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Old 10 June 2023, 17:05   #61
abu_the_monkey
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still seem to be a bug with the second line of text

it no longer registers on pressing return/enter.
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Old 10 June 2023, 17:15   #62
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So, now the text seems to render OK, but as soon as I try to enter any on the second box of each slot, it just vanishes when I hit enter, even if there was text in there to begin with.

On an unrelated note, both 303 and 304 don't like the Assign ADD trick. It loads, and can load levels but I have to explicitly load if I want to edit anything.
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Old 10 June 2023, 17:15   #63
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Originally Posted by abu_the_monkey View Post
still seem to be a bug with the second line of text

it no longer registers on pressing return/enter.
Snap.
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Old 10 June 2023, 17:26   #64
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I would assume that these strings are fixed length and space padded in the actual level data, so somewhere there should be a 160 byte buffer that is split into two 80 character text gadgets...
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Old 10 June 2023, 17:33   #65
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Confirmed. The text buffer in the level file is a contiguous 160 character block, no null termination or anything.

Logically, then, whatever is in each "box" needs to be padded to 80 characters using spaces and catenated to give the 160 character buffer expected in the output. That might mean some of the trimming is not warranted.
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Old 10 June 2023, 17:36   #66
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@Karlos
Ok, third time lucky?

Quote:
On an unrelated note, both 303 and 304 don't like the Assign ADD trick. It loads, and can load levels but I have to explicitly load if I want to edit anything.
it probably has some paths hard coded somewhere.

Last edited by abu_the_monkey; 04 August 2023 at 00:56.
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Old 10 June 2023, 17:40   #67
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Quote:
Originally Posted by Karlos View Post
Confirmed. The text buffer in the level file is a contiguous 160 character block, no null termination or anything.

Logically, then, whatever is in each "box" needs to be padded to 80 characters using spaces and catenated to give the 160 character buffer expected in the output. That might mean some of the trimming is not warranted.
at least I am not misunderstanding the load/save stuff

just the gadget stuff in amos

hopefully the update in my last post should fix that
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Old 10 June 2023, 17:56   #68
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seems you can't change the properties of a placed object. has this always been the case? I can 'grab' it with 'g' and see it's properties but when I edit them and re grab they are as they were before so have to delete and re place a new object with new properties...

this seems to be the same in v303

Last edited by abu_the_monkey; 10 June 2023 at 18:21.
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Old 10 June 2023, 18:24   #69
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Originally Posted by abu_the_monkey View Post
seems you can't change the properties of a placed object. has this always been the case? I can 'grab' it with 'g' and see it's properties but when I edit them and re grab they are as they were before so have to delete and re place a new object with new properties...

this seems to be the same in v303
You can, you have to press P to "paste" the current properties into the object.
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Old 10 June 2023, 18:29   #70
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ha, I should RTFM
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Old 10 June 2023, 18:29   #71
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the ui should tell you that though
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Old 10 June 2023, 18:41   #72
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I think you've nailed it this time...

I edited the last two slots of Level A for my mod and checked the level file:

The two strings are directly adjacent and have the expected total length of 320 bytes, space padded.
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Old 10 June 2023, 18:45   #73
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excellent!

code seemed odd and unsafe but maybe some of the commands don't do what I thought they did
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Old 10 June 2023, 18:47   #74
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excellent!

code seemed odd and unsafe but maybe some of the commands don't do what I thought they did
I have no comment, I can't make head nor tail of it beyond the top level control structures. Hopefully there are some people here more familiar with the language that can help.
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Old 10 June 2023, 18:49   #75
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ha, I should RTFM
A related annoyance is that the properties you set in this window persist. The number of times I've unintentionally locked a door or lift when adding a new object or alien, not realised and then had to painstakingly inspect each object to find it.

There's an idea for an enhancement, be able to centre the map on an object that locks a lift or door, with the ability to cycle through them,
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Old 10 June 2023, 19:20   #76
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There's an idea for an enhancement, be able to centre the map on an object that locks a lift or door, with the ability to cycle through them,
that would be neat

add it the the ever growing list if you like
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Old 11 June 2023, 15:46   #77
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@Karlos

here is a build with a 'fix' for the Crash on Zone / Control Point Association

it doesn't crash but I cant tell what zones are associated with what control point in the editor, is this normal not to have any visual feedback?

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Old 11 June 2023, 16:57   #78
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@Karlos

here is a build with a 'fix' for the Crash on Zone / Control Point Association

it doesn't crash but I cant tell what zones are associated with what control point in the editor, is this normal not to have any visual feedback?
Unfortunately yes. Actually there is some, the control point will go dark when this tool is active and a linked zone is selected. I think I raised a feature request for the inverse already
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Old 11 June 2023, 17:42   #79
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Will test soon, been a bit busy with chores.
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Old 11 June 2023, 23:39   #80
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Will test soon, been a bit busy with chores.
Which have basically expanded like a gas to fill the whole day
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