Administrator

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    Re: ToEE World Builder v1.1

    IMPORTANT: Just released an inline fix for some prototype fields in a proto editor. Please download it (it's in a separate attachment) and extract to your ToEEWB folder, overwriting an existing file.

    - Agetian
     
  5. Shiningted

    Shiningted I want my goat back Administrator

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    Re: ToEE World Builder v1.1

    Just downloaded latest ToEEWB and the proto thing: is that for some sort of replacement for Proto-Ed? I mean, as much as I love that tool, we do need something with more capabilities!
     
  6. Agetian

    Agetian Attorney General Administrator

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    Re: ToEE World Builder v1.1

    @ Shiningted: ToEEWB has internal prototype editor built-in, and it has a lot of cool stuff in it (like - autodetection of possible values for different columns, and plenty of new and corrected proto fields). However, it acts differently from the ProtoEd - it doesn't give you a table view of everything, but instead it focuses on making protos more "editable" (offers a nice proto editing interface with ability to modify descriptions etc.). Check the "Prototypes" tab out. :)

    - Agetian
     
  7. Agetian

    Agetian Attorney General Administrator

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    Re: ToEE World Builder v1.1

    IMPORTANT: Fixed a bug in the MOB codec that caused the mob linking to be partially corrupt. Please redownload the whole package. Note that the latest package includes the inline fix that was released previously.

    Also, my beta-tester and friend Silvanor has changed his nickname to Sapricon (sounds cooler??) so he wanted the credits to be updated, so that's what I did.

    - Agetian
     
    Last edited: Aug 2, 2005
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: ToEE World Builder v1.1

    Ooh could I change my nickname to "big bad DONG, king of the bedroom" Nah just kidding!
     
    Last edited by a moderator: Aug 2, 2005
  9. Shiningted

    Shiningted I want my goat back Administrator

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    Re: ToEE World Builder v1.1

    Not with that Avatar :p

    Agetian, perhaps you might want to add something to the effect that anyone using Allyx's protos.tab, Cujo's mod or Darmagon's will all be needing the Con fix switched on?

    Also, as u know my mod comes with it as standard in the .dll (since my mod is built on Allyx's protos.tab), so if I have the mod installed and run FrontEnd (installed normally on the game, not as a seperate module), it doesn't matter whether I click the Con fix on or not, it should be there? Do I have that right?
     
  10. Agetian

    Agetian Attorney General Administrator

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    Re: ToEE World Builder v1.1

    Hmm... as far as I understand you're speaking about TOEEFE and not TOEEWB, right? Alrighty...
    It's really hard to predict what should be on or off depending on the mod at the moment (I don't want to invent even more INI files and stuff like that at the moment to avoid complications). The status of the CON fix depends on whether it's checked or not in the frontend (so if you don't have it checked, it will be turned off). So -- I guess you can add it to the module description: "Turn the darn CON fix ON for this module!" :)

    The thing I *can* do is -- remove the CON fix switch from TOEEFE altogether, leaving it only with the optional fixes (and without the "permanently needed" ones), and I'm seriously thinking about it atm, since not very many people will want to switch that on/off often, and if it's mod-specific, a person can provide a required DLL file (just as you did). So, if I decide to do it, I'll release it as TOEEFE 3.0a1 very soon. :)

    EDIT: Uploaded v3.0a1. Please test your mod with this version! Now it excludes the Drifter's CON fix as permanent/module-dependent. It means that if you provide a DLL with this fix the game should leave the fix there anyway.

    - Agetian
     
    Last edited: Aug 2, 2005
  11. khalamar

    khalamar Member

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    Re: ToEE World Builder v1.1

    I know this is a stupid question but where do i get Microsoft .NET Framework v1.1
    so i can try my hand at a mod using TOEEWB ? thanks
     
  12. Agetian

    Agetian Attorney General Administrator

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    Re: ToEE World Builder v1.1

    Here's a link to the Microsoft update center that contains all the .NET Framework revisions and updates (including the version 1.1 :) ) Enjoy!

    http://msdn.microsoft.com/netframework/downloads/updates/

    - Agetian
     
    Last edited: Aug 2, 2005
  13. Agetian

    Agetian Attorney General Administrator

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    Re: ToEE World Builder v1.1

    Another bugfix update: Fixed a bug in sector parser routine that caused the editor to crash when a newly added proto entry had to be parsed as a part of an embedded static object's ID (a rare bug, but a nasty one if you come across it). Please redownload.

    Now, if you add a new prototype, then embed an instance of that proto into a sector, then open a new sector file in the sector editor, a warning message will be given stating that the object name can't yet be parsed since protos.tab has to be reloaded. If you really *need* that object name to show up, you'll have to reload ToEEWB. Otherwise you'll be able to work with the sector normally, but the proto name will be shown as (NOT PARSABLE). This is not a big deal, really, so if you don't know what I'm talking about, don't worry about it. ;)

    - Agetian
     
  14. Shiningted

    Shiningted I want my goat back Administrator

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    Re: ToEE World Builder v1.1

    :blush: sowwy
     
  15. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: ToEE World Builder v1.1

    In all fairness I have yet to really explore the prototype editor in ToEEWB. I do really like some of it's features, IntelliProperties for example. It does seem to be missing some of the features I use a lot in ProtoEd, though. Since I am a beginner at this, I like the ability to compare side by side with what is already there. The ability to compare and merge different files is also very useful.
     
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