Page 11 of 60
Posted: Sat Feb 28, 2009 10:51 pm
by Clifford
I changed the y's of a coin to... god who knows?
and the id was something like -236403
Hubs WILL be difficult, we need a hub star, and you know how cbloofy did the texture on the wooden box, I think we will need something like that on the Hub star.
I'm trying to get Babyboomers to work however my code is fine but in the editor it shows mav and I know why.
Posted: Sat Feb 28, 2009 10:54 pm
by Qloof234
For. The. Last. Time.
It's. Impossible. To. Get. Features. From. MoFI. In. The. WA. Editor.
Posted: Sat Feb 28, 2009 10:56 pm
by Clifford
Qloof234 wrote:For. The. Last. Time.
It's. Impossible. To. Get. Features. From. MoFI. In. The. WA. Editor.
You're Right
Posted: Sat Feb 28, 2009 10:57 pm
by jdl
Qloof234 wrote:For. The. Last. Time.
It's. Impossible. To. Get. Features. From. MoFI. In. The. WA. Editor.
...Continuing on...
Unless. You. Have. The. Programing.
Posted: Sat Feb 28, 2009 10:59 pm
by Qloof234
Clifford wrote:Qloof234 wrote:For. The. Last. Time.
It's. Impossible. To. Get. Features. From. MoFI. In. The. WA. Editor.
You're Right
*facepalm*
I'm trying to get Babyboomers to work however my code is fine but in the editor it shows mav and I know why.
Yeah, okay... Sure...
We can only get them in if we can decompress the place where all the coding is for the game itself.
Which we can't.
Posted: Sat Feb 28, 2009 11:08 pm
by jdl
All we need is a decompiler made for WA. What was WA made with? Blitz 3D! So, we just need a Blitz 3D decompiler right?

Or, someone could download it and open the exe with it and look at all the coding!
Posted: Sat Feb 28, 2009 11:10 pm
by Clifford
Blitz3d?
Posted: Sat Feb 28, 2009 11:11 pm
by Clifford
Sorry, Double Post
Anyway, if i ask patrick to come into the forum then he might stop us or he might help us...
Posted: Sat Feb 28, 2009 11:12 pm
by jdl
Clifford wrote:Blitz3d?
Yeah, that's what MS used to make all the Wonderland games!

Posted: Sun Mar 01, 2009 12:06 am
by cbloopy
Oh, I have no problem getting the adventure stars in the editor, the real problem is that it isn't quite enough. Here's what I know so far about hubs in the editor:
- If you put an adventure star and step onto it, the editor will still look for the adventure in c:\WA Editor v096\Data\Adventures\Adventure<N>, just like the actual game. Instead of the folder where your custom adventure is stored. So if there're two separate adventures with hubs that someone wants to play, they'll need to do the copying themselves whenever they switch from playing one to the other.
- It looks like the information on where you end up on the hub (level file number, x, y) after completing an adventure or aborting, that's actually stored in the master.dat file of the adventure. As are presumably the actions triggered in the hub for winning the adventure. Needless to say, the editor right now doesn't have any means for you to edit those information in a master.dat file.
- In the real games, whenever you create a new player profile, the game will copy all the levels and dialog files from <game main folder>\Data\Adventures\Hub into a "Hub" folder somewhere inside the player profile folder. This is not done automatically in the editor however, but the game will still look for the Hub folder in the player profile folder for level files for the hub. So you'd need whoever's playing to do the copying themselves.
- The custom adventure player will probably not be able to show your progress (whether you won or got "Gold") in the adventure selection screen, since your progress is no longer confined to a single adventure when you start having hubs.
So while it's not impossible, it would be very difficult right now to work with hubs for both the adventure designer and the player, because both the editor and the player is missing some pieces to properly support hubs for custom adventures. It would probably be best to wait for Patrick on this.
Posted: Sun Mar 01, 2009 5:51 am
by Clifford
cbloopy wrote:
Oh, I have no problem getting the adventure stars in the editor, the real problem is that it isn't quite enough. Here's what I know so far about hubs in the editor:
- If you put an adventure star and step onto it, the editor will still look for the adventure in c:\WA Editor v096\Data\Adventures\Adventure<N>, just like the actual game. Instead of the folder where your custom adventure is stored. So if there're two separate adventures with hubs that someone wants to play, they'll need to do the copying themselves whenever they switch from playing one to the other.
- It looks like the information on where you end up on the hub (level file number, x, y) after completing an adventure or aborting, that's actually stored in the master.dat file of the adventure. As are presumably the actions triggered in the hub for winning the adventure. Needless to say, the editor right now doesn't have any means for you to edit those information in a master.dat file.
- In the real games, whenever you create a new player profile, the game will copy all the levels and dialog files from <game main folder>\Data\Adventures\Hub into a "Hub" folder somewhere inside the player profile folder. This is not done automatically in the editor however, but the game will still look for the Hub folder in the player profile folder for level files for the hub. So you'd need whoever's playing to do the copying themselves.
- The custom adventure player will probably not be able to show your progress (whether you won or got "Gold") in the adventure selection screen, since your progress is no longer confined to a single adventure when you start having hubs.
So while it's not impossible, it would be very difficult right now to work with hubs for both the adventure designer and the player, because both the editor and the player is missing some pieces to properly support hubs for custom adventures. It would probably be best to wait for Patrick on this.
But if he comes along and he doesn't like this idea were doomed!
But if he does... check your pm box.
Posted: Sun Mar 01, 2009 10:44 am
by cbloopy
Clifford wrote:But if he comes along and he doesn't like this idea were doomed!
But if he does... check your pm box.
Chill, it's not like we're doing anything bad here.
This thread being one of most posted in recent weeks, I'm pretty sure Patrick had already read up on most of it. If he wants to "doomed" us it would've been done.
I would guess Patrick should welcome all these recent developments. Being that MS doesn't make money off the editor, it's understandable that it won't be their highest priority of things to work on, so it's only a good thing to have people figuring out ways to fill in some of the gap, with things like custom-texture gates and scritters, before a new editor comes out who-knows-when.

what is hexeditor
Posted: Sun Mar 01, 2009 11:11 am
by bround
what is hexeditor?? can someone tell me?
Posted: Sun Mar 01, 2009 11:28 am
by richmond2010
Read the entire thread.

Posted: Sun Mar 01, 2009 2:59 pm
by duncan
cbloopy wrote:Clifford wrote:But if he comes along and he doesn't like this idea were doomed!
But if he does... check your pm box.
Chill, it's not like we're doing anything bad here.
This thread being one of most posted in recent weeks, I'm pretty sure Patrick had already read up on most of it. If he wants to "doomed" us it would've been done.
I would guess Patrick should welcome all these recent developments. Being that MS doesn't make money off the editor, it's understandable that it won't be their highest priority of things to work on, so it's only a good thing to have people figuring out ways to fill in some of the gap, with things like custom-texture gates and scritters, before a new editor comes out who-knows-when.

those gates that look like part walls, you can make without editing, all you do is put a gate inside of an wall.

Posted: Sun Mar 01, 2009 3:12 pm
by cbloopy
duncan wrote:those gates that look like part walls, you can make without editing, all you do is put a gate inside of an wall.

Except walls don't come up and down like gates do, so unless I'm misunderstanding you, I don't think what you proposed would work.
Posted: Sun Mar 01, 2009 3:22 pm
by cbloopy
cbloopy wrote:In the next day or two I'll create an adventure showing some more of the possibilities this opens up.
"Next day or two" has practically turned into a week, but here's a test adventure illustrating some fun ideas achievable by substituting one object's model for another. (Plus a few other "nonstandard" tweaks here and there.)
Highlight: gates and bridges aren't the only things that can come out of the ground/water......
[edit: added missing rainbowcoin custom texture]
Posted: Sun Mar 01, 2009 3:31 pm
by maxnick
I think your missing a rainbow coin texture...
Posted: Sun Mar 01, 2009 3:37 pm
by dlcs18
yea... I don't have the rainbow coin txture either and it isn't in your zip...
I will try and find it sumwhere else on the board now.

Posted: Sun Mar 01, 2009 3:49 pm
by cbloopy
Whoops my bad.

I've just added the missing rainbowcoin texture to the zip file.
Posted: Sun Mar 01, 2009 4:05 pm
by jdl
Your adventure is
EPIC WIN!!! How did you
DO that?!?! The star and star hole! The bridge! The temple! The teleporter!

Posted: Sun Mar 01, 2009 4:16 pm
by dlcs18
Oh... My... God...
THAT IS THE AWESOMEST THING I HAVE EVER SEEN IN THE WORLD OF WONDERLAND!!!
Posted: Sun Mar 01, 2009 4:21 pm
by jdl
CAN YOU PLZ POST THE MODEL ADJUSTER NOW!!!
Posted: Sun Mar 01, 2009 4:33 pm
by Qloof234
Posted: Sun Mar 01, 2009 8:04 pm
by duncan
cbloopy wrote:
Oh, I have no problem getting the adventure stars in the editor, the real problem is that it isn't quite enough. Here's what I know so far about hubs in the editor:
- If you put an adventure star and step onto it, the editor will still look for the adventure in c:\WA Editor v096\Data\Adventures\Adventure<N>, just like the actual game. Instead of the folder where your custom adventure is stored. So if there're two separate adventures with hubs that someone wants to play, they'll need to do the copying themselves whenever they switch from playing one to the other.
- It looks like the information on where you end up on the hub (level file number, x, y) after completing an adventure or aborting, that's actually stored in the master.dat file of the adventure. As are presumably the actions triggered in the hub for winning the adventure. Needless to say, the editor right now doesn't have any means for you to edit those information in a master.dat file.
- In the real games, whenever you create a new player profile, the game will copy all the levels and dialog files from <game main folder>\Data\Adventures\Hub into a "Hub" folder somewhere inside the player profile folder. This is not done automatically in the editor however, but the game will still look for the Hub folder in the player profile folder for level files for the hub. So you'd need whoever's playing to do the copying themselves.
- The custom adventure player will probably not be able to show your progress (whether you won or got "Gold") in the adventure selection screen, since your progress is no longer confined to a single adventure when you start having hubs.
So while it's not impossible, it would be very difficult right now to work with hubs for both the adventure designer and the player, because both the editor and the player is missing some pieces to properly support hubs for custom adventures. It would probably be best to wait for Patrick on this.
no.Try to find a command to and make it possible to tweak where you end up when winning, or aborting. If its in the real games, its somewhere in the editor.
Posted: Sun Mar 01, 2009 9:05 pm
by Qloof234
No.
The data for aborting the stage is indeed in the master file - there is NOT a command that controls where you land once you win.
Just because it's in the game doesn't mean it'd be here. In fact, chances are that Patrick would've worked on that first, so that we don't get in too deep.
Posted: Sun Mar 01, 2009 9:30 pm
by duncan
even so. it might be deep deep deep in the editor's coding
Posted: Sun Mar 01, 2009 9:33 pm
by Qloof234
Good point, companies are prone to just coding out certain unused elements in games.
...
Yes, SEGA, I'm looking at you.

Posted: Sun Mar 01, 2009 10:56 pm
by dlcs18
duncan wrote:even so. it might be deep deep deep in the editor's coding
Maybe a bit too deep though.

Posted: Sun Mar 01, 2009 11:09 pm
by jdl
dlcs18 wrote:duncan wrote:even so. it might be deep deep deep in the editor's coding
Maybe a bit too deep though.

Can we edit the Master.dat file?
