Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.0.0)  (Read 465910 times)

DLPB_

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #175 on: 2012-09-21 08:52:56 »
Makou isn't always updating properly.  I changed the scroll and deleted the whole group "Camera" in mrkt2 and nothing changed in ff7.  Loaded flevel up again and the changes I made are gone.

I think this is to do with how you are leaving things in memory.  It is bad practice and causes problems.  8)
« Last Edit: 2012-09-21 08:55:58 by DLPB »

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #176 on: 2012-09-21 12:22:23 »
figured out a critical crash
MR doesn't put copied code into memory, it seems to just mark the specified part and then pull it from there when you paste
if you copy a line of code, then change that line and try to paste the old one without copying the changed line again, it will always crash

Fixed.

Makou isn't always updating properly.  I changed the scroll and deleted the whole group "Camera" in mrkt2 and nothing changed in ff7.  Loaded flevel up again and the changes I made are gone.

I think this is to do with how you are leaving things in memory.  It is bad practice and causes problems.  8)

I've already fixed the problem in mr 1.5.1. And as I said previously:

Yeah, you can go to another field and return to avoid this bug. Again, sorry for all these annoying bugs.

Tenko Kuugen

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #177 on: 2012-09-21 13:27:28 »
If you try to add new location or field item in 1.5.1, it will always crash at saving
I add the model in the model loader, add one animation for it, then add the script, save -> CRASH

doing the above via importing a field works fine though

ALSO
some fields are very, very allergic to being altered in MR. In some cases, adding field models to a field will cause the scene to break. some earlier field models will vanish ( adding locations seems to work )
I tried to change script in ealin_12 but it broke the whole scene
I'm not sure what exactly causes this

in 1.5.1, if you import a normal field file ( not a decompressed one ) it doesn't update the model loader. I can't tell if it's because it doesn't export right or doesn't import right.
« Last Edit: 2012-09-23 10:57:53 by KuugenTheFox »

tomek_n

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #178 on: 2012-09-23 14:41:58 »
I have a list of dialogues in txt, can I replace them with those in the game? (PC version)

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #179 on: 2012-09-23 15:45:28 »
I have a list of dialogues in txt, can I replace them with those in the game? (PC version)

You mean a mass importation? No, but I think about it for the next versions.

tomek_n

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #180 on: 2012-09-23 15:47:35 »
When can we expect the next version?

Tenko Kuugen

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #181 on: 2012-09-23 15:57:51 »
I have a list of dialogues in txt, can I replace them with those in the game? (PC version)

just use toughscript for that? because it does exactly THAT
replace text ingame with text in txt files

tomek_n

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #182 on: 2012-09-23 16:00:10 »
you can insert your link?

Tenko Kuugen

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #183 on: 2012-09-23 16:07:32 »
you can insert your link?

You can pretty much insert any text into the game
obviously you wont be able to click links


edit:
latest update you gave me still has field files corrupted on occasion ( only very specific field files. I'm thinking this has something to do with messy code and MR corrupts the field because it cant save the bad code properly )
also, you can no longer save edits to the model loader. wtf?
« Last Edit: 2012-09-24 04:03:28 by KuugenTheFox »

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #184 on: 2012-09-24 12:27:10 »
latest update you gave me still has field files corrupted on occasion ( only very specific field files. I'm thinking this has something to do with messy code and MR corrupts the field because it cant save the bad code properly )

OK, no release as this bug is still alive.

also, you can no longer save edits to the model loader. wtf?

Yeah.

cloudiar

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #185 on: 2012-09-25 04:08:33 »
Problem about "amount" and "remove" materia is solved?  ::)

Thanks

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #186 on: 2012-09-25 10:05:30 »
Yes, these opcodes are not implemented in the PC version.

cloudiar

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #187 on: 2012-09-25 12:38:39 »
Oh, really works now? You apply opcodes for run these comand in pc?  :P

This is really great news.

Long ago I did not attempt anything that could put as example of asking or remove materia?

Thankssss
« Last Edit: 2012-09-25 12:40:29 by cloudiar »

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #188 on: 2012-09-25 13:13:23 »
Not but what I mean is that it will never work on PC, so problem solved, I can't do anything :evil:

Edit: I have not managed to run theses opcodes on PS either...
« Last Edit: 2012-09-25 13:22:17 by myst6re »

cloudiar

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #189 on: 2012-09-25 13:55:52 »
AAARRRRGGGGGG!!!

Not possible fix this problem in future?

It's epic fail not run this comand in game  :-\

This is a problem for me, events designed to "ask materia" for continue or need master! Or exchange materia.

Then deleted possible changes in "pot alchemist"?

Not exist solution? :cry:

Tenko Kuugen

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #190 on: 2012-09-26 02:43:00 »
I wonder why these opcodes don't work
Do they have no actual functional code implemented or do they just not work ingame? If they check in the wrong place ( item menu ) then of course the value coming back would always be 0
I assume the opcodes actual code is handled in the .exe? if so, shouldn't there be a way to insert the missing opcode / correct the code to make this work?

spy__dragon

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #191 on: 2012-09-26 09:44:10 »
Hi Mystere,

I have a doutb about the font which you use in your program, I would like to change for
other small font, I have seen in your sourcecode, it could change the size of the font?

Thanks

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #192 on: 2012-09-26 12:58:31 »
Not exist solution? :cry:

I'll look at the instructions of these opcodes in the q-gears, maybe I'll understand the problem.

Hi Mystere,

I have a doutb about the font which you use in your program, I would like to change for
other small font, I have seen in your sourcecode, it could change the size of the font?

Thanks

Doubt? What doubt?
If you change the texture, this is not enough to change the size of the font.

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #193 on: 2012-09-27 22:35:51 »
OK! Makou Reactor 1.5.1 is now online. Download it!

Changelog:
  • AKAO opcodes identified
  • Script Editor: in the window editor, if the opcode is followed by ASK or MESSAGE, the text preview is filled automatically.
  • Script Editor: you can now add a new label when you want to create an "if" or a "jump".
  • Search text: the search field is filled automatically with the current selected text.
  • Non-modal dialogs: do not closing the dialogs when the archive is closed.
  • 3D model: some custom textures are now opened, and optimization.
  • Model loader editor: the dialog is non-modal + add an unknown data associated to animations.
  • Walkmesh editor: background flags editor in Camera range tab.
  • Fix a bug in field file opening
  • Fix a bug in walkmesh editor: the third vertex is not editable.
  • Fix a bug in text editor: {PAUSE...} and {NEW PAGE 2} do not work.
  • Fix a bug in script history: some opcodes (like jump or label) lost some informations.
  • Fix a bug in search text: search previous does not work.
  • Fix a bug with the file lock: the file was not unlocked in some cases.
  • Fix a bug when you import a PC field: the model loader is not saved.
  • Fix a bug with image disc: temp data is not cleared after saving.
  • Fix a bug with image disc: when saving, at the second attemp the progress bar will not shown.
  • Fix a bug (and potential crash) when importing field: non-modal dialog are not reloaded.
  • Fix a bug with kernel2.bin loader: wrong path + rerelased ff7 version unsupported.
  • Bug: wrong appPath if you choose the rerelease ff7 version first.
  • Fix a crash when saving the field background as an image
  • Fix a crash when opening a large texture (*.tex) file
  • Fix a crash when copy/paste group or opcode
  • Prevent some crashes
  • Optimization: Do not reload non-modal dialogs if filled with the same field.
  • Optimization: Do not open the script section if it's not necessary.
  • Some optimizations in LZS algorithms.
  • Updating ZLib to 1.2.7
  • Windows: Updating Qt to 4.8.3

Tenko Kuugen

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #194 on: 2012-09-28 07:24:45 »
Model loader has some problems
for example, adding a model ( fabb ) and the animation to that model ( byhc ) in 1.5 works fine but in 1.5.1 it doesn't display the whole thing as a valid combination ( this even happens with a lot of vanilla models )

edit 1:
FINALLY FIGURED OUT WHAT CORRUPTS THE FIELD LOL
it's some kind of issue with preload_map opcode
I only ever hit that kind of problem after I edited a map that contained that opcode
ealin_12 contains the code, and so does blin60_2
after editing either map, entering said map = game crash

edit2: seems to be fixed in 1.5.1

edit 3: New bug
when you add a new music via ctrl+q menu, it no longer saves the folder it last checked for the to-be-imported akao file. in 1.5 it remembered the last folder it was in
« Last Edit: 2012-10-02 11:42:21 by The Rocket Kuugen »

Tenko Kuugen

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #195 on: 2012-10-02 12:26:15 »
the auto-sizing is quite off
I suspect that is due to MR auto-sizing it for non-menu overhaul field and me actually using menu overhaul
so the text boxes are all too huge
sample

myst6re

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #196 on: 2012-10-02 12:57:21 »
edit 3: New bug
when you add a new music via ctrl+q menu, it no longer saves the folder it last checked for the to-be-imported akao file. in 1.5 it remembered the last folder it was in

OK

the auto-sizing is quite off
I suspect that is due to MR auto-sizing it for non-menu overhaul field and me actually using menu overhaul
so the text boxes are all too huge
sample
[nice snap]
Same parameters, different result:



Tenko Kuugen

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #197 on: 2012-10-02 13:16:29 »
It is as I suspected.

The font is different, so you're not using Menu overhaul
Menu Overhaul apparently makes the font smaller and less spacious

This is purely speculation but I assume you have some function based on font that calculates how big the window needs to be
If you make an option in the option menu ( Menu Overhaul, yes / no ) and activating that switches the function to a different one ( essentially the same but with the Menu Overhaul font ) then both people who don't use it and people who use MO can get the right size boxes.

DLPB_

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #198 on: 2012-10-02 21:43:57 »
Menu overhaul has a smaller font and changes certain other values like "MAX" tag in script (this is used to space characters equally like prize menu at gold saucer).

Most problems would be solved by reading window.bin table which is really all the font spacing data is.  Of course you'd also need to use my font as well in the preview screen (scale your own font is prob better idea).  I am not sure how much smaller my font is in terms of size. 

Luksy has done work with ts to make the boxes resize to menu overhaul font, but has not yet tackled the GUI version of ts.

Tenko Kuugen

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #199 on: 2012-10-02 22:36:34 »
If you have a lot of text, it's SUBSTANTIALLY smaller.
Just look at how extreme it is in the screens
the box is like 20% bigger than it appears in MR