That's fine, It's more to say "this tile is animated, don't go dicking with it thinking it does nothing"
SonLVL Level Editor for S1, S2NA, S2, S3K, SKC, SCDPC - 469 - 04/12/2013
#422
Posted 11 June 2012 - 01:52 PM
Fixed those two things, and a minor error in drawing (made the image a pixel too small in both dimensions which was then stretched to fill the panel).
#423
Posted 11 June 2012 - 01:59 PM
The updater never works for me unless I delete everything in the directory except the updater and then run it. Any idea as to why?
#424
Posted 11 June 2012 - 02:05 PM
How does it not work? Does it not find updates? Does it crash? Do you have to delete ALL the files, or just Updater.ini?
#425
Posted 11 June 2012 - 02:10 PM
Well, it works fine if I delete the Updater.ini which I never did before. Usually I delete everything.
But the updater would fail at downloading or extracting the downloads and eventually crash.
EDIT: it does find updates btw.
But the updater would fail at downloading or extracting the downloads and eventually crash.
EDIT: it does find updates btw.
This post has been edited by Alriightyman: 11 June 2012 - 02:11 PM
#426
Posted 11 June 2012 - 02:53 PM
You didn't have any copies of SonLVL running while you were trying to update it did you?
Maybe this updated updater will work better, or at least create an error log file.
Maybe this updated updater will work better, or at least create an error log file.
#427
Posted 11 June 2012 - 04:41 PM
Ok, I'll try it out next time you send out an update. I already got it to update (obviously by deleting a bunch of stuff) but will try this in the future.
#428
Posted 13 June 2012 - 05:52 PM
SonLVL Update 449 includes the following changes:
Additionally, the Object Definition Editor is now available for public use. As usual, this does not mean it has been thoroughly tested (I did test it a bit though), so it may crash.
- Changed format of xflip and yflip parameters in XML ImageRef class.
Additionally, the Object Definition Editor is now available for public use. As usual, this does not mean it has been thoroughly tested (I did test it a bit though), so it may crash.
#429
Posted 13 June 2012 - 07:35 PM
More subtype stuff: Bubbles in aquatic ruin need to be set to subtype 81 to work, Chop Chop needs subtype 08 to work, Grounder Needs subtype 02 to work, and is Y-Inverted by default in vanilla S2, which is odd.
Also, copypasting ARZ's falling leaves doesn't give the pasted object any editable co-ordinates.
Also, copypasting ARZ's falling leaves doesn't give the pasted object any editable co-ordinates.
This post has been edited by Uberham: 13 June 2012 - 08:31 PM
#430
Posted 08 July 2012 - 01:53 PM
More updates:
For that last item, let's say your Sonic 2 hack has HTZ using completely separate art than EHZ, you have an ini file containing extra object definitions for all levels, and you've added HPZ. Your S2LVL.user.ini file might look like this:
- There was an API bug that prevented angles from being loaded or saved (affects SonLVL and LevelConverter).
- The tile list now uses the colors of the palette line you have selected instead of defaulting to line 3 (SonLVL).
- You can now add an INI file named <ininame>.user.ini (for example S2LVL.user.ini for S2LVL.ini) which will add/overwrite groups/values from the default INI (SonLVL, LevelConverter, ObjDefEditor).
For that last item, let's say your Sonic 2 hack has HTZ using completely separate art than EHZ, you have an ini file containing extra object definitions for all levels, and you've added HPZ. Your S2LVL.user.ini file might look like this:
objlst=obj.ini|objCustom.ini ; replaces "objlst" value in default ini [Hill Top Zone Act 1] ; already exists in default ini, so the values will be added or replace tiles=../art/kosinski/HTZ.bin ; replaces "tiles" value blocks=../mappings/16x16/HTZ.bin colind1=../collision/HTZ primary 16x16 collision index.bin colind2=../collision/HTZ secondary 16x16 collision index.bin [Hill Top Zone Act 2] tiles=../art/kosinski/HTZ.bin blocks=../mappings/16x16/HTZ.bin colind1=../collision/HTZ primary 16x16 collision index.bin colind2=../collision/HTZ secondary 16x16 collision index.bin [Hidden Palace Zone Act 1] ; doesn't exist in default ini, so these values all get added to a new group tiles=../art/kosinski/HPZ.bin blocks=../mappings/16x16/HPZ.bin chunks=../mappings/128x128/HPZ.bin layout=../level/layout/HPZ_1.bin objects=../level/objects/HPZ_1.bin rings=../level/rings/HPZ_1.bin palette=../art/palettes/SonicAndTails.bin:0:0:16|../art/palettes/HPZ.bin:0:16:48 palette2=Water|../art/palettes/HPZ Underwater.bin:0:0:64 colind1=../collision/HPZ primary 16x16 collision index.bin colind2=../collision/HPZ secondary 16x16 collision index.bin objlst=objHPZ.ini
#431
Posted 10 July 2012 - 09:33 AM
Before I do something, I'm going to ask for some user input.
Would you prefer if everything stayed as it is, with all the editors in separate tabs; should the Chunks, Blocks, Tiles and Solids tabs be combined into one; or should I get rid of tabs altogether and have SonED-style switching by hotkeys/menu?
Secondly, are there any hotkeys you would like to have? I will definitely add SonED2's hotkeys for collision path viewing, as it's been requested several times now.
Would you prefer if everything stayed as it is, with all the editors in separate tabs; should the Chunks, Blocks, Tiles and Solids tabs be combined into one; or should I get rid of tabs altogether and have SonED-style switching by hotkeys/menu?
Secondly, are there any hotkeys you would like to have? I will definitely add SonED2's hotkeys for collision path viewing, as it's been requested several times now.
#432
Posted 10 July 2012 - 10:12 AM
I like the tab interface, myself. And hotkeys are always welcome, especially if they're user configurable. As for what I think should have hotkeys, everything in the view menu would be a great start. Toggle keys for objects above high plane, HUD, and so on; zoom in and out with + and - keys, respectively.
#434
Posted 10 July 2012 - 04:47 PM
Update with an entire row's worth of keyboard shortcuts:
Additionally, the resize level function has been moved to an item in the Edit menu.
- Q = Disable collision viewing
- W = View collision path 1
- E = View collision path 2
- R = Toggle viewing of angle values
- T = Toggle objects above/below high plane
- Y = Toggle viewing of low plane
- U = Toggle viewing of high plane
- I = Toggle grid
- O = Toggle HUD
- P = Toggle viewing of objects from all timezones (Sonic CD only)
- [ = View previous palette
- ] = View next palette
- - = Zoom out
- + = Zoom in
Additionally, the resize level function has been moved to an item in the Edit menu.
#435
Posted 10 July 2012 - 05:50 PM
I like it. Only one minor complaint, while the + and - keys to the left of backspace control zoom, the ones on the numpad do not.

