Messing I was messing around with the editor today trying to find out how many entities can be on a single map at a time. Thru pure trial and error it seems that the maximum number of entities you want to have at a time is 343. Adding after that does some funny things. If you have between 344 - 363 the last 20 entities you ADD will not work in any form. These sprites don't show up, can't be used, interacted with, and if the script associated with them is ran, they will not work. Adding entities after that have the same problems, as well as the following. When you have between 364 - 373 exiting the game via clicking the X, or esc esc will get you a "cave story has encounted a problem and needs to close... Send error report?" message. Dont' know if this causes problems with anything else like saving or what have you, but since those entities dont' work, it dosn't really matter. Adding any more then that 374 and up will cause the same error when you enter said map.
Anyway, most of that is unneccisary information but its good to know that 343 seems to be the magic number. It should be good to keep this in mind if anyone plans on making giant maps.
New editor in development
Started by ProfEich, Jan 07 2006 09:25 PM
45 replies to this topic
#31
08 March 2006 - 04:12 PM
#32
09 March 2006 - 04:40 PM
Hey, I haven't spend alot of time on bosses, but can someone explain how to work bosses that use <BOAxxxx, it seems I can't get any of these bosses to work when I'm skiping right to them. Does anyone know what kinds of conditions there need to be for these to work? So far Im having problems with balfrog, omega, monster x, and the core.
Please help.
Please help.
#33
12 March 2006 - 08:26 PM
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Yeah, i don't know how the Core works i only know IGOR...
Well, i'am going to make a Thread for my MOD, in a few Minutes...
Well, i'am going to make a Thread for my MOD, in a few Minutes...
#34
15 March 2006 - 06:33 PM
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Hey, I haven't spend alot of time on bosses, but can someone explain how to work bosses that use <BOAxxxx, it seems I can't get any of these bosses to work when I'm skiping right to them. Does anyone know what kinds of conditions there need to be for these to work? So far Im having problems with balfrog, omega, monster x, and the core.
Please help.
I'm not sure what you mean by "skipping right to them". Balfrog works fine when I tell all the doors in first cave to "<TRA0028:0094:0006:0013"
(After putting a weapon in first cave, of course). If you're more explicit about what you're trying to do, I can try to help.
#35
15 March 2006 - 07:57 PM
Wierd... thats exactally what I'm doing. Well for the other bosses skiping right to them means, go thru a door -> apear in a boss room -> boss fight. No talk, no filler. Just jumping straight to the boss.
When that didn't work, I tried triggering the boss normaly, random door, goes to the balfrog room. Then I'd get the gum, watch the diolog, and everything woud work fine except no boss. Balrog flashes but you don't see balfrog flashing with it (if you can recall the transformation animation). Anyway, it seems to be the same thing you'r doing with <TRA except it dosn't work.
Don't think I can explain it any further then this... I would be glad to share a copy of my game featureing this problem. Do you have AIM? I'm seriousfaceface.
Edit: You know what... NM on that. Im about to upload the latest version of my mod game. Balfrog has the same problem, so you can see it there. On top of that... *cry* This better not be something serious... There is no way I'm starting this over... it's already eaten up so much of my time...
When that didn't work, I tried triggering the boss normaly, random door, goes to the balfrog room. Then I'd get the gum, watch the diolog, and everything woud work fine except no boss. Balrog flashes but you don't see balfrog flashing with it (if you can recall the transformation animation). Anyway, it seems to be the same thing you'r doing with <TRA except it dosn't work.
Don't think I can explain it any further then this... I would be glad to share a copy of my game featureing this problem. Do you have AIM? I'm seriousfaceface.
Edit: You know what... NM on that. Im about to upload the latest version of my mod game. Balfrog has the same problem, so you can see it there. On top of that... *cry* This better not be something serious... There is no way I'm starting this over... it's already eaten up so much of my time...
#36
17 March 2006 - 02:17 AM
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Testing on my part has shown the following:
It is NOT due to any changes in head.tsc
It is NOT due to any changes in ArmsItem.tsc
It is NOT due to any changed flags that are saved in profile.dat
SO!
Bug report for Sue's Workshop. If you add any new maps, those bosses won't work.
Edit:
Sent an e-mail to the address listed in Sue's Workshop's help->about info.
It is NOT due to any changes in head.tsc
It is NOT due to any changes in ArmsItem.tsc
It is NOT due to any changed flags that are saved in profile.dat
SO!
Bug report for Sue's Workshop. If you add any new maps, those bosses won't work.
Edit:
Sent an e-mail to the address listed in Sue's Workshop's help->about info.
#37
17 March 2006 - 07:17 AM
!!!!!!SO!
Bug report for Sue's Workshop. If you add any new maps, those bosses won't work.
Thats the problem!?
If I add new maps, NONE of the following bosses will work?
Balfrog
Omega
Monster X
The Core
Iron Head
The Sisters
Undead Core
Heavy Press
and Ballos in all forms except the 1st.
Ohhhh snap... The boss fights in my edited game will be VERY boring untill this is resolved...
#38
17 March 2006 - 11:33 AM
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There's an ugly workaround.
Have the boss battles on their original maps.
Have the original EXE in the zip
Have an event on entering that tells people to use the other exe, and then saves.
Have an event on boss defeat that tells people to switch back, and then saves.
(I did say it was ugly)
Edit:
I have only tested Balfrog, but when I hit "add map" gave it a blank one, and ran, Balfrog broke.
Balfrog stayed broken when i deleted the map, but worked when I copied the original exe from my unmodified game.
Have the boss battles on their original maps.
Have the original EXE in the zip
Have an event on entering that tells people to use the other exe, and then saves.
Have an event on boss defeat that tells people to switch back, and then saves.
(I did say it was ugly)
Edit:
I have only tested Balfrog, but when I hit "add map" gave it a blank one, and ran, Balfrog broke.
Balfrog stayed broken when i deleted the map, but worked when I copied the original exe from my unmodified game.
#39
17 March 2006 - 05:18 PM
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The simple solution is to just edit old maps instead of adding new ones, but if you really need over 92 (or however many it is) maps, then you're pretty much screwed.
#40
17 March 2006 - 08:19 PM
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I believe resizing existing maps also produces the error.
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