Sue's Workshop - Finally a new version

Jan 22, 2007 at 5:22 PM
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Hi!

Well, before I start the new SW project I decided to fix some bugs at first.

I hope everything is fixed:
- Boss bug
- Map-Shift bug
- Map-limit set to 127

And you're now able to delete entities with the DEL key on your keyboard ;)

http://www.kob-online.net/~profeich/sue/SueWorkshop.zip


Now working on the new version - But may take some time.
 
Jan 22, 2007 at 5:37 PM
Hoxtilicious
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Uhhhh, love it! ;) :D :D
Truely awesome!
ProfEich you are my god! :D
 
Jan 22, 2007 at 11:33 PM
Been here way too long...
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Thank you so much :mad:
Today is now a great day!
 
Jan 25, 2007 at 3:37 PM
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can you make the map limit 128 because my mod uses 128 maps it's maps after 129 that won't work not maps after 127
 
Jan 25, 2007 at 3:45 PM
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caveoholic! said:
can you make the map limit 128 because my mod uses 128 maps it's maps after 129 that won't work not maps after 127

Isnt map 0 a map too? lol :D
Iam not sure if 0 counts but maybe this is helpfull for Eich:

RuneLancer said:
I figured this wasn't thread-worthy, so I thought I'd post it here. Maybe this thread could be more of a "odds and ends" thing. Anyhow.

The max amount of maps a hack can have is 128 (0x80). The reason for this is that the code reserves 0x80 bytes for a structure contained at 0049E5B8 in RAM. This structure is indexed by the map ID, meaning that maps over 0x80 would end up messing around in memory reserved for other uses, which could screw the game up.

The function at 0x00014B20 is the main culprit. The CALL it makes to 00480D30 is basically a call to a function which zeroes out memory, and 0x80 is PUSHed onto the stack at some point (the function uses this to calculate how many bytes to affect by the function.) I suspect, for you C/C++ programmer out there, that this is a call to ZeroMemory() (which itself is an alias of sorts for memset(x, 0, y).) If this doesn't make sense to you, don't sweat it - basically, there are 0x80 entries reserved for maps in the code and in memory.

Maps after 128 dont work not maps after 129 lol So its exactly 128, but this means: maps with the number 1-127 + map 0 so 127 + 1 = 128 :p
 
Jan 26, 2007 at 4:55 PM
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I have 128 working maps in my mod (I have 129 maps but I don't use the last one in my mod you can go in it without any problems but I don't really have much scripting in it so maybe that's the reason) & map #0 is used only for a blank screen & half the screen during the credits
 
Jan 26, 2007 at 5:39 PM
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caveoholic! said:
I have 128 working maps in my mod (I have 129 maps but I don't use the last one in my mod you can go in it without any problems but I don't really have much scripting in it so maybe that's the reason) & map #0 is used only for a blank screen & half the screen during the credits

Map 0 is a map too, let Eich figure it out lol
 
Jan 26, 2007 at 7:52 PM
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I have 129 working maps including map #0 it's going to be a problem for me if I can't have maps up to map #128 so don't just blow me off about this
 
Jan 26, 2007 at 8:31 PM
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caveoholic! said:
I have 129 working maps including map #0 it's going to be a problem for me if I can't have maps up to map #128 so don't just blow me off about this

No offense please :p
Just let him figure out <_<
 
Jan 26, 2007 at 8:44 PM
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Now I'm quite offended, just what exactly does he have to figure out, we know the game can handle another map & if he doesn't set the limit one map higher I can't use it!
And why the hell are you winking at me?
 
Jan 26, 2007 at 8:56 PM
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caveoholic! said:
Now I'm quite offended, just what exactly does he have to figure out, we know the game can handle another map & if he doesn't set the limit one map higher I can't use it!
And why the hell are you winking at me?

Eh, calm down!
He works on a totally new version anyway, I will tell him anyway about ur prob.
But eh, I was loading a exe with 128 Maps I made with Sues Workshop 0.2
And it worked to loading it with 0.3. Programming an editor isnt THAT easy, so dont make a fuss about it! We arent really sure about this! But it seems you are - why?

And tell me please: Why do I shouldnt wink at you huh?
I can grin @ u too :p :D :( You see?! -_-
 
Jul 21, 2008 at 1:05 AM
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diph.php


*sad music playing in the background*

... ;_;

OMGAWD, I loved this thing so much D:
 
Jul 21, 2008 at 8:34 AM
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Holy crap, that interface looked so damn awesome.
 
Jul 21, 2008 at 9:04 AM
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;_;
Yes it LOOKED damn awesome... D:
 
Jul 21, 2008 at 1:08 PM
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Looks nice.

But I don't get why SP-san doesn't sound glad. /:?
 
Jul 22, 2008 at 7:36 AM
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freezit4 said:
Looks nice.

But I don't get why SP-san doesn't sound glad. /:?
Because it is probably never going to be released, Sue's Workshop is obviously discontinued. Compare the date of post 11 to post 12. Also note the version number (this is the new version you will never see), the R.I.P. Sue's Workshop in big letters at the bottom of the image, and SP's emphasis on past-tense when saying the phrase "Yes it LOOKED damn awesome...".

To be honest I saw this coming a long time ago. ProfEich didn't seem to have the time for this anymore.
 
Jul 22, 2008 at 2:54 PM
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so........there will be no new version of sue's workshop, but S.P. has a copy?
 
Jul 22, 2008 at 4:30 PM
Hoxtilicious
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Yes, I've got a Beta :3
It doesn't have more functions anyway yet.
 
Jul 22, 2008 at 4:44 PM
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Oh.........I see. Is it possible that this beta could be released? Just so we can place it in our folders reserved for awsomness?
 
Jul 22, 2008 at 4:56 PM
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No.
I'm not allowed to release betas to persons D:
 
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