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#76
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Announcement: LBA Scene Manager version 3.9.0 is out.
In addition to the version 3.8.0 new features, it has another new feature: Compression. It's my first program, which has the compression. It's actually LBA Compression, type 1, and it was possible, thanks to kargeor (George). The compression routines are storead as an overlay file, LBA_CMP.OVL, which is actually a program, which can only be run from within LBA Scene Manager (and any other program of mine, which will have the Compress() routine), because it uses files, which are generated by that routine, and it also needs the decompressed size of the data, that you want to compress (see the Spoiler below, in this post, for more information). You can also deactivate the compression, if you face problems with it, or you have a slow computer. Alexfont, please, read the above post, too. Spoiler: BTW: For the "above post", I mean, the last post in the previous page, if this post is displayed on a new page for you.
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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; 2004-12-02 at 20:45. Reason: Forgot a something... |
#77
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LBA Scene Manager version 4.0.0
============================ 1. What's new? ------------------------- - The tabs (= flat buttones) removed, now the program has an Outlook-style vertical menu; - Corrected some minor bugs. NOTE: I use yaz0r's terms for the scene structure elements, this is why they are sometimes different, from what can be seen in the LBA scene format documentation. Also, when cloning the actors, the new actors is always added after the last one. 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/clone/remove actors, zones, and tracks in the scenes (for actors, it only allows to clone the existing ones) and edit ambient/Twinsen data (including the move script), and it also only allows you to edit/clone/remove actors, add/remove tracks, zones, and LBA 2-specific unknown data, and edit ambient/Twinsen data in LBA 2/TO scenes, but in the future, there will be the possibility to Add even empty actors (now only cloning the existing ones is possible, except, when a the current actor count is 1 (Twinsen only)), modify their life scripts, which will be de-compiled, and compiled, edit the hero (Twinsen)'s life script, which will be de-compiled, and compiled, and move script in LBA 2/TO scenes, and edit everything in LBA 2/TO scenes, and thus, it will be a complete scene editor. And then, with this program, and Zink's LBArchitect (which already allows editing the LBA 2 rooms), you'll be able to edit almost everything in the game. 3. Credits --------------- This program was created by OBrasilo, and it was released under GPL. Soon, this program will go under cooperation with George (kargeor; who has not replied to me for a lot of time, so this cooperation is getting quite questionable), and will replace his LBAScene program. At that point, this program will be renamed to LBAScene (it's also possible, that the name will remain the same). So, the thing is just to wait, until this program goes into cooperation. Also, the isometrical coordinate display was possible, thanks to Alexandre Fontoura (alexfont), who kindly explained me, how to do it. 4. Last-minute information ---------------------------------------- Now, 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 now completely deciphered. Now, there's a new LBA 2 scene loading routine, which loads all data. This routine is the LBA 2-variety of alexfont's LBA 1 scene (actors) loading routine, which he kindly explained me, how it goes. Both routines have also been slightly modified, in order to allow structurized scene loading, which opened new horizonts for this program, such as actor move script editing, and zone, and track editing/adding/removing (even the saving procedures have been modified for this). Also, the zones have two coordinates, and in the LBA scene format specification itself, it was erraneously specified, that they are 3-D coordinates. Actually, they're just source and destination coordinates, and this program allows you to edit them. Also, I proudly announce, that I completely deciphered the LBA 2/TO scene format (thus I added the options to edit the tracks and the LBA 2-specific unknown data, of which each item consists of the index(?) and an address. I proudly announce, that now you can edit everyting also in LBA 2/TO scenes. In this version, I introduced the zones support. The addresses to the program are the same: http://80.55.102.190/~obrasilo/SManager.zip (the program), and http://80.55.102.190/~obrasilo/SManager-source.zip (the source). Enjoy it. Yours sincerely, João de Camões (OBrasilo). ![]()
__________________
Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! |
#78
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The program is getting better and better...
The few things I test I saw another minor bug in the Zones. You didn't load the data to the zone form in the first time you open the file.
__________________
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 |
#79
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Wow, it's really better now! Good work, OBrasilo.
Although I have some comments: - Cloning actors could be easier if you just make the "Clone" button to clone current actor. - Bug: If I try to remove last actor, the last but one is removed instead. And when there is no actors in the scene, the progam displays "Runtime error 9. Subcript out of range." - "Type" combo box in "Zones" category should be wider, because I cannot see all the text. That's all for now, I think ![]()
__________________
Emerald Moon Base projects: Little Big Architect v 1.2, Package Editor - v 0.11+, Text Editor 2 - v 2.3, Font Editor - v 2.03+ Technical stuff: LBA File Information Project LBA Prequel: The forum topic |
#80
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LBA Scene Manager version 4.1.0
============================ 1. What's new? ------------------------- - XP-style menu - finally I managed to find a freeware ActiveX control for this little big thingy; - Corrected terrible bug, where actor removing wasn't done correctly (thanks to Zink); - The zone type combo box is now wider (thanks to Zink); - Other bugs corrected (also thanks to alexfont). NOTE: I use yaz0r's terms for the scene structure elements, this is why they are sometimes different, from what can be seen in the LBA scene format documentation. Also, when cloning the actors, the new actors is always added after the last one. 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/clone/remove actors, zones, and tracks in the scenes (for actors, it only allows to clone the existing ones) and edit ambient/Twinsen data (including the move script), and it also only allows you to edit/clone/remove actors, add/remove tracks, zones, and LBA 2-specific unknown data, and edit ambient/Twinsen data in LBA 2/TO scenes, but in the future, there will be the possibility to Add even empty actors (now only cloning the existing ones is possible, except, when a the current actor count is 1 (Twinsen only)), modify their life scripts, which will be de-compiled, and compiled, edit the hero (Twinsen)'s life script, which will be de-compiled, and compiled, and move script in LBA 2/TO scenes, and edit everything in LBA 2/TO scenes, and thus, it will be a complete scene editor. And then, with this program, and Zink's LBArchitect (which already allows editing the LBA 2 rooms), you'll be able to edit almost everything in the game. 3. Credits --------------- This program was created by OBrasilo, and it was released under GPL. Soon, this program will go under cooperation with George (kargeor; who has not replied to me for a lot of time, so this cooperation is getting quite questionable), and will replace his LBAScene program. At that point, this program will be renamed to LBAScene (it's also possible, that the name will remain the same). So, the thing is just to wait, until this program goes into cooperation. Also, the isometrical coordinate display was possible, thanks to Alexandre Fontoura (alexfont), who kindly explained me, how to do it. 4. Last-minute information ---------------------------------------- Now, 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 now completely deciphered. Now, there's a new LBA 2 scene loading routine, which loads all data. This routine is the LBA 2-variety of alexfont's LBA 1 scene (actors) loading routine, which he kindly explained me, how it goes. Both routines have also been slightly modified, in order to allow structurized scene loading, which opened new horizonts for this program, such as actor move script editing, and zone, and track editing/adding/removing (even the saving procedures have been modified for this). Also, the zones have two coordinates, and in the LBA scene format specification itself, it was erraneously specified, that they are 3-D coordinates. Actually, they're just source and destination coordinates, and this program allows you to edit them. Also, I proudly announce, that I completely deciphered the LBA 2/TO scene format (thus I added the options to edit the tracks and the LBA 2-specific unknown data, of which each item consists of the index(?) and an address. I proudly announce, that now you can edit everyting also in LBA 2/TO scenes. In this version, I introduced the zones support. The addresses to the program are the same: http://80.55.102.190/~obrasilo/SManager.zip (the program), and http://80.55.102.190/~obrasilo/SManager-source.zip (the source). Enjoy it. Yours sincerely, João de Camões (OBrasilo). ![]() BTW: This is my 1500th post. BTW: I'm using the wink smiley in these post, becuase it's present in the README.TXT file (which I copy almost the whole post from).
__________________
Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! |
#81
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LBA Scene Manager version 4.2.0
============================ 1. What's new? ------------------------- - Almost-XP-style toolbar, well... nicer appearance, and a more compliant background color; - Corrected some bugs and problems with zone, track, and LBA 2-specific unknown data removal; - The Load button in the main window is now flat; - The about box now has links (text only, not running IE) to the homepage, the LBA Trio forums, and the Magic Ball Network Forums; - Office 2003-style icons in the toolbar and in the menus; - Other bugs corrected (also thanks to alexfont). NOTE: I use yaz0r's terms for the scene structure elements, this is why they are sometimes different, from what can be seen in the LBA scene format documentation. Also, when cloning the actors, the new actors is always added after the last one. 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/clone/remove actors, zones, and tracks in the scenes (for actors, it only allows to clone the existing ones) and edit ambient/Twinsen data (including the move script), and it also only allows you to edit/clone/remove actors, add/remove tracks, zones, and LBA 2-specific unknown data, and edit ambient/Twinsen data in LBA 2/TO scenes, but in the future, there will be the possibility to Add even empty actors (now only cloning the existing ones is possible, except, when a the current actor count is 1 (Twinsen only)), modify their life scripts, which will be de-compiled, and compiled, edit the hero (Twinsen)'s life script, which will be de-compiled, and compiled, and move script in LBA 2/TO scenes, and edit everything in LBA 2/TO scenes, and thus, it will be a complete scene editor. And then, with this program, and Zink's LBArchitect (which already allows editing the LBA 2 rooms), you'll be able to edit almost everything in the game. 3. Credits --------------- This program was created by OBrasilo, and it was released under GPL. Soon, this program will go under cooperation with George (kargeor; who has not replied to me for a lot of time, so this cooperation is getting quite questionable), and will replace his LBAScene program. At that point, this program will be renamed to LBAScene (it's also possible, that the name will remain the same). So, the thing is just to wait, until this program goes into cooperation. Also, the isometrical coordinate display was possible, thanks to Alexandre Fontoura (alexfont), who kindly explained me, how to do it. 4. Last-minute information ---------------------------------------- Now, 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 now completely deciphered. Now, there's a new LBA 2 scene loading routine, which loads all data. This routine is the LBA 2-variety of alexfont's LBA 1 scene (actors) loading routine, which he kindly explained me, how it goes. Both routines have also been slightly modified, in order to allow structurized scene loading, which opened new horizonts for this program, such as actor move script editing, and zone, and track editing/adding/removing (even the saving procedures have been modified for this). Also, the zones have two coordinates, and in the LBA scene format specification itself, it was erraneously specified, that they are 3-D coordinates. Actually, they're just source and destination coordinates, and this program allows you to edit them. Also, I proudly announce, that I completely deciphered the LBA 2/TO scene format (thus I added the options to edit the tracks and the LBA 2-specific unknown data, of which each item consists of the index(?) and an address. I proudly announce, that now you can edit everyting also in LBA 2/TO scenes. In this version, I introduced the zones support. The addresses to the program are the same: http://80.55.102.190/~obrasilo/SManager.zip (the program), and http://80.55.102.190/~obrasilo/SManager-source.zip (the source). Enjoy it. Here's a screenshot, to see this version: ![]() Yours sincerely, João de Camões (OBrasilo). ![]()
__________________
Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! |
#82
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this program doesnt work for me;
runtime error 429: activeX component cant create object runtime error 440: automation error these are all that come up when i try to run it. help me, i need to test this out!
__________________
![]() ![]() So what if I have to have control over every situation? It's only because you would screw it up. Two carefully balenced hypocrits could make a perfect world. All I need is another hypocrit now... |
#83
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I think you need this file COMDLG32.OCX
__________________
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 |
#84
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Download COMDLG32.OCX into your Windows\System32 directory.
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Fishos.net || LBA Fans Fan Site | Little Bit Adventure | LBA File Information | !בעברית LBA לחצו כאן כדי לשחק במשחקי |
#85
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If it still doesn't work, then try to run RegSvr32 on both SmartMenuXP.DLL and .OCX. I saw your problem, and asked OBrasilo, who's currently near me, so he told me, what to do to solve it.
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#86
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The problem is the MSCOMCTL.OCX file. Download it into you Windows System folder.
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#87
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Download this: http://www.ascentive.com/support/new/libraryfiles.exe. This contains the needed files (link provided to me by OBrasilo).
__________________
If you want to see The LBA Trio's work, then please join THIS SITE ! ! ! ! The LBA Trio: N-SoftInd, lbaguy3d (yes, that's me), and O_Brasileiro. ![]() ![]() |
#88
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lbaguy, the edit button is to be used...
__________________
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 |
#90
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none of this worked, i get the same error messages. i ran the installer lbaguy3d posted and reinstalled cmndlg32.ocx from the link provided by chaosfish. any ideas?
__________________
![]() ![]() So what if I have to have control over every situation? It's only because you would screw it up. Two carefully balenced hypocrits could make a perfect world. All I need is another hypocrit now... |
#91
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Sorry but I don't know how can I help you
![]() Btw, just for curiosity, whitch OS do you have?
__________________
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 |
#92
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windows xp home (at least i think its home
![]() ![]()
__________________
![]() ![]() So what if I have to have control over every situation? It's only because you would screw it up. Two carefully balenced hypocrits could make a perfect world. All I need is another hypocrit now... |
#93
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Golemboy, you most both run the RegSvr32 on those .DLL's (this is, what causes those errors), and run the installer (the one provided by lbaguy3d; finishing the installation, of course). You must do both things. Then, it will work.
__________________
If you want to see The LBA Trio's work, then please join THIS SITE ! ! ! ! The LBA Trio: N-SoftInd, lbaguy3d (yes, that's me), and O_Brasileiro. ![]() ![]() Last edited by lbaguy3d; 2004-12-23 at 09:12. Reason: / / /... |
#94
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ot it working at last! i had to copy the smartmenuxp files to another location because the stupid run command cant get at files where the path has a space in it. now the long long process of working out how to use all of this...
btw with the static actor flags, what are 'clipped' and 'dead' for?
__________________
![]() ![]() So what if I have to have control over every situation? It's only because you would screw it up. Two carefully balenced hypocrits could make a perfect world. All I need is another hypocrit now... |
#95
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The "Uses clipping" is used for sprite doors for example where the sprite is drawn cut.
The "Is Dead" is used by the game to know if that actor was already killed. It isn't so import for us to edit it.
__________________
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 |
#96
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thanks. will there be anything published about movement scripts? i cant figure them out as it is, especially the labels
__________________
![]() ![]() So what if I have to have control over every situation? It's only because you would screw it up. Two carefully balenced hypocrits could make a perfect world. All I need is another hypocrit now... |
#97
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It work toguether with the life script that OBras doens't have yet in his program. The label is just a identification that the life script could use.
__________________
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 |
#98
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for the life script all i get is a hex list, but it does come up. any idea when ur gonna realease ur next version of scene editor? i saw from that pic u posted somewhere that it also can edit life/move scripts although the version current does not
__________________
![]() ![]() So what if I have to have control over every situation? It's only because you would screw it up. Two carefully balenced hypocrits could make a perfect world. All I need is another hypocrit now... |
#99
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I really don't know when I'll release the next version :/. Today I work a bit in the life script and make the indent thing (isn't perfect yet :/). After that I'll improve the code because are a little slow and then I need to make the edit thing (for now we can just view). You can see the new look here: http://img93.exs.cx/my.php?loc=img93...eeditor9rb.jpg
About the Move script, I take a look today in the script and you can't understand well the move script without life script. See the example to understand well what LABEL is for: This is the Actor Script for that first gate in the prison, when we need to get the key from the nurse. Life Script: Code:
COMPORTEMENT 0 IF COL_OBJ 0 == 13 IF NB_LITTLE_KEYS >= 1 USE_ONE_LITTLE_KEY SET_TRACK 0 END_LIFE END_COMPORTEMENT END Code:
LABEL 0 SAMPLE 35 OPEN_DOWN 2000 LABEL 100 STOP END The USE_ONE_LITTLE_KEY will decrease the keys count and the END_LIFE is probably to end definitly the script for this actor.
__________________
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 |
#100
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i see. i thought life script was health/armour etc. o well, ill just have to wait for the next version then
__________________
![]() ![]() So what if I have to have control over every situation? It's only because you would screw it up. Two carefully balenced hypocrits could make a perfect world. All I need is another hypocrit now... |
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Thread | Thread Starter | Forum | Replies | Last Post |
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How did you start playing LBA? | Mia | General | 59 | 2006-06-25 15:46 |
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LBA Scene 0.1.0 released | xesf | LBA Modifications - General | 0 | 2004-06-26 15:35 |