CaveEditor again (beta, maybe alpha)

Feb 22, 2011 at 2:14 AM
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not necessarily. call it an idiot check
 
Feb 22, 2011 at 2:27 AM
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Actually, that could be right...
Perhaps it's Pixel's first step of relatively simple anti-modification, followed by renaming .bmps into .pbms and tagging on the (C)Pixel requirement.
I believe we can see it's effectiveness right here.
 
Feb 22, 2011 at 11:30 AM
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You may have also noticed an edit box next to the check box for that option.
You can use that to put your own tag on the image files. Also if you used DragonBoots' .PNG story, you would have noticed that you need to check and uncheck it a lot between testing and editing files. It's basically much simpler than using a hex editor every single time.
 
Feb 23, 2011 at 3:54 PM
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Okay, now I'm annoyed. Regardless of whether I have the "remove read-only" checked or not, 95% of the maps won't let me save changes. I can save the script just fine, but that's it.
 
Feb 23, 2011 at 5:30 PM
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Probably a windows thing then. Go into the data folder, select everything, and force read-only to off. Then change the setting in the CE options.

It should work then.
 
Feb 23, 2011 at 6:35 PM
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CE's "Remove read-only" just applies to the executable, not the maps and such.
 
Feb 24, 2011 at 7:49 AM
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... which defeats the purpose of even having the option, really.
 
Feb 28, 2011 at 3:38 AM
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Thank you Noxid. I've wanted a working Npc.tbl editor very much. :J
 
Mar 2, 2011 at 2:23 PM
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Ditto on that, ollie.

Although, I'm rather curious about the TSC additions you've made... I don't suppose you'd be willing to part with them, would you? :koron:
 
Mar 2, 2011 at 2:34 PM
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Hah, oops... I forgot about that stuff.
Well, the <VAR stuff is free for everybody to use. The other ones, probably not.
You can download the hex files here. This was done in the days before the Doukutsu assembler, mind you... I think it kills the Undead Core.
 
Mar 2, 2011 at 4:30 PM
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Well, I did go back after writing my compact TSC parser and add the commands into that, but some functionality isn't contained within the TSC parser. I forget exactly which patches do what, but it should be possible to use this and *some* of the hex patch files to have the Undead Core remain untouched. The actual functionality of the commands is in the padded end of the code segment, meaning nothing is lost.
 
Mar 4, 2011 at 2:34 AM
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leafbarrett said:
EDIT: Never mind. Why is there an OPTION to remove the read-only status from files? Shouldn't that be, you know, a given?
At the very least, it should ask if you want to remove that status whenever you save.

Malpercio said:
... which defeats the purpose of even having the option, really.
Agreed, it should also apply to all files.
 
Sep 27, 2011 at 11:46 AM
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Since Cave Editor is open source 'n' all, I thought why not program a "run" button for it for instant testing? Of course I'm lookin' @ others to do it...lazy me...:p
 
Oct 3, 2011 at 2:31 PM
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Lazy you indeed. :greydroll: If you want it, obviously you should do it!

If Windows were a POSIX system this would be almost trivial (fork() + exec()) and I could probably do it in like ten minutes (most of the time being actually adding the button). However, Windows is not a POSIX system and I have no idea how its equivalent APIs work... if it even has equivalen APIs.
 
Dec 7, 2011 at 1:16 AM
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Um, every time I open a map in 99d, it's always at the minimal size (you can see the whole map at a super-zoomed-out size). Is anyone else having this problem? Is there any way to change it?
 
Dec 7, 2011 at 1:22 AM
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modify CaveEditor.txt
 
Dec 7, 2011 at 1:59 AM
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What? I thought that was a readme. Is there something hidden in there, or did I miss something obvious?
 
Dec 7, 2011 at 2:02 AM
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MagicDoors said:
What? I thought that was a readme. Is there something hidden in there, or did I miss something obvious?

Okay, I'll amend my previous instruction to "read CaveEditor.txt, then modify it"
 
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