Dec 3, 2007 at 4:26 AM
Join Date: Jun 1, 2007
Location: In Space
Posts: 191
Wistil, I'd first like to point out that you rule.
But anyhow... to address the topic at hand: I'm used to Sue's so NPC display is a bit low-priority for me. In fact, I just got a completely different and odd idea...
Since CaveEditor already supports many operations outside the "usual" scope of Sue's (stuff like npc.tbl editing, changing starting health, and whatnot), I got a nifty idea. Why not add the option to import custom music, Credit images, and sounds? Although anyone can do the first two easily with Resource Hacker, it would be kinda neat (but still not a high priority and certainly not required) to have it all in one program.
Plus, when it comes to sounds, things become difficult. This is very possible thanks to Runelancer -- with a program called "PixTone" (not to be confused with PxTone... hehe), which Pixel used to do all the original sounds, it's not that hard to create or modify sounds. The only problem is, *where* exactly does one insert said sounds into the executable? A related thread is here and I'm sure with a bit more reading I could figure it out, but perhaps in the far future would a sound-importing feature be out of the question?
But on another topic, I'm about ready to switch production over to CaveEditor full-time. Being able to use my custom music is just enough for me, let alone the crazy-improved interface. Woohoo! Onward, spelunkers!
But anyhow... to address the topic at hand: I'm used to Sue's so NPC display is a bit low-priority for me. In fact, I just got a completely different and odd idea...
Since CaveEditor already supports many operations outside the "usual" scope of Sue's (stuff like npc.tbl editing, changing starting health, and whatnot), I got a nifty idea. Why not add the option to import custom music, Credit images, and sounds? Although anyone can do the first two easily with Resource Hacker, it would be kinda neat (but still not a high priority and certainly not required) to have it all in one program.
Plus, when it comes to sounds, things become difficult. This is very possible thanks to Runelancer -- with a program called "PixTone" (not to be confused with PxTone... hehe), which Pixel used to do all the original sounds, it's not that hard to create or modify sounds. The only problem is, *where* exactly does one insert said sounds into the executable? A related thread is here and I'm sure with a bit more reading I could figure it out, but perhaps in the far future would a sound-importing feature be out of the question?
But on another topic, I'm about ready to switch production over to CaveEditor full-time. Being able to use my custom music is just enough for me, let alone the crazy-improved interface. Woohoo! Onward, spelunkers!