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Old 21 June 2010, 15:39   #1
Exl
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The Chaos Construct


As mentioned in a previous thread, http://eab.abime.net/showthread.php?t=53395, I have been working on a level editor for The Chaos Engine. Here's the first version of it, complete with some documentation on how to use it. I wanted to write a short tutorial on creating a level from scratch, but I'll see what the interest in it is first.

http://www.dvdflick.net/storage/chao...up_2.5.1.1.exe ~ 4.2 Mb
http://www.dvdflick.net/storage/chaosconstruct_docs for the documentation (which is also included in the setup, if needed). Source code will follow at some point.

Any bugs, nitpicks, spelling errors, strange grammar\language use, nonsensical nonsense, things you'd like explained... fire away. Keep in mind that this is a first version and despite my best efforts, bugs no doubt still exists. But as usual, enjoy.

Feel free to drop by on IRC and ask questions: http://wbe01.mibbit.com/?server=irc....truct&nick=Vis or just #ChaosConstruct (case sensitive) on irc.abime.net.

Last edited by Exl; 28 April 2011 at 20:16.
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Old 21 June 2010, 16:00   #2
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I got this error. Tried to use "Save changes", then the editor quit. Windows XP SP2.



edit: Got the same error under Windows 7.

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Old 21 June 2010, 16:15   #3
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Seems to occur under every OS. Working on it.
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Old 21 June 2010, 16:18   #4
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Saving works here (just modified some tiles), but when trying to test the result with the settings you mentioned in the doc (A1200 non expanded, folder mounted as CD0) I get :
Code:
achaos
Program failed (error #8000006)
Besides that the editor looks really good I bet gimbal will like it aswell

Edit : If I try to add a template after 44 it won't let me. Just nothing happens.

Edit 2 : Could there be a 'clear level' option? You know, to design stuff from scratch
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Old 21 June 2010, 16:29   #5
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I had the same error as R-N looking forward to giving it ago

Quote:
Originally Posted by TheCyberDruid View Post
Saving works here (just modified some tiles), but when trying to test the result with the settings you mentioned in the doc (A1200 non expanded, folder mounted as CD0) I get :
Code:
achaos
Program failed (error #8000006)
Im pretty sure the game used CD.DEVICE so will probably work under Quickstart CD32 -add HD/CD0......

I have a Devs folder with CD.Device that should fix this if any help.
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Old 21 June 2010, 16:43   #6
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You need a CD32 quickstart setting after all, I didn't check properly when writing the docs. All the rest should be the same.
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Old 21 June 2010, 16:47   #7
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Houston, we have edit



Will now fiddle with some more options

Edit : The template add works, but you can only see it after a restart
Also adding triggers and script blocks work. Freaky stuff though, so I'll stick to add some basic stuff for now
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Old 21 June 2010, 17:40   #8
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Quote:
Originally Posted by TheCyberDruid View Post
Edit : If I try to add a template after 44 it won't let me. Just nothing happens.

Edit 2 : Could there be a 'clear level' option? You know, to design stuff from scratch
Can't replicate the template add bug. It shows up here (at the end of the list of course) immediately, both on XP and 7. I've added a clear level option though, and fixed the save bug. See top post for new download link.
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Old 21 June 2010, 17:46   #9
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Quote:
Originally Posted by Exl View Post
Can't replicate the template add bug. It shows up here (at the end of the list of course) immediately, both on XP and 7.
When the last 'line' in the template panel is full and you add one, you can't scroll down. You need to switch modes to see it. At least here on XP SP3.

Quote:
Originally Posted by Exl View Post
I've added a clear level option though, and fixed the save bug. See top post for new download link.
Thanks, I'll have a look now
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Old 21 June 2010, 17:48   #10
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Great, the runtime error is fixed.
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Old 21 June 2010, 17:52   #11
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Quote:
Originally Posted by TheCyberDruid View Post
When the last 'line' in the template panel is full and you add one, you can't scroll down. You need to switch modes to see it. At least here on XP SP3.
Ah, that explains it better. I thought the template simply didnt appear in the list, but I never tested at a resolution low enough for scrolling to be necessary.

Thanks for the feedback so far guys.
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Old 21 June 2010, 18:02   #12
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One more thing...
When I 'updated' my install with the new version, it didn't ask me if I would like to keep my data. Guess there is a way to check if the data folder is already existing and keep it for future versions
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Old 21 June 2010, 18:05   #13
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I added some checks for that to the isntaller though. It should not have overwritten the game data folder, unless it did?
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Old 21 June 2010, 18:13   #14
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It did. The 'LEVSDAT.BIN' file has the filedate 14.08.2009 again, yet I still have the '.BAK' file with todays filedate.

Edit : You should mention that the data structure is compatible with the WHDLoad install for CE CD32

Edit 2 : Would be great if there could be a 'position' (in the grid with X/Y coordinates) display somewhere. With a clean level is rather confusing to see where you are
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Old 21 June 2010, 19:25   #15
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Okay, I have another feature request after starting with an empty level

Export / Import templates.

Also there's an error when you double right-click in the editor window with tile mode enabled. "Runtime error 91. Object or with block variable not defined" (translated from German ). I tried to copy a tile from the editor window, so I could use it. Is there a way to do that or do I need to find it in the tile panel?
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Old 21 June 2010, 19:30   #16
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Quote:
Originally Posted by TheCyberDruid View Post
Okay, I have another feature request after starting with an empty level

Export / Import templates.

Also there's an error when you double right-click in the editor window with tile mode enabled. "Runtime error 91. Object or with block variable not defined" (translated from German ). I tried to copy a tile from the editor window, so I could use it. Is there a way to do that or do I need to find it in the tile panel?
Typical (crap language) VB error

Great work!!! Obviously the editor needs some finetuning but great work Exl.
I hope I'll have the time to create a custom level myself (and yes WHDLoad install is compatible with edited files which simplifies testing)
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Old 21 June 2010, 19:30   #17
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I can't even get the editor to run. I get 'Run Time Error 76: Path Not Found' when trying to run it after installation.

Vista SP2.
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Old 21 June 2010, 19:36   #18
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Quote:
Originally Posted by jotd View Post
Typical (crap language) VB error
I guessed that aswell (having not worked with VB much)

Quote:
Originally Posted by jotd View Post
I hope I'll have the time to create a custom level myself (and yes WHDLoad install is compatible with edited files which simplifies testing)
Oh, that brings me to another feature request The 'test level' one Small dialog with paths to winuae.exe and a config file. Then just start it from Chaos Constuct

@Exl
It might be an idea to join our IRC server for the initial testing Would shorten the feedback times a bit
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Old 21 June 2010, 19:47   #19
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This and your SuperFrog editor -Very impressive

Ill be having a good play but not seriously, I realy hope people knock up some levels

Do any of the options of the editor change file ACHAOS?

and I notice you havent included a option like in Froggy to change tiles -This might be a good thing as the original tiles are realy good -
The tiles are fairly easy to alter anyway and just wonderd if you were going to include a option for this.

Yet again Great work and well done EXL
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Old 21 June 2010, 20:34   #20
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Quote:
Originally Posted by jotd View Post
Typical (crap language) VB error
I make no excuses for the crap language, it was frustrating to work with. I wanted to use soemthing else, Python + wxWidgets perhaps, but that means I have to learn the ins and outs of wxWIdgets first. At the end of the day, I just want to get something done. It is a hobby after all.

Quote:
Originally Posted by capehorn
I can't even get the editor to run. I get 'Run Time Error 76: Path Not Found' when trying to run it after installation.
I suspect new installs wont actually work with this installer, I messed up once again. I'll upload a working one in a short while.

Quote:
Originally Posted by Boo Boo
Do any of the options of the editor change file ACHAOS?
Not right now. Palettes, sprites and pickup types are read from it, but there's not much use in editing that yet.

Quote:
Originally Posted by Boo Boo
and I notice you havent included a option like in Froggy to change tiles
A next version maybe, if there is enough interest in creating new levels.

Quote:
Originally Posted by TheCyberDruid
It might be an idea to join our IRC server for the initial testing Would shorten the feedback times a bit
So it appears there is a #ChaosConstruct on irc.abime.net now.
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Old 21 June 2010, 20:40   #21
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Quote:
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So it appears there is a #ChaosConstruct on irc.abime.net now.
Yep. Please join us if you're interested, because it's much easier to get something sorted this way
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Old 21 June 2010, 21:08   #22
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@Exl: Python + wxWidgets is cool, Python can be learned pretty quick but wx is maybe tougher. I can only do the basic things (well, for work, which means that I don't manipulate images, only grey combo boxes, edit fields and lists )
Since you master VB in the sense you have no problems making editors with it (Froggy+CC), stick with it!
BTW I've seen Kroah's work (C# .net) on Cadaver level viewer and it certainly rocks!
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Old 21 June 2010, 21:10   #23
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this has piqued my interest =)
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Old 21 June 2010, 22:27   #24
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Updated OT again with version 2.5.0.2. Thanks to some feedback, a few important bugs are squashed.
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Old 21 June 2010, 23:01   #25
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My very first try from scratch. Nothing fancy, but it works (thanks to a lot of help from Exl )
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Old 21 June 2010, 23:19   #26
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Installs properly now.
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Old 21 June 2010, 23:33   #27
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Really nice work! Nice and simple user interface. Ah the art of tool development, I'll probably never be bored with it
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Old 22 June 2010, 23:26   #28
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Well, just a small update on my part Started to work 'seriously' on a new level today and can only say that the editor works nicely for the basic tile/level layout Once that is done, I'll also start on making a FAQ for the editor. So if people wonder if they can use the editor, that's a definitive yes
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Old 23 June 2010, 01:04   #29
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I can't wait to play some of these custom levels.
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Old 23 June 2010, 01:12   #30
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Well, what about having a look yourself? It's not that hard and we are on IRC to help you

Edit : For a quick access to the IRC channel just click this - > http://wbe01.mibbit.com/?server=irc....nick=Visitor01
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Old 23 June 2010, 13:48   #31
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Can I have unlimted Actors per level? How do I add extra Actors?
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Old 23 June 2010, 13:58   #32
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Not sure about 'unlimited', but you can have quite a few
To add a new actor first go to 'Level' -> 'Base actors...' and click on 'Add copy'. Now edit your new base class. Afterwards just go to the actor editing mode, press space to insert one and change it to the new base actor type
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Old 23 June 2010, 14:03   #33
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Cheers -Yep that worked fine
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Old 23 June 2010, 14:11   #34
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For a quick access to the IRC channel just click this - > http://wbe01.mibbit.com/?server=irc....nick=Visitor01
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Old 23 June 2010, 14:13   #35
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What amazing work on this editor, skilled and polished stuff Exl !! Props !!
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Old 23 June 2010, 14:27   #36
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This is fantastic, and I cannot wait to see some of the levels..

Can the gfx be changed (palettes and tiles etc)?
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Old 23 June 2010, 14:39   #37
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Quote:
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and I notice you havent included a option like in Froggy to change tiles -This might be a good thing as the original tiles are realy good -
The tiles are fairly easy to alter anyway and just wonderd if you were going to include a option for this.
Quote:
Originally Posted by Exl View Post
A next version maybe, if there is enough interest in creating new levels.
So, start editing today I already tried to talk Dast into making some, but you know him being a BB fanboi and a Dan Malone worshipper doesn't help much Let's see who will join and which features get added next

Right, basic layout of my level is done. 112x84 tiles. Now on to adding the fun stuff
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Old 23 June 2010, 15:16   #38
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I think Matt should interview one of the original Chaos Engine creators/coders and then ask them to build a new level for all us loyal Amiga Chaos Engine players on this excellent new editor!!!
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Old 23 June 2010, 23:30   #39
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Update on the fun stuff : It's fun indeed
Learning curve is quite steep and you can pull of quite nice stuff with it. I know that Exl is already annoyed by my fanboism, but damn this is really good stuff for someone that likes CE
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Old 23 June 2010, 23:36   #40
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It is great fun - my attempts are looking rather abstract though... I need to practice more... someone with a little more flare for art or design would love this...

Last edited by Peter; 25 June 2010 at 00:34.
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