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LucineAura: 2016-08-25 08:38:13 am
LucineAura: 2016-08-23 07:39:15 am
Quote from Parax:
Not easily in the current build but will be substantially easier in the next one.

Can you take a screenshot of the exact error message you're getting? Also what OS are you running?


:) That is quite exciting.

I removed the picture so I wouldn't take up so much space

Windows 10
MP2 also a bit MP1 speedrunning
i know that issue np, just delete system32
Quote from MrSpEeDrUn:
i know that issue np, just delete system32


Where and what is that? Thank you. :)
don't do that. ignore him.

I guess you actually need the 2012 redistributable. Try running this one and see if it works. https://www.microsoft.com/en-us/download/details.aspx?id=30679
Quote from Parax:
don't do that. ignore him.

I guess you actually need the 2012 redistributable. Try running this one and see if it works. https://www.microsoft.com/en-us/download/details.aspx?id=30679


Thanks, but that didn't do it either. I have a feeling that this is just another reason to dislike windows 10. :/
Edit history:
Antidote: 2016-08-24 01:44:05 pm
Antidote: 2016-08-24 01:43:54 pm
MSVCR120 isn't the 2012 runtime, it's definitely the 2013 one, not sure why it's not working if you already have it installed :/

EDIT:
Can you get a screenshot of your system info? What I'm after is your system's type, x86 vs x64.
Edit history:
LucineAura: 2016-08-24 04:05:56 pm
Its x64  :)

would it be because i have two different types installed, if that is the case? I haven't checked but I didn't think about it until now.
I did a quick google and it looks like Windows 10 is supposed to come with the 2012 and 2013 redistributables. PWE is 32-bit so you should just need the x86 redistributable. It shouldn't matter if you have more than one installed. Can you check under Control Panel -> Programs and Features and verify the 2012 and 2013 x86 redistributables show up there?
Quote from Parax:
I did a quick google and it looks like Windows 10 is supposed to come with the 2012 and 2013 redistributables. PWE is 32-bit so you should just need the x86 redistributable. It shouldn't matter if you have more than one installed. Can you check under Control Panel -> Programs and Features and verify the 2012 and 2013 x86 redistributables show up there?


Finally have it started.  I had to download visual studio.  Now I just have to figure out how to work it. I'm taking an intro to programming course right now so some terms are familiar, but unfortunately at this point I only know about binary, and some commands, I haven't done anything significant yet.

I'll probably just wait for an update, but I really can't describe how excited I am about this project. Thanks so much.
I run this here hotel of an evening
experiment with it. have backups, of course, but experimenting definitely helps the learning process. it's helped me with ahk, though i'm still rather inexperienced with it.

actually, the main reason i wanted pwe was to see the triggers, but there's so much more even though it is still early. I'm happy to be a part of the early days of pwe. i have to remind myself of that whenever i get frustrated (lookin at you, doors) and that there's so much more planned. much thanks for the fun!
yeah. The current update I'm working on is really complex and has a lot of moving parts and it's taking me a long time to get everything figured out and get it up and running in a usable way. I've currently got most of the game export functionality finished, MP1 paks are rebuildable, and MP2 paks are almost rebuildable. I need to get custom paks working for MP2-DKCR, implement raw areas, get the world editor working with the project system, and add some functionality to open resources for editing via the asset browser (that's where the model viewer/character viewer will be accessed from). I really wish I had more to show and I wish I could hurry up and get this finished so I can work on something more fun, but I'm making steady progress and this thing is going to open up a lot of possibilities in terms of new features when it's finished.
Wish you all the best. I'd like to help, but I don't know much about anything at the moment. Maybe one day. :)
In the next update, will you be able to move entities between rooms in both MP1 and MP2 without much issue?
Edit history:
Aruki: 2016-12-06 01:46:17 am
Should be.

I'm not 100% sure adding/removing stuff that relies on the save file like memory relays will be working by the next update yet but most everything else should work.
Is there a command (when I link something to something else) that makes the receiver not notice the character? Like I want an enemy to stand still and be a obstacle in the way but all it does is do animations that it would do when its standing, if that makes sense.
i'm not entirely sure what you mean, can you explain your situation a little better? If you don't want the enemy to actually function as an enemy (ie it doesn't attack the player, player can't damage it, etc) then you should prolly just use an Actor or a Platform that uses the enemy assets. If you do then you'd probably have to experiment with the properties/connections a bit to figure out how to do that (there's some space pirates in rooms like Phazon Quarry that don't notice you unless you attack them or touch a trigger).
What I mean is that I want an enemy to guard a door (i'll deactivate the enemy upon killing a certain enemy in the room) but i want it to be playing idle animation or something. I can make it invincible but I kind of want it to be playing an animation so it doesn't look like a sculpture of an enemy. Kinda like the Watchdrone.
Edit history:
Aruki: 2016-12-07 01:26:14 am
Make it an Actor or a Platform then. They can be configured to use animated models. If you're working in Prime 1 then the only relevant difference AFAIK is that Platform can be configured to use a DCLN file for more accurate collision while Actor is restricted to just using the actor bounding box as collision. In Prime 2/3 both of them can use DCLN files. In either case it sounds like for your case using the bounding box would be fine so I would just do it that way.

edit: in either case you might have to open the ANCS file in the character viewer to figure out the value to use for the "default animation" property since PWE currently doesn't have a combo box interface for that.
Can I use animation from entities that isn't currently in the room/layer?

Also, is there a way to have objects that I copy, copy the incoming links with it? Its a pain to constantly attach them to the copied objects.
The current public build of PWE can't properly work with objects that aren't currently in the room, no. It should at least work as long as all the assets are used in the pak somewhere but you'll likely get slow load times and hitching.

PWE should automatically recreate the links of the objects you copy/paste.
What I mean is this.

you see it copies the ougoing links but not the incoming links.

Sorry for the bad video quality, couldn't use nvidia shadow because it only records games -_-
oh, just checked and that's intended. I can't remember off the top of my head why I did it that way but incoming connections are supposed to be discarded.
Edit history:
zeldazelda: 2016-12-07 04:40:18 pm
It would be nice if you could press Ctrl-b or something to copy it with incoming connections while ctrl-c copies it without incoming connections.
Edit history:
zeldazelda: 2016-12-07 06:56:41 pm
zeldazelda: 2016-12-07 06:51:16 pm
How do you make it so that something that is following a waypoint will move faster. Like I want a puffer to be ziping around its waypoints but speeding up the puffer itself just speeds up its animation and drift or whatever it does. (don't know how to explain it.)

Also another question about the upcoming update.

Will you be able to import entities between areas that are in a completely different Pack?

Will you be able to import entities between the 3 metroid games?

Will there be more ability to permenently affect a entity? (like all space pirate are at 2 times speed.)
Quote from zeldazelda:
How do you make it so that something that is following a waypoint will move faster. Like I want a puffer to be ziping around its waypoints but speeding up the puffer itself just speeds up its animation and drift or whatever it does. (don't know how to explain it.)


not sure. Try experimenting with the properties and see if you can find one that does it.

Quote:
Will you be able to import entities between areas that are in a completely different Pack?


Yes.

Quote:
Will you be able to import entities between the 3 metroid games?


No, they run completely different code. This is never going to be a supported feature.

Quote:
Will there be more ability to permenently affect a entity? (like all space pirate are at 2 times speed.)


Not in the next update but hopefully eventually prefabs will become powerful enough to do that.