Booster's Lab - It's Pretty Good Now

May 5, 2013 at 3:14 AM
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A quick question,
In Boosters Lab version 0.2.5.1
When I load a Cavestory.exe file and then do actions > run game, I get a pop-up message with "execution error".
How do I get the exe file to launch from within the Boosters Lab jar program? Is there something I'm missing?

Thanks for your help,
BackyardCabinXY
 
May 5, 2013 at 7:33 AM
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Bombchu Link said:
Could Something like this be incoreperated in the near future?
It should be spell proof with or without a <FAC command similar to this.
The only tricky part it getting it to render the correct face from the template.
Probably no
Backyardcabinxy said:
A quick question,
In Boosters Lab version 0.2.5.1
When I load a Cavestory.exe file and then do actions > run game, I get a pop-up message with "execution error".
How do I get the exe file to launch from within the Boosters Lab jar program? Is there something I'm missing?
Thanks for your help,
BackyardCabinXY
Your executable may be in a location where the process does not have permission to execute it. Otherwise, I don't really know...
you may have to just do it the old-fashioned way
 
May 9, 2013 at 6:53 AM
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One quick question.
How do you change the map dimensions (the size of the map, how many tiles wide or tall) in Boosters Lab?
Thanks!
 
May 9, 2013 at 10:27 AM
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Right-click menu on the map editor
 
May 9, 2013 at 3:44 PM
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Can you add a start point in BL?
 
May 9, 2013 at 3:57 PM
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It's in the works
 
Jun 10, 2013 at 3:02 PM
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So, yeah. BL is destroying my script because it reads from the script source files instead of the .tsc files themselves.


In English:

So if I use CE to do script, BL won't recognize it. Can this be fixed?
 
Jun 10, 2013 at 3:19 PM
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Well if you delete the scriptSource folder in data/Stage BL will reload from the .tsc, so any changes you've made in CE should appear then. I'm not sure why you use CE to edit the TSC, but if you have to then I guess this should do. I dunno if it'd be a good idea to automatically check which is more recent or whatever, because that could cause some weird, less predictable problems.
 
Jun 10, 2013 at 6:27 PM
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Noxid said:
Well if you delete the scriptSource folder in data/Stage BL will reload from the .tsc, so any changes you've made in CE should appear then. I'm not sure why you use CE to edit the TSC, but if you have to then I guess this should do. I dunno if it'd be a good idea to automatically check which is more recent or whatever, because that could cause some weird, less predictable problems.
I always delete the source script file. (after learning the hard way. . . twice)

Just wondering if it could be fixed for the next release. (whenever that is)



And why I use CE. . . Because, I thought BL + beta = unrenounced glitches waiting to happen. :D



And also because there is no 3X zoom for map editing.

Could that be added maybe?
 
Jun 10, 2013 at 6:35 PM
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Well the thing is, I don't even know what the fix would *be*, as it's pretty much working "as intended".

Honestly it's probably more stable than Cave Editor at this point and if there are bugs then they can at least get fixed because, yknow, I exist.


Also, you can zoom indefinitely with the hotkeys, ctrl-plus and ctrl-minus I'm pretty sure. Also I *think* ctrl-mousewheel? I know that was requested but I forget if I veto'd that change or not.
 
Jun 11, 2013 at 11:37 PM
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Here's another idea, display what the X/Y location the spot the pointer is over.

it would be nice when making a <TRA to know where to make you spawn without having to count the spaces.
 
Jun 11, 2013 at 11:48 PM
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That's already a feature: just right-click and select "make <TRA for this spot".

It adds the command at wherever you are on the script.
 
Jun 12, 2013 at 12:26 AM
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EnlightenedOne said:
That's already a feature: just right-click and select "make <TRA for this spot".

It adds the command at wherever you are on the script.


oh, so THAT's what that button's for. . .



k' thanks. :P
 
Jun 15, 2013 at 12:41 AM
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Jun 15, 2013 at 1:47 AM
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Hai sempai, sugoi desu!

But yeah different languages are really cool, it's too bad this forum creates a huge language barrier for foreign members.
 
Jun 15, 2013 at 4:48 AM
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Looking good there! It'll be nice for Japanese modders to be able to use this editor. GIR translated it, I assume?
 
Jun 15, 2013 at 4:48 AM
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HaydenStudios said:
Did GIR translate it?
Mizuho did it (I'm too lazy).
 
Jun 15, 2013 at 4:08 PM
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Nodid should make the script box bigger. It is way to small.
 
Jun 15, 2013 at 4:46 PM
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Resize it yourself >_>
 
Jun 21, 2013 at 3:01 PM
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Here's an improvement.
when the executable is marked read-only BL says

Could not save to executable!
is it marked read-only?

when it should say

Could not save executable!
is it open or marked read-only?


BL cannot save Doukustu when the executable is open. (for obvious reasons)

and another thing . . .

For the hex patcher, shouldn't you be able to do a right click and hit paste as well as click and drag?
because nothing pops up when I do a right click.
 
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