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#26
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Thanks
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#28
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LBA 1/2 .LSC File Editor version 1.16 beta
================================= 1. What's new? ------------------------- - Opening scenes from HQR's (with decompression); - An icon; - A readme file (this file). 2. Description ---------------------- This is a program, that allows you to edit LBA 1/Relentless and LBA 2/TO (Twinsen's Odyssey scenes. Scenes are the items, which are stored in the game's SCENE.HQR file (in LBA2/TO, items, from the second; the first item is a control item). This program currently only allows you to edit actors in the scenes (only the existing ones), but in the future, there will be the possibility to Add, Remove, and Edit actors, zones, and flags, and thus, it will be a complete scene editor. And then, with this program, and Zink's LBArchitect, you'll be able to edit almost everything in the game. 3. Credits --------------- This program was created by O_Brasileiro, and it was released under GPL. Soon, this program will go under cooperation with George (kargeor), and will replace his LBAScene program. At that point, this program will be renamed to LBAScene. So, the thing is just to wait, until this program goes into cooperation. 4. Last-minute information ---------------------------------------- Not all the actors are shown, when you open the LBA 2 scenes. This is due to the LBA 2 scene format, which is slightly different than the LBA 1 one, and was still not completely deciphered. I asked yaz0r to document it, but he hasn't done anything, yet. ![]() [I quoted the file EditorLSC.TXT]. The program is here: http://thor.prohosting.com/lbatrio/EditorLSC.zip The source code: http://thor.prohosting.com/lbatrio/EditorLSC-source.zip . Both files are also attached here, so there should be no problem in getting the program itself or its source code. I hope you'll like this new version.
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Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! Last edited by Battler; 2004-09-19 at 20:39. Reason: Forgot two attachments... |
#29
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I didn't download it, but I just wanted to say, you are Allah for me
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#30
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Cool programs, OBras.
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#31
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Nice one.
My version still in progress. I made some things but will probably disabled because some memory problems. ↕ [Merged Thread] Ins't necessary have lots of thread with the same subject and talking just about new releases. ![]()
__________________
LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#32
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- alexfont: Thanks for moving the thread. Good job.
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#33
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Dear folks, I announce you, that the new version is finally out!!!!
Here you go: http://80.55.102.190/~obrasilo/SManager.zip (the program) http://80.55.102.190/~obrasilo/SManager-source.zip (the source). The program is now called: LBA Scene Manager. It has lots of new features: actor cloning/removing/move script editing, zone editing/adding/removing, track (= flag) editing/adding/removing. It also has new save and load procedures, which fix many bugs, and it now also loads all actors from the LBA 2/TO scenes (before, it only loaded some of them). I'm looking forward to hearing from you all (BTW, alexfont, please update the Quick Start sticky thread, as the program has a new name). Yours sincerely, Joăo de Camőes (O_Brasileiro).
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#34
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Good Improvement, Obras ... but this version continue with minor bugs.
Great work ![]() |
#35
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- alexfont:
a) Which runtime error do you get? b) How can it be unsigned, if Visual Basic doesn't have the Word type, only Integer. c) I will make the documentation.
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#36
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a) Run-Time Error '9': Subscript out of range.
b) Exactly what you have for Z coordinates. c) ok. |
#37
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- alexfont:
a) I'll fix it. b) Explain yourself better, please. I quite don't understand, what you mean. c). OK. BTW, can we continue the discussion on my forums?
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Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! Last edited by Battler; 2004-11-01 at 14:03. Reason: Forgot a something... |
#38
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You use an unsigned short int(16bits) for Z coordinates but not for X and Y (you use signed short int).
Quote:
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#39
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- alexfont: Impossible, because they are both Integer, as Visual Basic doesn't have an unsigned 16-bit integer, only the singed one, called Integer, and I use the same for both. Maybe I know your problem: actually, both flag and zone coordinates are saved as X-Z-Y, and not X-Y-Z, so your program actually mixes up X and Y coordinates for both things. Just check the Z values (Y in your program), and you'll see, that they are always under 10240, while Y values in both games usually are in range between -32768 and 32767. So, I think this is your problem.
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#40
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The problem is that you use 0 to 32767 for Z coordinates (the correct) and use -32768 to 32767 for X and Y coordinates in the actors settings.
... and you have exactly the same coordinates as I have ![]() |
#41
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- alexfont: because Z is unsigned, whiled X and Y, I use -32768 to 32767, because, actually, I think they are 0-65535, but, as VB doesn't have a Word type, I use -32768 to 32767. Is it wrong? How they should be?
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#42
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Exactly like you have for Z, 0 to 32767
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#43
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- alexfont: thanks. And, actually, which scene are you using, when the add comamnd with tracks and zones gives you the run-time error? And, can you tell me the zone count in that scene, and the track count?
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#44
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First scene (Prison).
31 for zone and 43 for track. (Same as I have in my prog.) |
#45
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Well... here's the updated version (2.00a):
http://80.55.102.190/~obrasilo/SManager.zip (the program) http://80.55.102.190/~obrasilo/SManager-source.zip (the source). The addresses are actually the game. The new zone/track bug has been fixed, for the X and Y bug, actually, it's not a bug. If I change it to 0-32767, it will give an error on some zones/tracks. Enjoy.
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#46
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Actually, yes, I made it. It's attached here in this post. I'm looking forward to hearing from you all.
Yours sincerely, Joăo de Camőes (O_Brasileiro).
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#47
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cool, dont have time to read it but its great to see proggress
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#48
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- Darkflame: thanks. I really appreciate your interest in my programs and documentations.
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#49
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Good documentation.
Here's some tips what I remember: [#] - The "GOTO" just change to a Label. [#] - The "GOTO_POINT" just specify the track index (each Track contain X,Y and Z coordinates). [#] - The "POS_POINT" set a new position for an actor according to the track index. [#] - The "SYM" means Symbolic. So "GOTO_SYM_POINT" means something like "Go to a symbolic point". (Don't know if this use the track index too, but probably not) [#] - The "FACE_TWINKEL" I think the actor will look at Twinsen (auto actor rotate). [#] - The "BETA" ins't the BetaLight paramenter but it is the beta angle of the actor. Don't know the diferences between the "Angle" macro. If I found something more, I'll post... |
#50
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- Thanks, alexfont (HTML page saved).
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Thread Tools | |
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Thread | Thread Starter | Forum | Replies | Last Post |
(deprecated) LBA Story Coder [discuss] | xesf | LBA Modifications - General | 126 | 2008-09-27 22:23 |
I do love LBA - the final text | Gustav Sweden | Fan Creations - General | 23 | 2008-08-15 18:14 |
How did you start playing LBA? | Mia | General | 59 | 2006-06-25 15:46 |
LBA Resource Manager | Battler | LBA Modifications - General | 8 | 2005-03-10 15:59 |
LBA Scene 0.1.0 released | xesf | LBA Modifications - General | 0 | 2004-06-26 15:35 |