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  #201  
Old 2006-02-02, 21:50
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xesf xesf is offline
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Quote:
Originally Posted by Zink
Ok.
Thanks and sorry all this work.

Btw, I've said I'll send you the program to test that and I didn't, sorry. I'll send it now.
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
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  #202  
Old 2006-02-12, 16:25
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Quote:
Originally Posted by alexfont
3. You also need to refresh the track position when we delete it. The track only desappear when we set a new position in it.
Just tested. It works OK for me. The tracks disappears immediately after I send delete command.
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  #203  
Old 2006-02-12, 18:42
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Strange, for me this doesn't work. I try to delete it and only when I set a new position the other one disappear.
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
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  #204  
Old 2006-02-12, 19:06
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I will have to do some more tests in this matter, because it sometimes work, and sometimes not. What's more, I made displaying of the actors, and when I try to delete an actor, he doesn't disappear until I create and delete a track, then it starts to work fine....
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  #205  
Old 2006-02-12, 19:15
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Ok thanks. If you want I can send you another Story Coder version the way you could test this new things with the real scenes.
Btw, are you using the real models or that X mark we talk about some months ago?
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
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  #206  
Old 2006-02-12, 21:20
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OK, I didn't test the previous version you sent me (sorry ).
I am using some kind of Quetch outline picture . There would be possibility to send images to the Architect. This way if you had the 3D model engine working, you could send a model as a picture with proper rotation, so it would be better.
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  #207  
Old 2006-02-12, 22:32
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Quote:
Originally Posted by Zink
OK, I didn't test the previous version you sent me (sorry ).
No problem, I have now a more stable one.

Yeah sending an image with his proper rotation would be nice, anyway I don't know how to get it .
Also the next program release will not support 3D model viewer since I have to remake all the program because some old memory problems and also.

I'll setup actors command for LBArchitect then.
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
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  #208  
Old 2006-02-13, 11:27
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You can make sending zones also, I will probably manage to make this in next version.
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  #209  
Old 2006-02-13, 13:00
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Ok, only need to add it in the program since I already did the procedures.

Btw, did you make new command ids? I'm aswking because I'm almost to release a version and I wanted to be full compatible with your lastest Builder version.
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
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  #210  
Old 2006-02-13, 13:22
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Yes, as you wanted: 13, 23, and 33 for deleting all tracks, zones, and actors.
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  #211  
Old 2006-02-13, 13:36
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Ok thanks, will make it.
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  #212  
Old 2006-08-26, 22:35
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Add feature request in the bug tracking system. Check it out
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  #213  
Old 2007-01-07, 20:20
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Some news guys!

I just released the new version of LBArchitect!
Main changes:
- editing Fragments from LBA 2 (still buggy),
- creating new bricks, layouts, and layout libraries,
- layouts displaying is now faster (smoother) in Factory,
- and the most important: cooperation with Alexfont's Story Coder (check the new thread for more information about it).
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  #214  
Old 2007-01-07, 20:24
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Thanks for keeping this always secret
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  #215  
Old 2007-01-18, 20:18
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Wait, can i edit those rooms?
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  #216  
Old 2007-01-19, 12:03
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Wait, can i edit those rooms?
Absolutely!!
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
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  #217  
Old 2007-01-20, 13:30
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Originally Posted by VampicLord View Post
Wait, can i edit those rooms?
Which rooms?
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  #218  
Old 2007-01-20, 13:50
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  #219  
Old 2007-01-20, 15:28
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like, posting a dead link? :P
edit: nvm, it works now :P
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  #220  
Old 2007-01-21, 14:23
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Heehee... nice one
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  #221  
Old 2007-03-18, 22:28
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I have just released version 0.08a with one main change:

You can now export grids to Scenario files (HQS). These files are designed to easily manage grids you make - they contain all necessary files needed for one scene: a grid, a layout library and set of bricks (only used by the library) (if you export a scenario from the Factory, it may not contain a grid). Also they can contain scene file, to keep really all files together (as soon as alexfont makes the Story Coder support these files ). You can open scenarios easily by dropping them on the executable (Factory.exe or Builder.exe).

This feature will help people creating their own grids, as they will be able to keep each grid with necessary files in one file (rather than to open grid, library, and bricks separately), which is more convenient and reliable. It is especially dedicated to teams creating new parts of the story: the Prequel project and the Great Rebellion project, as they need to redesign many grids, and manage multile versions of each one.

As for now, you can't replace a grid (or any other file) inside a scenario with another one using Architect. This is why I released new version of LBA Package Editor which can no open and edit scenario files.

Scenario files are regular HQR files with fixed structure, so you can open them with any HQR editor (if it allows to open files with .hqs extension or by changing the extension to .hqr, and then changing it back to .hqs after editing). Scenario file structure is described in the text file supplied with the Architect program.
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  #222  
Old 2007-03-18, 22:45
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Yea, all the necessary files in one file is a good feature !
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  #223  
Old 2007-03-19, 02:27
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- Zink: How can I get the bricks, .BLL's, and layouts out of multiple scenarios, and create a LBA_BRK.HQR, LBA_BLL.HQR, and LBA_GRI.HQR out of them?
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  #224  
Old 2007-03-19, 10:12
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Quote:
Originally Posted by OBrasilo View Post
- Zink: How can I get the bricks, .BLL's, and layouts out of multiple scenarios, and create a LBA_BRK.HQR, LBA_BLL.HQR, and LBA_GRI.HQR out of them?
You can't at the moment. I plan making another program for this when such feature will be necessary. Maybe soon, because I just realized that there is no way to test custom scenarios in the game now.
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  #225  
Old 2007-04-11, 13:21
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I have to report a problem in LBArchitect.

I tried to create invisible bricks for my grid, but I get an error message telling me the library doesn't seem to contain invisible bricks. (I'm using LBA 2 desert island houses BLL) I am wondering in what way invisible bricks are connected to the library, and why a grid made with the same BLL, from the original LBA 2, can have invisible bricks.

How to fix the problem?
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