Booster's Lab - It's Pretty Good Now

Aug 21, 2012 at 6:11 PM
Been here way too long...
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Or just make the (c)Pixel req always ignored (because really, why would anyone choose to keep it?)
 
Aug 22, 2012 at 12:24 AM
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I have completed the new help files from the mini-tutorials thread. As I became sleepy, I hope I didn't overlook anything.
 

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Aug 22, 2012 at 12:40 AM
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Good compilation of stuff.
 
Aug 22, 2012 at 12:48 AM
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Thank you, good sir. I will try to keep up and convert any new tutorials, but I pray they aren't gigantors like the Credits one.
 
Aug 22, 2012 at 1:24 AM
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Credits is tiny. It's only 26 KB. My guide is over 1.5 megabytes.

EDIT: Also Nox it would be cool if you could put in something that could turn assembly code into flowchart diagrams, like IDA does.
 
Sep 5, 2012 at 10:24 AM
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Its a pretty good one,just make an in built testing and some more friendly interface. :rolleyes: :toroko2:
 
Sep 5, 2012 at 10:41 AM
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Built in testing is easy. Noxid just has to grab the System's runtime and try to execute the Doukutsu.exe file within it. I don't know why CaveEditor doesn't have this feature, because it's equally as easy in C++.

I'm not sure what you mean by friendlier interface. Personally I find the interface to be sleek and easy to use. Sue's probably had the best interface of any editor, but not many features. CE had lots of features, but a crappier interface. BL is better than CE interface-wise. Also, do you know how hard it is to make a nice looking GUI using Java Swing? You have to give Noxid some props, not tell him to improve interfaces.
 
Sep 5, 2012 at 11:45 AM
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yeah right, carrotlord! :) :D Noxid actually made a good editor!
 
Sep 23, 2012 at 2:22 PM
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It would be cool if you could make the window that appears when you want to open a file save where you chose your last file, i.e. I open a mod in my "modding" folder, then the next time I want to open something it's already in the modding folder, not reset to the desktop so I have to search through my very organized documents every time I want to mod.
 
Sep 23, 2012 at 2:28 PM
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It would be cool if you could make the window that appears when you want to open a file save where you chose your last file, i.e. I open a mod in my "modding" folder, then the next time I want to open something it's already in the modding folder, not reset to the desktop so I have to search through my very organized documents every time I want to mod.

He could just save the last directory into a file.
 
Sep 23, 2012 at 3:34 PM
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or you could just pick "Open Last" ???????????????????
 
Sep 23, 2012 at 3:42 PM
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or you could just pick "Open Last" ???????????????????

Unless you wanted to open a different file in your modding folder.
 
Sep 25, 2012 at 5:31 AM
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fiiiiiiiiine
also I forgot to add the npc.tbl editor, would've posted an update last week but then I had to make that and stuff happened and I'm very behind ]:

bumpedit: 0.2.0.0 is /finally/ finished, OP has been updated with changelog & links
Rememember that this is still not 1.0 so please make backups if you want to play around with this. I think the npc.tbl editor is fairly stable now but I am bad at testing. Please let me know if things break

I've also added a list of things that I want to get crammed in before I call it "good enough". Once the -CORE- feature list is completed and it has been sufficiently tested BL will be 1.0.0.0
the other things on the list are contingent on my time and personal motivation level
because if nobody has problems with it there are other things I kind of should start working on
 
Sep 29, 2012 at 5:16 AM
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Looks pretty stable to me. One thing I noticed is that if you load a mod, open a buncha maps (it happens even if you open just one but whatever) then load a different mod without closing BL, it seems to retain the map script data or something - if you open the script window in the newly loaded mod, all the script tabs from the oldly loaded mod are still there, as well as whatever tabs you opened in the new mod.

I also have no idea how to open the npc.tbl editor.
 
Sep 29, 2012 at 5:57 AM
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p146547-0-itsthere.png


RE: the scripts thing I'll check it out. Probably something I missed when doing cleanup from the last load state.
 
Sep 29, 2012 at 6:03 AM
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Alright, thanks.

Also:

p146548-0-6cnmj.png


What does that "tree" at the top for? It doesn't seem to do anything.
 
Sep 29, 2012 at 6:07 AM
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What is with the base64? Use hexadecimal goddammit.
 
Sep 29, 2012 at 2:31 PM
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because if nobody has problems with it there are other things I kind of should start working on

You mean like a mod, right? You probably mean real life stuff, huh?
 
Sep 29, 2012 at 2:34 PM
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Does it matter? He doesn't have to tell you what he's doing all the time. The froums are not a substitution for facebook
 
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