Página académica del Colegio Nacional



Comunidad y Foros de discusión
No estás autentificado

< Último hilo   Siguiente hilo ><<  1    2  >> Nuevo Tema  Publicar una respuesta
Autor: Asunto: Alpha Testers

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 5/6/2003 en 15:01
I'm so sorry to communicate we are suffering a delay because moogi (the main coder) have lost his laptop in the subway with the latest source code version
 
Reply With Quote

Miembro reciente



Envíos: 3
Registrado: 12/7/2003
Status: Desconectado

  publicado el 13/7/2003 en 15:45
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

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 14/7/2003 en 03:23
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.

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 14/7/2003 en 03:25
ohh, and if you have problems in the forum language, just pick English in your account options in modules.php?name=Your_Account
/>
I think you've picked the wrong option.

 
Reply With Quote

Miembro reciente



Envíos: 4
Registrado: 2/8/2003
Status: Desconectado

  publicado el 2/8/2003 en 14:48
Another bug... I cannot place the large Level Exit door.

There will be a facility to edit guard colours and skills, won't there? And what about the number of health points that guards have?

 
Reply With Quote

Miembro reciente



Envíos: 4
Registrado: 2/8/2003
Status: Desconectado

  publicado el 2/8/2003 en 14:54
Would something like a right-click popup menu on guards and potions be acceptable? ... With a "properties" menu item so you can modify what the potion does or the numerous properties of a guard.
 
Reply With Quote

Miembro reciente



Envíos: 4
Registrado: 2/8/2003
Status: Desconectado

  publicado el 2/8/2003 en 15:01
Ah, another small bug with a keyboard shortcut. The menu says that Ctrl+Shift+T selects the flame torch, but that keystroke doesn't actually do anything.
 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 4/8/2003 en 01:30
Great, there are some repeated bugs, but I'll update the list
 
Reply With Quote

Miembro reciente



Envíos: 2
Registrado: 31/7/2003
Status: Desconectado

  publicado el 4/8/2003 en 15:23
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

 
Reply With Quote

Miembro reciente



Envíos: 2
Registrado: 31/7/2003
Status: Desconectado

  publicado el 4/8/2003 en 15:41
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

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 5/8/2003 en 21:41
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 megahit doesn't work, try improved

 
Reply With Quote

No registrado


  publicado el 23/9/2003 en 14:57
How do you add guards and how do you edit the starting position?
 
Reply With Quote

No registrado


  publicado el 24/9/2003 en 17:38
Hello Poirot,

The following functions don't work for me:
Add guards,
change start and debug positions.
Can you help me on this?

Tholdos

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 24/9/2003 en 20:08
Hi Tholdos, those functions aren't yet integrated with PV3, but you can download the PV2.5 Expansion 1 that "allows edition of start position and guards" for the moment they are a bit harder to use, but they work!
 
Reply With Quote

No registrado


  publicado el 25/9/2003 en 14:04
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

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 25/9/2003 en 22:18
In the readme you see:

* Guards:
a: add guard
pv2ext a (level) (screen[1..24]) (floor[0..2]) (panel[0..9]) (skil) (color) (direction[l/r])

r: rem guard
pv2ext r (level) (screen[1..24])

g: see guard
pv2ext g (level)

so pv2ext a 8 1 2 3 1 3 l
will add a guard in level 8, screen 1, floor 2 (note floors are 0, 1 or 2), panel 3, with skills 1, color 3 and looking at the left.

You'll need PV2 to see the screen number or prince megahit and using the character 'c' (you'll see something like 'S1 L2 R3 A4 B5' that means you are in screen 1, at the left it's screen 2, at the right screen 3, at the top screen 4 and at the bottom screen 5).

If you would like to improve the readme.txt to make it clearer, please send me the file and I'll add it to the distribution


 
Reply With Quote

Miembro reciente



Envíos: 4
Registrado: 25/9/2003
Status: Desconectado

  publicado el 26/9/2003 en 17:51
Hi Poirot,

thanks for your help!

Tholdos

 
Reply With Quote

Miembro reciente



Envíos: 4
Registrado: 25/9/2003
Status: Desconectado

  publicado el 26/9/2003 en 18:44
When I tried to open the file pv2ext1.exe, it said: "Too few parameters, see readme.txt. Do you know what's the problem?

Or can I type the code (pv2ext a 3 ....) somewhere else?

Tholdos.

 
Reply With Quote

Miembro reciente



Envíos: 4
Registrado: 25/9/2003
Status: Desconectado

  publicado el 26/9/2003 en 18:52
When I tried to open the file pv2ext1.exe, it said: "Too few parameters, see readme.txt. Do you know what's the problem?
Or can I type the code (pv2ext a 3 ....) somewhere else?

Tholdos

 
Reply With Quote

PV3 Coder




Envíos: 184
Registrado: 24/10/2002
Status: Desconectado

  publicado el 26/9/2003 en 20:17
just type it in the console/dos prompt like:

c:\windows\desktop\princed\extensions> pv2ext a 8 1 2 3 1 3 l

Source code and Linux binaries will be provided soon

 
Reply With Quote

Miembro reciente



Envíos: 4
Registrado: 25/9/2003
Status: Desconectado

  publicado el 27/9/2003 en 08:39
Hello Poirot,

Thanks again for your help, I have tried to add some guards, and it works now!

Tholdos

 

____________________
Tholdos

 
Reply With Quote
<<  1    2  >> Nuevo Tema    Publicar una respuesta


Powered by XForum 1.6n by Trollix Software
original script by xmb


 
  All logos and trademarks in this site are property of their respective owner. The comments are property of their posters, all the rest © 2002 by me. Web site engine code is Copyright © 2003 by PHP-Nuke. All Rights Reserved. PHP-Nuke is Free Software released under the GNU/GPL license.
Página Generada en: 0.250 Segundos