Oct 1, 2014 at 11:46 AM
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HaydenStudios said:
If that's the case, then what's wave.dat for?
wave.dat is the orgmaker instruments
pixtone.tbl is just the list of music in the game, you can view it with notepad probably.
 
Oct 1, 2014 at 2:29 PM
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Noxid said:
wave.dat is the orgmaker instruments
Noted.

Noxid said:
pixtone.tbl is just the list of music in the game, you can view it with notepad probably.
You're thinking of music.tbl, as opposed to pixtone.tbl which is a bunch of hex that I can't decipher.
 
Oct 1, 2014 at 3:49 PM
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So probably
The list of sounds
 
Oct 1, 2014 at 7:23 PM
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Doors said:
So probably
The list of sounds
ok now that I actually look at it, yeah. You're maybe right. I believe it's the sound effects, although they seem to not have any metadata with them so you'd have to pick it apart by hand.
Note that pixtone is distinct from pxtone (thanks pixel) as CS+ doesn't support pxtone format.
 
Oct 13, 2014 at 10:20 PM
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I'm trying to make an arena where after defeating a wave of enemies, more in a different area of the map spawn and after defeating them, more spawn. The problem I'm having is that after the first wave, nothing else happens and I can't open my menu through an entire row of the map.Here is the script if you can find anything wrong with it: #0064<FL-0023<DNP0064<EVE0086#0065
<FL-0022<DNP0065<EVE0086
#0066
<FL-0021<DNP0066<EVE0086
#0067
<FL-0020<DNP0067<EVE0086
#0068
<FL-0019<DNP0068<EVE0086
#0069
<FL-0018<DNP0069<EVE0086
#0070
<FL-0017<DNP0070<SOU0064<EVE0086
#0071
<FL-0016<DNP0071<SOU0064<EVE0086
#0072
<FL-0015<DNP0072<EVE0086
#0073
<FL-0014<DNP0073<SOU0064<EVE0086
#0074
<FL-0013<DNP0074<EVE0086
#0075
<FL-0012<DNP0075<SOU0064<EVE0086
#0076
<FL-0011<DNP0076<SOU0064<EVE0086
#0077
<FL-0010<DNP0077<EVE0086
#0078
<FL-0009<DNP0078<SOU0064<EVE0086
#0079
<FL-0008<DNP0079<EVE0086
#0080
<FL-0007<DNP0080<EVE0086
#0081
<FL-0006<DNP0081<SOU0064<EVE0086
#0082
<FL-0005<DNP0082<EVE0086
#0083
<FL-0004<DNP0083<EVE0086
#0084
<FL-0003<DNP0084<EVE0086
#0085
<END
#0086
<FLJ0001:0085<FLJ0005:0085<FLJ0006:0085<SOU0035<CNP0073:0173:0000<CNP0074:0173:0000
<CNP0075:0173:0000<CNP0076:0173:0000<CNP0077:0173:0000<CNP0078:0173:0000
<FLJ0009:0085<FLJ0010:0085<FLJ0011:0085<FLJ0012:0085<FLJ0013:0085<FLJ0014:0085<SOU0035
<CNP0069:0173:0000<CNP0068:0173:0000<CNP0067:0173:0000<CNP0066:0173:0000
<CNP0065:0173:0000<CNP0064:0173:0000<FLJ0023:0085<FLJ0022:0085<FLJ0021:0085
<FLJ0020:0085<FLJ0019:0085<FLJ0018:0085<SOU0035<CNP0071:0171:0000<CNP0070:0171:0000
<CNP0072:0173:0000<CNP0084:0173:0000<CNP0083:0173:0000<CNP0080:0173:0000
<FLJ0016:0085<FLJ0017:0085<FLJ0015:0085<FLJ0003:0085<FLJ0004:0085<FLJ0007:0085
<SOU0035<CNP0087:0173:0000<CNP0079:0173:0000<FLJ0002:0085<FLJ0008:0085
<SOU0035<CMU0010<MNP0096:0013:0009:0000<CMP0013:0009:0032<CMP0013:0008:0016<DNP0086<END
#0087
<FL-0002<DNP0087<EVE0086
#0088
#0089

<FL-0001<DNP0089<SOU0064<EVE0086
#0090
<MNA<CMU0000<FAI0000<END
#0091
<MNA<CMU0000<FAI0001<END
#0092
<MNA<CMU0000<FAI0002<END
#0093
<MNA<CMU0000<FAI0003<END
#0094
<MNA<CMU0000<FAI0004<END
#0095
<KEY<FL+0001<FL+0002<FL+0003<FL+0004<FL+0005<FL+0006<FL+0007<FL+0008<FL+0009
<FL+0010<FL+0011<FL+0012<FL+0013<FL+0014<FL+0015<FL+0016<FL+0017<FL+0018<FL+0019
<FL+0020<FL+0021<FL+0022<FL+0023<MSGHey TBT.<NOD<GIT1007 I think we fell into
a trap.<NOD<SOU0035<GIT0000<CMU0004<IT+0007<MNP0096:0002:0013:0000<CMP0013:0009:0021
<CMP0013:0008:0021<CNP0089:0171:0000<CNP0082:0173:0000<CNP0081:0171:0000
<CNP0086:0046:0000<DNP0095<END
#0096
<PRI<DNP0096<SOU0022<FAO0004<TRA0025:0093:0008:0005


Event 86 is an H/V Trigger that is always active. (since I made a ton of them all lined up so wherever you go they are always within range of the PC)
 
Oct 13, 2014 at 10:47 PM
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Oh goody, someone is using a more advanced system of TSC. I've done this exact thing before actually.

Event 86 is an H/V Trigger that is always active. (since I made a ton of them all lined up so wherever you go they are always within range of the PC)
Don't do this. It seems good in normal programming logic but in TSC terms there are only rare cases that you should do this.
Having an event loop (or using a <WAI without the player frozen) causes some adverse effects: The player can't be damaged / has no mercy invincibility, other events that should be triggered may be ignored, you can't open the inventory, and other numerous problems.

The correct way to check if all the enemies are dead is to use the "run event on death" boolean, having all the events route at the end to a centralized event that checks if the flags are where they should be, that way it will be triggered when the last enemy dies, so you won't need to constantly check.

The only thing is that it seems like you were already doing that, so I would make sure that the enemies you are using actually can die. Some entities simply go into a "death" state once its health reaches a low amount, so make sure each entity triggers the event it is assigned.
 
Oct 14, 2014 at 5:29 AM
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I think what I did wrong was that I forgot that flags are only set after a room is refreshed (can be seen in event 95), so I'll just make them activate in the room before. It's late where I am so I'll test it in the morning and hope it works.
Have any tips on making an event run at all times after a different event is ended? I don't really like setting H/V triggers through a whole map...

EDIT: It didn't work, only the first wave appeared again. Is it because I'm using the armored gaudi, and it's not working because of its death sequence?
 
Oct 14, 2014 at 11:19 PM
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The problem with this system is that there are so many parts to it. It could be a Script problem, or it could be a problem with how you set up the map.

It's almost impossible to make out as I only have a small view of the full picture.

Piggy Guy said:
flags are only set after a room is refreshed (can be seen in event 95)
That's false, flags are set the instant you set them (I.E. flagjumps will cooperate immediately). However, you must refresh a map to change what loads and what doesn't load as set in the FlagData for each entity. Flags will never make an NPC appear or disappear suddenly.
Piggy Guy said:
making an event run at all times after a different event is ended?
I just told you not to do this.
If you need to have H/V triggers everywhere than you are doing something wrong.
Piggy Guy said:
Is it because I'm using the armored gaudi, and it's not working because of its death sequence?
I just checked my old Cavern Tale notes, and it seems like for some reason I planned to use those for an arena of my own but dropped them out later. It's very likely that this was because they weren't "able to die", but it has been so long that I've forgotten this information for sure. I'm busy myself as to set up a test to check if they can, but you can try replacing them with a simple critter enemy JUST to see if that fixes the problem (if not, look elsewhere).
 
Oct 17, 2014 at 7:43 AM
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Enlightened, while you're correct that it's generally bad practice to have an "always-on" event, me and noxid actually hacked in a workaround so that doing so doesn't disrupt your ability to take damage etcetera. This is in use in the Pyramid mod; dunno if its documented in any other thread.

(note, though, that you can still only have one TSC event at a time. EnlightenedOne speaks good sense.)

And to make one event always run after another has ended, just do something like

#0100
<STUFF<STUFF<STUFF
<EVE0101

#0101
<RUN<ON<REPEAT
<EVE0101

i.e. replace all <ENDs with an <EVE to your loop
 
Oct 18, 2014 at 1:34 AM
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bigbadwoof said:
Enlightened, while you're correct that it's generally bad practice to have an "always-on" event, me and noxid actually hacked in a workaround so that doing so doesn't disrupt your ability to take damage etcetera. This is in use in the Pyramid mod; dunno if its documented in any other thread.
Yes, I have heard of this and figured as such when trying to understand how the "escape" scene was able to function.
I would assume part of this includes having the death script continue functioning without the loop overriding it.
All in all that's pretty nifty, but for what he is looking for I don't think an endless loop is better than just checking each time an enemy dies.

(Considering this arena idea is the basis of my work in progress I've tinkered with since January).
 
Oct 19, 2014 at 4:53 AM
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I think I asked this before but I dunno, so:

Is it possible to change the end credits illustrations? Is hacking required, or? I'm interested in replacing them.
 
Oct 19, 2014 at 6:01 AM
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Oct 19, 2014 at 12:47 PM
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Nope, you have to extract the resource, modify it in a graphic editor, then replace it.
 
Oct 19, 2014 at 12:53 PM
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Yes, you extract it
with resource hacker
 
Oct 19, 2014 at 3:47 PM
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Don't really need to extract it at all, you just need to make sure when importing a replacement that all three fluff values are the same as what you're replacing. (Bitmap, CREDIT01, 1041)

Heck, something I noticed is there is no "CREDIT13", but you should theoretically be able to put in that resource anyway, and since <SIL is a numeric value like <FAC is, you can probably put in as many credit pictures as you want.
 
Oct 19, 2014 at 7:55 PM
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Yep, the game automatically works with adding more credit illustrations. You can even make it read in the ten thousands.
 
Oct 19, 2014 at 8:02 PM
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I expect no less than 2403 credit illustrations in your mod
 
Oct 21, 2014 at 9:19 PM
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I'm sorry if this has already been answered, (seriously there are 559 pages to read in this why would I) but, could anyone tell me how to change the death animation? I'd be very pleased to see a response.
 
Oct 21, 2014 at 9:46 PM
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2DBro said:
I'm sorry if this has already been answered, (seriously there are 559 pages to read in this why would I) but, could anyone tell me how to change the death animation? I'd be very pleased to see a response.

I think it's in npc.tbl somewhere
 
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