jdl wrote:Only one thing: We need Patrick's approval before we start messing around with the actual games files and distributing the modified version of the whole game.
Yeah,
Yep, I've tested that and it works. I can also confirm that Floing (as in replay a level you already played) and having adventure stars automatically turn blue also works.jdl wrote:So your saying whenever we put the Red or Green Glove Chargers in, it will automatically be Floing and GROW!
I already talked to Patrick before I post about it. He's okay with it. Just don't try to sell the custom adventure as your own game.Only one thing: We need Patrick's approval before we start messing around with the actual games files and distributing the modified version of the whole game.
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
yes it works!!!cbloopy wrote:I'm thinking maybe we should consider Clifford's idea about using MOFI.
Because if the road crossed the chicken the old lady's would trip over the bump!
(no offence to anyone who thinks of themselves as "old")
To set up demo version of MOFI for running your own custom hub-based adventure:cbloopy wrote:When I have time I'll look into this a little more to work out what exactly you need to get this fully working.
You're a genius!cbloopy wrote:To set up demo version of MOFI for running your own custom hub-based adventure:cbloopy wrote:When I have time I'll look into this a little more to work out what exactly you need to get this fully working.
1) copy the music files from c:\WA Editor v096\Data\Music into c:\<whatever folder you installed demo MOFI in>\Data\Music. Because some music from WA1 are not included in MOFI.
2) you should find a "localsaveoff" file in the demo MOFI's main game folder. Rename it to localsaveon. This will keep the user data folder under the game's main folder instead of in the Windows user folder. Amongst other advantages, keeping it out of the Windows user folder helps avoid interfering with savegames from the full version of MOFI if you have installed that on your machine.
3) Run the game and then quit the game. A "GameData" folder should be created inside the main folder. This is the equivalent of WA Editor's "User Data" folder.
4) Now copy your WA Editor's "Custom Content" folder to the "GameData" folder of demo MOFI. (Meaning, you end up with a "Custom Content" folder inside the "GameData" folder of demo MOFI.) With that in place, the game will be able to find your custom level textures.
5) Copy your "Custom" folder (or whatever folder you used for custom object textures) into demo MOFI, so the game can find your custom object textures.
6) Replace the files under the Data\Adventures folder with your own. Remember to use positive numbers for levelexit dest levels, even for the hub. (No need to use weird negative numbers for hub levels in MOFI, like you do with the Editor.)
7) MOFI always starts a new game on hub level 1, (x,y)=(37,8.). I suggest creating level 1 of size 48 x 16 and wipe it with height 2 wall tiles textured to all black. Then I change the tile logic on (37,8.) to floor, and then add a LevelExit object there to warp the player to the real starting hub location of your custom adventure. Leave the music to none.
So when you start a new game, the screen will remain black and the music silent until the player is warped to the intended starting location of your custom adventure. It will look merely like there's a delay in loading the adventure.
8.) Use CMD 115 to launch the Floing screen (for replaying adventures you already won). You should not allow the player to use this until the player has done Adventure #1, otherwise the Floing screen will still show "Stalacmite Cavern".
9) Use CMD 116 to change the player's hat, and CMD 117 to change the player's accessory, like how you can do it in MakeShift Camp.
A little of this, a little of that. I don't usually read this section of the board much myself, and I have zero time these days. I did skim it though, and while I haven't tried any of this out myself, it looks pretty cool and impressive. Well done!mqdar wrote:Or maybe Patrick has better things to do in life than saying 'pointless' things like what Jdl has imagined. He mostly likely won't have half the free time we have.![]()
But really MS, you should at least just reply to this topic. It must be the best topic ever created in this forum!
Wait, OMG, I have the best idea! In the next MP, include Cbloopy and his amazing discoveries! :D
Sounds good!Midnight Synergy wrote:I'd also definitely be interested in putting something in the Midnight Post about all this - but this is still so much in motion, maybe let's wait until a first "final" results are out (e.g. a completed custom adventure)?
Yea, Hubs!Midnight Synergy wrote:Finally, while there will not be a WAMOFI editor anytime soon, my plan is to make a final version of the editor bundled with the next game that would include all the bells and whistles necessary to make your own true hub/adventure game setups.
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
Let's remember that it's thanks to cbloopy most of this has been found, and thanks to Clifford we got our "Pow" magic.Midnight Synergy wrote:A little of this, a little of that. I don't usually read this section of the board much myself, and I have zero time these days. I did skim it though, and while I haven't tried any of this out myself, it looks pretty cool and impressive. Well done!mqdar wrote:Or maybe Patrick has better things to do in life than saying 'pointless' things like what Jdl has imagined. He mostly likely won't have half the free time we have.![]()
But really MS, you should at least just reply to this topic. It must be the best topic ever created in this forum!
Wait, OMG, I have the best idea! In the next MP, include Cbloopy and his amazing discoveries! :D
I must admit, I would think putting it in there earlier, and then displaying a finished custom "adventure" when one's done would be better for Editor publicity - It'll likely take a looooooong time to finish oneMidnight Synergy wrote: I'd also definitely be interested in putting something in the Midnight Post about all this - but this is still so much in motion, maybe let's wait until a first "final" results are out (e.g. a completed custom adventure)?
<3Midnight Synergy wrote: Finally, while there will not be a WAMOFI editor anytime soon, my plan is to make a final version of the editor bundled with the next game that would include all the bells and whistles necessary to make your own true hub/adventure game setups.
MG, how many times must I say that we cannot do that?!Pawelec wrote:1) modifications in wg.exe,
True, and that isn't hard, is it?2) models,
Remember, Cbloopy has figured all that out.3) WOPs.
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
You've said that a little too much now. Not that it's entirely your fault.Qloof234 wrote:It's impossible for us to edit the game's coding. What we're doing here isn't editing the game's coding, but manipulating already existing (albeit unaccessible) elements. In the case of MoFI magic, that's not editing the game's code, either - MoFI automatically recognizes a glove charger of a certain colour (e.g. Red, Blue, etc.) as having a certain power, even if the level was made in the WA Editor.
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
Yeah, good point. I just really don't see how it's that hard to understand...mqdar wrote:You've said that a little too much now. Not that it's entirely your fault.Qloof234 wrote:It's impossible for us to edit the game's coding. What we're doing here isn't editing the game's coding, but manipulating already existing (albeit unaccessible) elements. In the case of MoFI magic, that's not editing the game's code, either - MoFI automatically recognizes a glove charger of a certain colour (e.g. Red, Blue, etc.) as having a certain power, even if the level was made in the WA Editor.