CaveEditor again (beta, maybe alpha)

Jul 12, 2009 at 7:45 PM
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Wistil said:
@Fire
Is the script you're trying to open a modified one?
Did it open fine before?
Are other scripts opening fine?
If its not the original, can you send me a copy to test?

I can't really tell what the problem is from your post.

I did it with an unchanged copy of the game.

Whenever I try and "Save" the script, changed or not, in the Grasstown map, the whole program just freezes up.
 
Jul 12, 2009 at 8:21 PM
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Ok I've just gone and re-downloaded and re-patched the game with the Aeon Genesis english patch. I also downloaded my own link to the CE zip file and tested both of these problems you two are having.

The both work correctly.
The one thing I had to do to get the map resize to save is remove the read only flag on the map files. But even without doing this it still resizes the map in the editor. It simply can't save the changes and even brings up a message saying so.

Have you two downloaded the lasted version of the editor?
Something here isn't right and I have a feeling its user error...
 
Jul 12, 2009 at 8:37 PM
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Vista?
 
Jul 12, 2009 at 8:38 PM
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p19864-0-caveedit.jpg
p19858-0-chinfish.gif
 
Jul 12, 2009 at 8:48 PM
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@Fist
That version is very old. Check this first post for the latest version.

@ Fire
I have XP and don't have access to Vista. My only suggestion is to get the file Cave Story folder to NOT read only to see if that helps. If not, it could be a case that the method I use to change the .tsc file to not read only is causing the crash on Vista. I'll see about removing that next release.
 
Jul 12, 2009 at 8:52 PM
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Okie. Sounds good.
 
Jul 12, 2009 at 9:09 PM
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Wistil said:
@Fist
That version is very old. Check this first post for the latest version.
The version at the tribute site is 0.96.

So, how about being able to delete a single entity without deleting every entity before it?
 
Jul 13, 2009 at 12:07 AM
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Ok, some more bug fixes and code clean up.
Check out the first post in this thread to see the details.

Three things of note:
1. The game settings now has an option to change whether or not CE tries to change the read only attribute on files. Hopefully this will fix issues with Vista.

2. Entities type selection is now a dropdown list instead of manual entry. This is long overdue and should make it much easier to select the entity you want. It still isn't divided into catagories but it's a start.

Mr. Fist said:
So, how about being able to delete a single entity without deleting every entity before it?
3. Fixed
 
Jul 13, 2009 at 12:27 AM
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Wistil said:
2. Entities type selection is now a dropdown list instead of manual entry. This is long overdue and should make it much easier to select the entity you want. It still isn't divided into catagories but it's a start.

On a completely related note, you've won.
Cave Editor now > Everything Else I can Think of
 
Jul 13, 2009 at 12:46 AM
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Thanks!

Whaddya mean? Cave Editor was always the best :D;
But now even moreso...
I was excited when I saw Wistil on the forums, and overjoyed with the constant updates. {Always being out-of-date has been awesome}
Now all of the little quarks and bugs that I've learned to avoid are gone, and I can hardly wait to see what will cause the leap from 0.97 to 1.00....

Thank you for this awesome editor, Wistil.
And thank you for your constant work at making CE even better.
I can't wait to see version 1.00
:D
[/ThankYouPost]
 
Jul 13, 2009 at 1:27 AM
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Thanks Lowell. :D

I just recently started working on a mod myself and its really help me to see where the shortcomings of the editor are.

I must say that it really was a pain hand typing all those entity numbers from memory.
I wish I could say what's going to be in version 1.0 but I'm just kinda winging it. :D It should have everything outside of assembly editing going for it by then I hope.
 
Jul 13, 2009 at 2:33 AM
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VoidMage_Lowell said:
Cave Editor was always the best :D
True, it won't eat my game. (Stare's angrily at Sue's Workshop)
No more guessing what sprite is what enemy.
Less of the "how in - do I do this?"
(but still a lot of it.)
 
Jul 13, 2009 at 3:16 AM
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Mr. Fist said:
Stare's angrily at Sue's Workshop

*stares angrily back*
 
Jul 13, 2009 at 3:21 AM
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S. P. Gardebiter said:
*stares angrily back*

*Stares angrilly at mirror*

EDIT: So, uh, after some brief experiments, my bothers comp can't display any of the graphicall-ality.
u,,u
Shame.
 
Jul 13, 2009 at 3:29 AM
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*Glares at all of you*
 
Jul 13, 2009 at 3:37 AM
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Jul 13, 2009 at 3:40 AM
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*goes someplace else until people stop staring*

Come on Gardebiter, it's time for a Sue's Workshop update!
 
Jul 13, 2009 at 3:43 AM
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Wistil said:
*goes someplace else until people stop staring*

Come on Gardebiter, it's time for a Sue's Workshop update!

Here here!
Also, Wistl, it's time for a universal working copy of CE!
(Hmmm... Mebbe if I test all the old versions and see if there's a point where it stops working...)
 
Jul 13, 2009 at 3:59 AM
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Wistil said:
Come on Gardebiter, it's time for a Sue's Workshop update!

That's easy to say, you've got a fair amount of code already done. :D
I have to recode it entirely.
 
Jul 13, 2009 at 4:17 AM
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S. P. Gardebiter said:
That's easy to say, you've got a fair amount of code already done. :D
I have to recode it entirely.

Excuses, excuses.
 
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