Alpha Testers
Hi all,
I just stumbled accross the level editors a few days ago. I think this is very good idea.
I downloaded the alfa7 and have found the same bugs as listed already. If I find more I'll post.
Also, I would like to help in some of the coding if possible. The down part is I don't know C++ very well, I work mostly in VB but I play around in C++ once in a while. If I can help in anyway I would like to. Which version of MSVC are you using? (I currently own Visual studio 5.0 and I have VB 6.0 and VC 6.0 as well.
Also I appologize in advance for any mistakes... I only speak and read english and this whole web site is in some other language (any pointers on how to change that would be appreciated)
email is bearpawz@bearpawz.net
I just stumbled accross the level editors a few days ago. I think this is very good idea.
I downloaded the alfa7 and have found the same bugs as listed already. If I find more I'll post.
Also, I would like to help in some of the coding if possible. The down part is I don't know C++ very well, I work mostly in VB but I play around in C++ once in a while. If I can help in anyway I would like to. Which version of MSVC are you using? (I currently own Visual studio 5.0 and I have VB 6.0 and VC 6.0 as well.
Also I appologize in advance for any mistakes... I only speak and read english and this whole web site is in some other language (any pointers on how to change that would be appreciated)
email is bearpawz@bearpawz.net
Cool, I'll send you a mail as soon as possible. We are working in MSVC 6.0 for PV3 and MSVB 6.0 for PRM. I don't know lot about C++, in fact I only made a few changes in PV3 and I converted the map handling library into a C++ class. I've also learnt Ansi C less than a year ago.
PR and the map handling library are made in Ansi C.
If you wanna help you can in the project you want, we need help in all projects. Just pick the one you think you'll fix better in or you like.
PR and the map handling library are made in Ansi C.
If you wanna help you can in the project you want, we need help in all projects. Just pick the one you think you'll fix better in or you like.
ohh, and if you have problems in the forum language, just pick English in your account options in http://www.cnu.net.ar/modules.php?name=Your_Account
I think you've picked the wrong option.
I think you've picked the wrong option.
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- Scholar Scribe
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- Scholar Scribe
- Posts: 4
- Joined: August 2nd, 2003, 4:14 pm
- Location: Brighton, England
- Contact:
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- Scholar Scribe
- Posts: 4
- Joined: August 2nd, 2003, 4:14 pm
- Location: Brighton, England
- Contact:
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- Scholar Scribe
- Posts: 2
- Joined: July 31st, 2003, 4:30 pm
- Location: Netherlands
I tried making some levels.. I noticed by accident a weird thing. If you place a torch-tile at the very right of a screen... the torch will be at the very left of the next screen (right of the previous where you placed the torch-tile) . Although the torch is there, it isn't animated anymore. It will be frozen.
You can also place a torch left of a pillar, the torch will then be displayed through the pillar.
These aren't bugs in the editor; I guess Mechner just didn't feel the need to place a torch at the very end of the screen so he didn't fix that.. And placing a torch behind a pillar is ridiculous in any case. But I was wondering if the editor could be made so it doesn't allow this. ?
I guess it's a bit difficult to make the first torch-position animated.
If you don't understand what I am saying I can send a levels.dat
You can also place a torch left of a pillar, the torch will then be displayed through the pillar.
These aren't bugs in the editor; I guess Mechner just didn't feel the need to place a torch at the very end of the screen so he didn't fix that.. And placing a torch behind a pillar is ridiculous in any case. But I was wondering if the editor could be made so it doesn't allow this. ?
I guess it's a bit difficult to make the first torch-position animated.
If you don't understand what I am saying I can send a levels.dat
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- Scholar Scribe
- Posts: 2
- Joined: July 31st, 2003, 4:30 pm
- Location: Netherlands
Also.. I usually play a cracked Prince1 but I also own the Collection cd-rom. I remembered how some dungeon levels had different colours there.
I just checked and level 3 is very green. I believe level 12 was very brown. I haven't had the time now to play through that game though so I don't know exactly which levels are coloured differently. (and megahit doesn't seem to work with Collection Prince??)
The changed colours aren't stated in the levels.dat file. Have you figured out yet in which file they have changed those colours and could it be made possible in the future that we can do that with the editor? Blue is nice but green and brown are a nice change once in a while.. greetings
I just checked and level 3 is very green. I believe level 12 was very brown. I haven't had the time now to play through that game though so I don't know exactly which levels are coloured differently. (and megahit doesn't seem to work with Collection Prince??)
The changed colours aren't stated in the levels.dat file. Have you figured out yet in which file they have changed those colours and could it be made possible in the future that we can do that with the editor? Blue is nice but green and brown are a nice change once in a while.. greetings
yes, I knew the problem with the torchs, it's a game bug, the only thing that the editor can add and it isn't in the game is a torch and a broken floor in the same panel (this wont's appear in the game but you can add it in the editor). Anyways, we'll validate this problem and others (like a floor over a big gate) in edition time.
About the colors: they are saved un vungeon.dat, you can edit this using our PR editor.
If [b]megahit[/b] doesn't work, try <em>improved</em>
About the colors: they are saved un vungeon.dat, you can edit this using our PR editor.
If [b]megahit[/b] doesn't work, try <em>improved</em>
I downloaded PV 2.5 Extension 1, but I can't figure out how to use it. I read the "readme.txt."-file, but I don't know how to use the codes. The file says:
Add guard: a, remove guard: r.
Where do I have to use those codes and how exactly should I use them?
And what about the changing of a level from a dungeon to a palace, or the other way around? Every time I switch levels it has been set to the original status again.
Tholdos
Add guard: a, remove guard: r.
Where do I have to use those codes and how exactly should I use them?
And what about the changing of a level from a dungeon to a palace, or the other way around? Every time I switch levels it has been set to the original status again.
Tholdos