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Old 03 June 2023, 11:02   #41
Karlos
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I've found various applications can misbehave in UAE unless I crank up the "32-bit Chip" memory slider. For whatever reason, PPaint is an example, even when running in RTG, no matter what I do to the settings.
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Old 03 June 2023, 11:24   #42
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It is more likely missing a file, I know if you don't have LHA3, LHACONV and SBDepack from v303 the editor just fails to start with 'OS : screen not open' which is real helpful
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Old 03 June 2023, 11:31   #43
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Quote:
Originally Posted by abu_the_monkey View Post
It is more likely missing a file, I know if you don't have LHA3, LHACONV and SBDepack from v303 the editor just fails to start with 'OS : screen not open' which is real helpful
Ah. The misleading error message. The debuggers natural adversary...
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Old 04 June 2023, 13:05   #44
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Quote:
Originally Posted by abu_the_monkey View Post
@pixie

I have not run into this issue

does the original v303 from aminet work on your setup?
http://aminet.net/package/game/edit/AB3Dedit

what is you configuration in winuae?

the 'CanvasWidth' and 'CanvasHeight' options are only on an experimental build I have on my locale machine.
I got it working now, I didn't knew the original was needed.
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Old 04 June 2023, 13:18   #45
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Originally Posted by pixie View Post
I got it working now, I didn't knew the original was needed.
yeah, my bad, the repo on github is only to build the editor but it requires some support files from the original on aminet, it is probably just the packers/depackers

glad you got it working
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Old 04 June 2023, 13:29   #46
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Time to get modding!
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Old 04 June 2023, 17:31   #47
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@abu_the_monkey

I've updated a few issues. Some that seemed to be new to 304 are in fact existing issues.
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Old 04 June 2023, 17:43   #48
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@Karlos

thanks
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Old 05 June 2023, 00:35   #49
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@Karlos

do you think (as you have used the editor the most) I can close issue #1 'moving/removing control points causes a crash' ?

or is it still causing you issues?
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Old 05 June 2023, 02:02   #50
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Quote:
Originally Posted by abu_the_monkey View Post
@Karlos

do you think (as you have used the editor the most) I can close issue #1 'moving/removing control points causes a crash' ?

or is it still causing you issues?
I think it's ok to close it. I have not ruled out the possibility that removing linked control points can cause runtime bugs but if it does, that can be a new issue.
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Old 08 June 2023, 00:29   #51
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@Karlos

Here is a build with a 'fix' for 'levels->text strings' menu option (in level text editor)

can you confirm it works for you?

the window should fill the full width of the screen when in 800*600 and display the entire text (see screen shot attached).

it includes the user definable 'canvas size' icon tooltype option (I have set it to 800*600)
Attached Thumbnails
Click image for larger version

Name:	093.png
Views:	45
Size:	23.9 KB
ID:	79303  

Last edited by abu_the_monkey; 11 June 2023 at 23:36.
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Old 08 June 2023, 00:54   #52
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Excellent. I'll give it a spin first thing tomorrow.

It's funny. The first message there is referring to the plasma gun and two clips that you find after entering that first area round the corner. It's funny because this is level G and you first find a plasma gun in level C. Maybe the trauma of fighting the breed is giving Reynolds short term memory problems....
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Old 08 June 2023, 01:02   #53
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I don' know if it is just the level set I have but, only a couple of levels actually have any in game text. 'g' was the one that had enough to make the screen shot worth while.
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Old 08 June 2023, 01:15   #54
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I think they will come in useful in the mod to give hints. I've had several people think they were dead-ended in level A because they were unaware of the "touch and press use" combination for some doors.
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Old 08 June 2023, 01:34   #55
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that's what happens when you don't RTFM cos you don't have a manual

have to be careful with them though, yo only get 10 per level

should be enough to guide peoples through level A, then they are on their own

just kidding, but that's where the trainer wheels get unbolted right?

don't want to end up with something like this now do we
[ Show youtube player ]

Last edited by abu_the_monkey; 08 June 2023 at 01:43.
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Old 08 June 2023, 08:40   #56
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Lol! There was another one of those for quake: [ Show youtube player ]
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Old 08 June 2023, 19:00   #57
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Quote:
Originally Posted by abu_the_monkey View Post
@Karlos

Here is a build with a 'fix' for 'levels->text strings' menu option (in level text editor)

can you confirm it works for you?

the window should fill the full width of the screen when in 800*600 and display the entire text (see screen shot attached).

it includes the user definable 'canvas size' icon tooltype option (I have set it to 800*600)
The text now renders OK, but entering it is length restricted. 56 characters is the maximum I can type into a text box, but most of them contain more than that.

-edit-

Wait, that may be because it's filled out with space characters...

If I click into any box and hold the right cursor key, it becomes apparent the right hand is padded out with space up to a junk character.
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Old 08 June 2023, 22:38   #58
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this must be a bug in the os dev kit extension.

It doesn't help that the docs are incomplete so some of the instructions used have no info on what they do or how to use them

all it does when loading the text is read 160 characters into a string
the level text editor just reads 80 characters starting from the left into the first gadget and 80 from the right into the second.

also on some levels it happens (like 'g') and on others it doesn't, for me at least.

this is the procedure/function just in case anyone can see what may be wrong.

Code:
Procedure _N_SETLEVELTEXT
   'this if else may not be required but eh. AL 
   If CANVASWIDTH<800
      Trap _wnd Id Open 8,0,12,664,240,$2+$8,$40+$200,0,"Text Strings.."
   Else 
      Trap _wnd Id Open 8,0,12,CANVASWIDTH,240,$2+$8,$40+$200,0,"Text Strings.."
   End If 
   
   _wnd Id Titles Catalog String$(1050,"Edit Text-strings"),VER$
   _wnd Id Activate 8
   
   Reserve As Gt Gadgets 497,30,1
   _gt Set String Mode True,80,True,False
   
   For A=0 To 9
      _gt String A+10,32,A*24+12,82*8,12,,Str$(A)-" "+":","",$0
      _gt String A+20,32,A*24+22,82*8,12,,"","",$0
   Next A
   
   '
   ' Use gadgets
   '
   _gt Gadgets Attach 497
   
   Do 
      '
      ' Update texts 
      '
      For A=0 To 9
         _gt Set String A+10,Left Trim$(Left$(LEVELTEXT$(A),80))
         _gt Set String A+20,Left Trim$(Right$(LEVELTEXT$(A),80))
      Next A
      Do 
         '
         ' Wait for event 
         '
         EV=_wnd Id Next Event
         GA=_wnd Id Event Gadget
         '
         ' If gadget pushed 
         '
         If EV=$40
            If Between(9,GA,20)
               LEVELTEXT$(GA-10)=Left$(_gt What String(GA)+Space$(80),80)+Left$(_gt What String(GA+10)+Space$(80),80)
               Exit 
            End If 
            If Between(19,GA,30)
               LEVELTEXT$(GA-20)=Left$(_gt What String(GA-10)+Space$(80),80)+Left$(_gt What String(GA)+Space$(80),80)
               Exit 
            End If 
         End If 
         '
         ' If window closed 
         '
         Exit If EV=$200,2
         Multi Wait 
      Loop 
   Loop 
   _gt Gadgets Remove 497
   _wnd Id Close 8
   _gt Gadgets Erase 497
End Proc
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Old 08 June 2023, 23:31   #59
Karlos
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It's so weird. AMOS, as a BASIC variation is supposed to be more accessible and easier to read than other languages, but to me that just looks like gibberish word salad.
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Old 10 June 2023, 11:24   #60
abu_the_monkey
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@Karlos

Yet another attempt to fix the in game text editor.

it would seem that this
Code:
For A=0 To 9
         _gt Set String A+10,Left Trim$(Left$(LEVELTEXT$(A),80))
         _gt Set String A+20,Left Trim$(Right$(LEVELTEXT$(A),80))
      Next A
should be this?
Code:
For A=0 To 9
         _gt Set String A+10,Left Trim$(Left$(LEVELTEXT$(A),80))+_0$
         _gt Set String A+20,Left Trim$(Right$(LEVELTEXT$(A),80))+_0$
      Next A
it seems to work.

I have made the input gadgets adapt to the screen/canvas width so if you run it in pal hires interlace the text auto scrolls like it did before but in higher modes it displays the whole text.
they are still populated with empty spaces on loading and you must press enter/return after editing any line (do not click any other gadget before pressing enter, or you changes will be lost) for your modified text to be registered

Last edited by abu_the_monkey; 11 June 2023 at 23:34.
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