Simion32 wrote:Special DKCRE update coming really soon. As for what it is... that's a surprise.
I love surprises, i can't wait!
These cannot be edited (or displayed) in v006x but it is planned for v0070.WAZ__Up wrote:I did have a quick question on level entrances though. I'm not sure if they are hard-coded into the level or what, but is there a way to change the level entrances? Or at least display an indicator of where they are located on the map?
Just dig around in the "GameConfig\DKCv10U.INI" and you should be able to figure it out. [ObjectDictionary] for telling DKCRE what stuff actually is and making sprite/pallete display overrrides; and go to [ObjectCategories] or [EnemyCategories] to add digits to the panel. It should be relatively simple except for the Barrel Cannons.Scraps69 wrote:Here is a question, have you got all the obj/enemy definitions in the game in this program? (Ah nope heh. C7CF is an unknown object). If I wanted to insert unknown objects is that possible?
Hell yes! Objects are automatically "Radix" Sorted upon each change you make, even in the middle of moving an object. Radix Sort is the fastest possible method that could have been used, so don't worry about efficiency.Scraps69 wrote:Does it also re arrange (DKEDIT 'SORT') object appearance order automatically?
Check your View Menu settings. DKCRE hides some objects from being visible by default.Scraps69 wrote:The first bonus wall entrance (the one you dont need to break) in orang u tan gang seems to be missing. That's curious!
You must actually click a formation in the level before you are allowed to edit the formation itself. I know that's weird, but that's how I designed it.Scraps69 wrote:By the way, the banana editor doesn't seem to be working yet. I can see the patterns but no actual bananas.
That one requires dynamic allocation and is slated for v0070. There is no easy way to just add it in with the current system, quite unlike the tile editing.WAZ__Up wrote:I notcied the Copy/paste/delete for the tiles but do you have them available for the objects and enemies? Could there be a way for you to just double click an object in the list and have it appear in the map without the need to change an already existing object into the new object?
Simion32 wrote:As for the tile feature you mentioned, I'll try getting that into v0070 but as always there are no guarantees on any features "making it" to a particular release (though what you mention actually sounds easy).
This would only work for single-layer levels. Would not work on Mine Cart Carnage because right-click is reserved there for editing the back layer.asmodeus wrote:Can you add "remove tile" with right click on the map, so that I don't need to select the first "tile" to remove tiles?
Simion32 wrote:This would only work for single-layer levels. Would not work on Mine Cart Carnage because right-click is reserved there for editing the back layer.
BUG STILL BEING FIXEDEnemies panel needs to be open. If you point to the top pull-down menu and wait for a few seconds, you may see tooltips From the Tiles Panel
BUG STILL BEING FIXEDIn the Tiles Editor (selection mode), you cannot scroll to the left or right automatically. You have to use the Ctrl+Left or Right arrows manually
BUG IS NOW FIXED FOR v0064If you have a window over DKCRE, and close using the Alt+F4 key, not only do you close the window, you also close DKCRE (the warning box appears as well)
BUG IS NOW FIXED FOR v0064If you have the Open dialog box opened and press Esc, you close all of DKCRE. Only if ESC shortcut is enabled.
BUG IS NOW FIXED FOR v0064If you "Save as" then click cancel after the save window pops up, you get an error box that says "No errors". pretty ironic...
BUG IS NOW FIXED FOR v0064NEW BUG: If you try to "SaveAs..." and are using SMC, and attempt saving to IPS or UPS, DKCRE allows it through without requiring the target ROM. Ooops.
BUG SOURCE NOT YET FOUNDNEW BUG: This requires the ROM or IPS already opened. Whatever icon currently select "Enemies, Tiles, Objects, etc." Close the current ROM or IPS, then reopen or use Open directly. The currently selected icon will still be on, but the panel will be closed.
BUG SOURCE NOT YET FOUNDNEW BUG: There also seems to be a response delay for: selecting menu items (not the menu titles), clicking on icons, opening drop-down menu items. Sometimes, you need to click twice to activate a certain feature
Not at present but once DKCRE edits start points it would be halfway possible (DK might still enter rightwards though). DKEdit could change the entrance point but this still only ever worked for (J) ROMs.Scraps69 wrote:Is it possible to reverse the direction of your levels?
This is one of those Level Settings. DKEdit again can change this but only for the (J) ROMs.Scraps69 wrote:Also are we able to change any of the levels into proper dark? And would Squawks torchlight work on any other level with proper dark? I noticed there was no script of anything to do so.. so probably not eh?
This goes into the Level Settings dialog as well. It'll be easier with v0070 being everything will have to be dynamically allocated.Scraps69 wrote:Finally, the I like how you organised the list for levels (finally don't have to bum around looking for stages). Are you ever planning on including a level name change feature? Just an idea heh.
You may experience black screens or seemingly random freezes based on Banana layouts. This is a fatal bug within DKC itself! Cause Unknown.Scraps69 wrote:Also found any interesting objs or obj bugs?
Is crashing.The Code wrote:if(!vParent) return NULL;
Simion32 wrote:Yeah, this is a good idea. Pre-built selectable tile blocks. Can do easily.Markster wrote:why not have already put together tiles with it so that it can be easy as pie to make professional looking tiles
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