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Posted: Sat Nov 21, 2009 8:22 pm
by wonderland fan
I have converted music I want to use into OGG files, but I can't find any info on how to make it work in the editor. I've read every page of this post. Can someone please tell me how to do this....

Posted: Sun Nov 22, 2009 12:50 am
by Joy
already have it.....

Re: A BREAKTHROUGH! (cont'd)

Posted: Wed Dec 09, 2009 7:14 pm
by kacpero
cbloopy wrote:[EDIT: as of May 2nd 2009, you should use MOFILevelConverter version 0.1.2.0 or higher if you want to convert levels made with the hacked Editor. You can get the latest version of MOFILevelConverter here]

So......

Well, I got fed up with the model substitution approach. It's just too much work and complications. I decided to finally attempt hacking new code (ie. programming) into the Editor. It took some work but as you can see from that glorious screenshot above, I finally got it to load new objects that uses "!ObstacleXX" for model names. They are basically all the decorative objects in the game. Yep, the Editor just took one big step closer to being a MOFI level editor!

But don't throw away MOFILevelConverter.exe just yet. It's not going away anytime soon. For the changes I made here, it's not even really new code, just copies of existing code modified to load the additional objects. In general, the kind of hacking needed to add truly new code is kinda like trying to dig to the center of the Earth with a spoon. It may be theoretically possible, but very impractical. In other words, there are still many things that will be easier to implement in MOFILevelConverter than the hacking route.

You can download the modified Editor.exe and the MOFI WOPs here:

http://www.geocities.com/cbloopy/HackedEditor.zip

(I can't attach here because it's too big. I tried MediaFire but it's broken.)

But before doing so, make sure to copy the data\models folder from MOFI/demo MOFI into WA Editor v096. The hacked Editor now expects the new MOFI model files to be present, and will not run if they aren't.

I purposely named the hacked editor with the same name of Editor.exe. While you can keep the original file, you should rename the original file to something else. Because the new MOFI WOPs uses !ObstacleXX models that the old Editor doesn't understand, the old Editor will MAV if you accidentally go to one of the new MOFI objects while browsing objects in the editor. By making my hacked version be Editor.exe, you are less likely to accidentally run the old unhacked version.

And remember that you still need MOFI demo to actually play any levels using the new MOFI models.
GRRR! i cannot download it!!! upload it again! :o

Posted: Thu Dec 10, 2009 5:24 pm
by kacpero
can you help me find 1 zip in this topic? i forgot name! by: cbloopy. WOPs: palmtree, ship, spaceship, volcano, volcano acid, and MOFI trees

Re: the CMD to activate the shard's teleporting abilities!

Posted: Sat Dec 12, 2009 8:47 pm
by Kabooms Rock
cbloopy wrote:
DEEMAN223344 wrote:Besides, you cross the rainbow pool to use the shards so it must be a command.
Looks like you're right, and maybe there is no complications after all. I used MasterDatEditor to look at master.dat for the Rainbow Pool (Adventure87 in WA1) and discovers the CMD to activate the shards: CMD 114.

I tested it out in WA Editor and the CMD definitely did something. Before running the CMD, using a shard will display the message "the shard makes a beautiful sound but nothing happens". Once the CMD has been run however, the message will instead say "you cannot use the shards while in an adventure", which I think is what would happen in WA1 if you try using the shards while not on the hub.

So, probably all the programming for the shards have been left intact. With luck maybe it's still there even in MOFI. I'll let other people test that out.
I know this is a old topic but isn't there a command to deactivate shards?
like when you go to the void the shards dont work.

Posted: Sat Dec 12, 2009 8:52 pm
by DEEMAN223344
probably by using the same command as to activate them.

Posted: Sat Dec 12, 2009 9:15 pm
by Kabooms Rock
I tried that it does not work.

Posted: Sun Dec 13, 2009 10:12 am
by tyteen4a03

Re: A BREAKTHROUGH! (cont'd)

Posted: Thu Dec 17, 2009 8:03 am
by Clifford
kacpero wrote:
cbloopy wrote:[EDIT: as of May 2nd 2009, you should use MOFILevelConverter version 0.1.2.0 or higher if you want to convert levels made with the hacked Editor. You can get the latest version of MOFILevelConverter here]

So......

Well, I got fed up with the model substitution approach. It's just too much work and complications. I decided to finally attempt hacking new code (ie. programming) into the Editor. It took some work but as you can see from that glorious screenshot above, I finally got it to load new objects that uses "!ObstacleXX" for model names. They are basically all the decorative objects in the game. Yep, the Editor just took one big step closer to being a MOFI level editor!

But don't throw away MOFILevelConverter.exe just yet. It's not going away anytime soon. For the changes I made here, it's not even really new code, just copies of existing code modified to load the additional objects. In general, the kind of hacking needed to add truly new code is kinda like trying to dig to the center of the Earth with a spoon. It may be theoretically possible, but very impractical. In other words, there are still many things that will be easier to implement in MOFILevelConverter than the hacking route.

You can download the modified Editor.exe and the MOFI WOPs here:

http://www.geocities.com/cbloopy/HackedEditor.zip

(I can't attach here because it's too big. I tried MediaFire but it's broken.)

But before doing so, make sure to copy the data\models folder from MOFI/demo MOFI into WA Editor v096. The hacked Editor now expects the new MOFI model files to be present, and will not run if they aren't.

I purposely named the hacked editor with the same name of Editor.exe. While you can keep the original file, you should rename the original file to something else. Because the new MOFI WOPs uses !ObstacleXX models that the old Editor doesn't understand, the old Editor will MAV if you accidentally go to one of the new MOFI objects while browsing objects in the editor. By making my hacked version be Editor.exe, you are less likely to accidentally run the old unhacked version.

And remember that you still need MOFI demo to actually play any levels using the new MOFI models.
GRRR! i cannot download it!!! upload it again! :o
Boo Hoo

Posted: Thu Dec 17, 2009 11:58 pm
by Nobody
:x :x :x

Re: A BREAKTHROUGH! (cont'd)

Posted: Fri Dec 18, 2009 1:25 am
by Qloof234
Clifford wrote:Boo Hoo
Well, that was rude and unnecessary, to say the least.

Kacpero's asking if someone could upload it again because cbloopy's geocities is down, and he's not the only one who could use it, I'll bet. :|

Posted: Wed Dec 23, 2009 4:33 pm
by kacpero
i see that someone adventure have an item. you colected this item then you see YOU CANNOT EAT THIS ITEM HERE.

and i have funny/stupid idea that dialog don't say you cannot eat this item here. and i want to chenge it to: you cannot eat your pile here! hahahahahahahahahahhahhahahhahahahahahahahahahahahahahahahahahahahahahahahahahaha!!!!!!!!!!!!!! :piratewink: :piratesmile: :stinkylol: :piratelol:

Posted: Wed Dec 23, 2009 5:22 pm
by maxnick
What?

Posted: Fri Dec 25, 2009 1:49 am
by jdl
I really have no idea whether this was posted or not, but Cbloopy made this program where it finds your Localsave Off Directory for WA:MOFI! I found this while searching my PM Inbox and thought I'd post it. :D

Enjoy,

jdl

Posted: Sat Dec 26, 2009 8:32 am
by AJQZC
Please see this topic.

Posted: Mon Dec 28, 2009 10:00 am
by kacpero
Qloof234 wrote:
jdl wrote:The orange one acts like the one in WA:MOFI
<3

EDIT: Test adventure lulz
sorry but that level is stupid that maked mofi screen in the editor and this looks like bad look

I've just forgotten...

Posted: Mon Jan 11, 2010 4:07 pm
by Pawelec
Where MOFI starts game in default (X,Y) ?

Re: A BREAKTHROUGH! (cont'd)

Posted: Tue Jan 12, 2010 3:50 am
by Clifford
Qloof234 wrote:
Clifford wrote:Boo Hoo
Well, that was rude and unnecessary, to say the least.

Kacpero's asking if someone could upload it again because cbloopy's geocities is down, and he's not the only one who could use it, I'll bet. :|
Sorry, I was meaning boo hoo, it's down. (Uh Oh.) (I guess I didn't make it very clear.)

(I wish I backuped my Wonderland stuff before I changed computers. Now I've lost it all. :cry: :cry: :cry: )

PS: Do you think I would actually mean to be rude since I'm having the same problem?
Clifford wrote:
cbloopy wrote:[EDIT: as of May 2nd 2009, you should use MOFILevelConverter version 0.1.2.0 or higher if you want to convert levels made with the hacked Editor. You can get the latest version of MOFILevelConverter here]

So......

Well, I got fed up with the model substitution approach. It's just too much work and complications. I decided to finally attempt hacking new code (ie. programming) into the Editor. It took some work but as you can see from that glorious screenshot above, I finally got it to load new objects that uses "!ObstacleXX" for model names. They are basically all the decorative objects in the game. Yep, the Editor just took one big step closer to being a MOFI level editor!

But don't throw away MOFILevelConverter.exe just yet. It's not going away anytime soon. For the changes I made here, it's not even really new code, just copies of existing code modified to load the additional objects. In general, the kind of hacking needed to add truly new code is kinda like trying to dig to the center of the Earth with a spoon. It may be theoretically possible, but very impractical. In other words, there are still many things that will be easier to implement in MOFILevelConverter than the hacking route.

You can download the modified Editor.exe and the MOFI WOPs here:

http://www.geocities.com/cbloopy/HackedEditor.zip

(I can't attach here because it's too big. I tried MediaFire but it's broken.)

But before doing so, make sure to copy the data\models folder from MOFI/demo MOFI into WA Editor v096. The hacked Editor now expects the new MOFI model files to be present, and will not run if they aren't.

I purposely named the hacked editor with the same name of Editor.exe. While you can keep the original file, you should rename the original file to something else. Because the new MOFI WOPs uses !ObstacleXX models that the old Editor doesn't understand, the old Editor will MAV if you accidentally go to one of the new MOFI objects while browsing objects in the editor. By making my hacked version be Editor.exe, you are less likely to accidentally run the old unhacked version.

And remember that you still need MOFI demo to actually play any levels using the new MOFI models.
Sorry 'bout the trouble, Geocity says it broke down and my hard drive stuffed up so I can't download it. Can someone post a link to somewhere else?

QUESTION

Posted: Wed Jan 13, 2010 1:47 pm
by Pawelec
HELP!
I want to use custom leveltex in the MOFI hub. How to do it?

EDIT: Fixed now. Rename "localsaveoff" to "localsaveon" to make it work.

IDEA!

Posted: Sat Jan 23, 2010 1:33 pm
by Pawelec
Sorry for D-P.

I know what we need to make MOFI Editor. We need to program wg.exe.
Copy wg.exe from MOFI to Editor and make it looking for new adventures at User Data folder after renaming "localsaveoff" to "localsaveon". That's all!

Posted: Sat Jan 23, 2010 1:34 pm
by tyteen4a03
Does anyone have a copy of MOFI editor? Please zip it and send it to me, I will upload it to WonderStorage.

Posted: Sat Jan 23, 2010 4:17 pm
by DEEMAN223344
tyteen4a03 wrote:Does anyone have a copy of MOFI editor? Please zip it and send it to me, I will upload it to WonderStorage.
no. Even if they could, it's locked to their computer so it would be useless to anyone but them.

Posted: Sat Jan 23, 2010 5:40 pm
by Qloof234
Actually, the MoFI Editors and Players are obsolete now. Remember how sometimes with the WA Editor, you had to update your files for the new year?

Same thing, except there weren't any updates released, so now both of the MoFI editing programs say that they've expired.

Posted: Sun Jan 24, 2010 12:09 am
by tyteen4a03
I mean the hacked editor.

Posted: Sun Jan 24, 2010 12:58 am
by AJQZC
Just wondering, what will the file format of MoFI custom levels be? .wa3? :)

Posted: Wed Jan 27, 2010 7:37 pm
by jozsefkoma
New Object!
BoomSquare!This square explode!But it need a another object to trigger the boom!
Download please!
  1. Note: In Boom Square Exlpde Data1=Boom Square ID
http://pcpuzzle.com/forum/viewtopic.php ... highlight=
Test Adventure for this object

Posted: Thu Jan 28, 2010 9:17 am
by AJQZC
Thanks for that, but I'll suggest you put it together with your test adventure. :wink:

Posted: Thu Jan 28, 2010 6:54 pm
by jozsefkoma
ok

Posted: Thu Jan 28, 2010 6:54 pm
by jozsefkoma
New object! Win adventure button!

Posted: Thu Jan 28, 2010 6:54 pm
by jozsefkoma
[deleted]