Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.0.0)  (Read 466274 times)

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #150 on: 2012-09-15 12:29:57 »
Take to report a bug, when I open a BIN psx, modify a field and reinserted with Makou, the game crashes to enter that field
Thanks for you attention-

Ok, thanks for the report!

cloudiar

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #151 on: 2012-09-15 14:21:26 »
I found some problems in 1.5 version:
-Autoadjust doesn't work very well (text assignment and size)
-It doesn't allow to put "If var" with conditions in scripts.
-File importing doesn't work very well in PC version, it should check the addition of new models automatically. I got crazy after copying fields.

Questions:
-Can be put new "gateways" without problems?
-Can be put time stops in texts? (this didn't work in the prior version)

Anyway, congratulations for this great tool

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #152 on: 2012-09-15 15:41:35 »
I found some problems in 1.5 version:
-Autoadjust doesn't work very well (text assignment and size)
-It doesn't allow to put "If var" with conditions in scripts.
-File importing doesn't work very well in PC version, it should check the addition of new models automatically. I got crazy after copying fields.

-In the script editor? Show me an example which does not work.
-If you don't have any labels in the script, it's normal. I know, I know, it's not really convenient.
-OK

Questions:
-Can be put new "gateways" without problems?
-Can be put time stops in texts? (this didn't work in the prior version)

Anyway, congratulations for this great tool

-If you put the right values, yes ;D.
-Time what?

cloudiar

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #153 on: 2012-09-15 16:43:07 »
I'm sorry, I didn't notice the detail of label preassign, in this case I have no worries.
The text issue is that sometimes the assignment of it, autosize option fails too, also it looks like when I save my changes aren't generated well.

The wait time means codes like [PAUSE30], time stops and auto-closing texts didn't work on 1.4 (TouphScript is the only who worked).

I'll make future comments in the topic if I find more bugs/issues.

Anyway, you made an impressive work, thanks for keeping the program alive. I'll make a great work with it  :D

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #154 on: 2012-09-15 18:11:24 »
Sithlord48 has reported a crash when saving the background as an image, I fixed the importation error (model loader).
I do not usually release a program with so many bugs, I sincerely apologize...

The wait time means codes like [PAUSE30], time stops and auto-closing texts didn't work on 1.4 (TouphScript is the only who worked).

Oh, my bad, there is a small typo in my code, now fixed! Fixed too for the {NEW PAGE 2} command.

Anyway, you made an impressive work, thanks for keeping the program alive. I'll make a great work with it  :D

Thank you too :)

cloudiar

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #155 on: 2012-09-15 19:14:42 »
I wanted to make this question for a long time, so I'll ask it now:

I tried to assign the memory bank in the variables with a friend (vars.cfg), but the needed process to calculate the true function of this variable isn't clear at all.
We made a list which contains buggy positions
Can you tell us the necessary formula to calculate it?

My list:

1|0|$MainProgress
1|2|$YuffieInitialLevel
1|3|$AerisLovePoints
1|4|$TifaLovePoints
1|5|$YuffieLovePoints
1|6|$BarretLovePoints
1|16|$TimerHours
1|17|$TimerMinutes
1|18|$TimerSeconds
1|19|$TimerThents
1|24|$NumberBattlesfought
1|26|$NumEscapes
1|28|$MenuVisiblityMask
1|30|$MenuLockingMask
1|32|$ItemMask
1|33|$MateriaCaveMask
1|35|$ItemMaskVincent
1|40|$ItemsCorneoShinra
1|41|$PiezasMidgar
1|48|
1|49|
1|50|
1|51|
1|52|
1|53|
1|54|
1|55|
1|64|$KeyItems
1|65|$KeyItems
1|66|$KeyItems
1|67|$KeyItems
1|68|$KeyItems
1|69|$KeyItems
1|70|$KeyItems
1|85|$ChocoboType1Catched
1|86|$ChocoboType2Catched
1|87|$ChocoboType3Catched
1|88|$ChocoboType4Catched
1|124|$ChocoboOnMap
1|167|$VictoryFortCondor
1|182|$DefeatFortCondor
2|0|$GameMoment
2|24|$BattleCount
2|26|$BattleEscaped
2|180|$GoldFortCondor
3|9|$PartyLeader
3|88|$NumStablesBought
3|89|$NumStablesFilled
4|74|$GPpoints
4|88|$ChocoboStables
4|89|$NumberOccupied
4|91|$ChocobosMask
4|92|$ChocoboMate
4|93|$ChoboBattleLimit
4|94|$AerisFlowers
4|110|$CurrentRoomTunnel
4|116|$YuffieInForest
4|120|$QuestKalm
4|145|$QuestDon
4|153|$DoorsShinra63
4|154|$DoorsShinra63
4|156|$Coupon
4|157|$DoorsShinra63
4|158|$VendingMachineHit
4|159|$PlaceMidgarPart
4|160|$MidgarModelLigths
4|166|$RetrievingCoupons
4|188|$YuffieRegulary
4|189|$EventsPilarS7
4|190|$TifaCutscenesS7
4|191|$EndEventsS7
13|31|$ErrorAddMateria
13|84|$LastCloud
13|85|$LastBarret
13|86|$LastTifa
13|87|$LastRedXIII
13|88|$LastCid
13|89|$LastYuffi
13|90|$LastCaitSith
13|92|$LastVincent
15|126|$WorldCamera
15|127|$GameCrashes

I would like to have the majority of it located to make it possible to put different conditions to other events, although another things como ask for the "character level" condition that I believe it can't be done.

I want to ask the formula as I don't want to disturb you with making it but I think that it could be useful for everybody. Thanks again :D


ultima espio

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #156 on: 2012-09-16 14:35:52 »
After saving once, no more changes will be saved. So all the work from my last half hour hasn't saved at all.

It seems to crash if you try to load another lgp as well.

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #157 on: 2012-09-16 14:39:54 »
After saving once, no more changes will be saved. So all the work from my last half hour hasn't saved at all.

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

ultima espio

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #158 on: 2012-09-16 14:44:26 »
It's not a big problem then if we can get around it that way :P Thanks :)

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #159 on: 2012-09-16 14:46:55 »
Anyway, 1.5.1 version is coming soon.

JBedford128

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #160 on: 2012-09-16 18:28:52 »
Is it possible to allow things copied from one Makou Reactor window to be pasted into another? Or can there be made a way(if there isn't already)? I am aware I can export field files, however if I then import them into the flevel.lgp I want to use the single script in it will replace the entire field file. I figure it would be possible to implement a system where scripts can be exported and imported.

But if there isn't such a function I don't mind re-writing it, it's not that major for me.

Edit: Also when I click the "Save" button on a background image, Makou Reactor crashes.

Edit2: Also seem to have a problem changing the third Z value on Walkmesh triangles. The other two Z values change while the third one remains the same.
« Last Edit: 2012-09-16 19:59:50 by JBedford128 »

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #161 on: 2012-09-16 20:42:59 »
Edit: Also when I click the "Save" button on a background image, Makou Reactor crashes.

Edit2: Also seem to have a problem changing the third Z value on Walkmesh triangles. The other two Z values change while the third one remains the same.

- Already reported

- Fixed, thanks :)

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #162 on: 2012-09-19 11:24:01 »
Makou Reactor 1.5.1 is almost ready.

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.
  • 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 cleared after saving.
  • Fix a crash when saving the field background as an image
  • Fix a crash when opening a large texture (*.tex) file
  • 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.
  • Updating ZLib to 1.2.7
  • Windows: Updating Qt to 4.8.3

Kaldarasha

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #163 on: 2012-09-19 15:04:17 »
Could you please implement a function to dump model size and reinsert it again?
Because I changed nearly all model sizes (Great northern crater is still to do) so they don't look so ridiculous littel and I would like to share it,
I think this would be nice way to do it. I hope that's possible...  :|

DLPB_

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #164 on: 2012-09-19 15:34:29 »
Map ithos does not display walkmesh without having to move about the window first to get it in view.  Perhaps a better viewer is needed?

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #165 on: 2012-09-19 15:37:23 »
Map ithos does not display walkmesh without having to move about the window first to get it in view.  Perhaps a better viewer is needed?

Works fine with me :?

DLPB_

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #166 on: 2012-09-19 15:54:30 »
I went to map shows black until I move about the area first.  Kinda looked weird.

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #167 on: 2012-09-19 15:58:19 »
If you push the "reset" button, the viewer is black again?

DLPB_

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #168 on: 2012-09-19 16:05:37 »
no, reset is ok.  Only black very first time I opened bg.

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #169 on: 2012-09-19 16:08:43 »
Maybe you have moved the camera in another field, because the camera is not resetted when changing field.

DLPB_

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #170 on: 2012-09-19 16:12:16 »
Yeah think so....  but shouldnt it reset automatically on entering new map?

myst6re

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #171 on: 2012-09-19 16:14:04 »
I can reset it easily, if you want, is that better?

DLPB_

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #172 on: 2012-09-19 16:14:58 »
 8) yup.  This is trivial though, in any case.

Tenko Kuugen

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #173 on: 2012-09-19 17:00:38 »
been using 1.5.1 for about 2 hours, crashed 4 times during saving in that time

Tenko Kuugen

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #174 on: 2012-09-21 03:09:14 »
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