General discussion about Super Mario Bros. X.
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mariofan 64
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Postby mariofan 64 » Sun Aug 09, 2015 7:07 pm
First crash: ntdll.dll is the fault module name. What did I do wrong for that to happen?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sun Aug 09, 2015 7:12 pm
mariofan 64 wrote:First crash: ntdll.dll is the fault module name. What did I do wrong for that to happen?
The question number one: what are you did to cause crash? Please, tell me what are you did last time before crash happened?
Try to repeat your recent actions and when you will get crash again: it's a bug, and I should to fix it.
Also note: crash may be happened from SDL2_mixer side if you have broken MP3 file which you should repair (goto Tools-> External tools -> Convert audio (SoX)). Music file should have 44100 sample rate to be working correctly.
Also what OS you have? (If WinXP, which SP?) All components of Windows version of PGE are able to work under Windows XP, Vista, 7, 8, 8.1 and even under 10! Under Windows lower than Windows XP may not work.
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mariofan 64
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Postby mariofan 64 » Sun Aug 09, 2015 7:22 pm
Wohlstand wrote:mariofan 64 wrote:First crash: ntdll.dll is the fault module name. What did I do wrong for that to happen?
The question number one: what are you did to cause crash? Please, tell me what are you did last time before crash happened?
Try to repeat your recent actions and when you will get crash again: it's a bug, and I should to fix it.
Also note: crash may be happened from SDL2_mixer side if you have broken MP3 file which you should repair (goto Tools-> External tools -> Convert audio (SoX)). Music file should have 44100 sample rate to be working correctly.
Also what OS you have? (If WinXP, which SP?) All PGE components of Windows version are able to work under Windows XP, Vista, 7, 8, 8.1 and even under 10! Under Windows lower than Windows XP may not work.
OS is Windows 8 since the reset of PC a week ago.
Crash was very temporary, probably long time usage. I like your last minute save feature. No work was lost. C:
While I did try to crash it again, it couldn't. Stable Version Is Stable.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sun Aug 09, 2015 7:25 pm
mariofan 64 wrote:Wohlstand wrote:mariofan 64 wrote:First crash: ntdll.dll is the fault module name. What did I do wrong for that to happen?
The question number one: what are you did to cause crash? Please, tell me what are you did last time before crash happened?
Try to repeat your recent actions and when you will get crash again: it's a bug, and I should to fix it.
Also note: crash may be happened from SDL2_mixer side if you have broken MP3 file which you should repair (goto Tools-> External tools -> Convert audio (SoX)). Music file should have 44100 sample rate to be working correctly.
Also what OS you have? (If WinXP, which SP?) All PGE components of Windows version are able to work under Windows XP, Vista, 7, 8, 8.1 and even under 10! Under Windows lower than Windows XP may not work.
OS is Windows 8 since the reset of PC a week ago.
Crash was very temporary, probably long time usage. I like your last minute save feature. No work was lost. C:
While I did try to crash it again, it couldn't. Stable Version Is Stable.
Anyway, we are working over increasing of Editor stability and we are have a plan to reorganize a lot of things to prevent missing up with pointers 
However don't forget about Saint "Ctrl+S"! 
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aero
- Palom

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Postby aero » Sun Aug 09, 2015 9:55 pm
[rimg] http://i.imgur.com/2d57z6c.png[/rimg]
A similar thing is happening with my fill tool in VSMBX. These diamond shapes come up, when the level should be filled. Do you know what's causing this? Your algorithm does seem better than mine though, so if you don't mind I'd like to know how you handle filling.
By the way you should make sure filling stays in the level when clicking inside a section, and filling stays out of the level when clicking outside to avoid some problems.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sun Aug 09, 2015 10:54 pm
AeroMatter wrote:[rimg] http://i.imgur.com/2d57z6c.png[/rimg]
A similar thing is happening with my fill tool in VSMBX. These diamond shapes come up, when the level should be filled. Do you know what's causing this? Your algorithm does seem better than mine though, so if you don't mind I'd like to know how you handle filling.
By the way you should make sure filling stays in the level when clicking inside a section, and filling stays out of the level when clicking outside to avoid some problems.
1) diamond shape such a result while flood-fill algorithm in process (we are appends 1 block to four sides, and then appending blocks by diagonals, therefore you saw diamond shapes like on this flood-filling algorithm demo):

This is a fragment of my code:
https://github.com/Wohlhabend-Networks/ ... l.cpp#L142
To prevent freezing and overflow I'm aborting filling process when more than 3 sec. elapsed since you clicked to fill. However undo - your best friend and messiah.
Algorithm is:
Code: Select all - Make pair "CoorPair" - is a pair of X-Y coordinates of some block
- Make "timeout"=3000 integer to hold max time to filling
- Make elapsing timer (to count time) and launch it to count time
cursor - abstract shape of block which would be placed here. It has X, Y, W, H metrics.
Dim timeout As Integer=3000 'integer to hold max time to filling
Dim blackList As New List(Of CoorPair) 'items which don't pass the test anymore
Dim nextList As New List(Of CoorPair) 'items to be checked next
Dim timer As Timer 'Timer to check out how time passed since filling started
nextList.Add( CoorPair(cursor->x(), cursor->y() );
' Start time counting from 0 here
timer.restart()
' Infinite loop
Do While true
newList As New List(Of CoorPair) 'items to be checked next in the next loop
For Each coor As CoorPair In nextList 'Fetch whole array!
if blackList.contains(coor) then 'don't check block in blacklist
Continue Do; 'stop this loop step and do next!
end if
cursor->setPos(coor.x, coor.y) 'Move your abastract cursor to a testing zone to do collision check
if scene->itemCollidesWith(scene->cursor)
Then
' Is need to limit filling with section borders
if LvlPlacingItems::noOutSectionFlood
Then
' This codepice is a checking "Is target block will be inside section"
if(!scene->isInSection(coor.x, coor.y, cursor.w, cursor.h, scene->LvlData->CurSection))
then
blackList.Add(coor);
Condinue Do;
end if
End if
'//place block if collision test passed
'////////////////////' Actual placing of your block HERE////////////////////////////////
LvlPlacingItems::blockSet.x = coor.x;
LvlPlacingItems::blockSet.y = coor.y;
scene->LvlData->blocks_array_id++;
LvlPlacingItems::blockSet.array_id = scene->LvlData->blocks_array_id;
scene->LvlData->blocks.push_back(LvlPlacingItems::blockSet);
scene->placeBlock(LvlPlacingItems::blockSet, true);' Actual placing of your block HERE
'///////////////////////////////////////////////////////////////////////////////////////
'expand on all sides
newList.Add(CoorPair(coor.x - cursor.w, coor.y));
newList.Add(CoorPair(coor.x, coor.y-cursor.h));
newList.Add(CoorPair(coor.x, coor.y+cursor.h));
newList.Add(CoorPair(coor.x+cursor.w, coor.y));
End if
blackList << coor; //add current item to black list as it passed the test.
Loop
if timer.Elapsed() > timeout
then
'abort loop on time out
Edit do;
end if
'if no blocks to add then break;
IF newList.empty()
then
Exit Do;
end if
nextList = newList; //update next list
Loop
Here I used a special pseudo-item "cursor" which I was used to check out "will target item collide with other items?", and if collision was found - we are impacted to the wall, or then put block.
Notes: qreal just a floating point number, a small macros from Qt which has "double" type inside, but it gives "float" when we are building code for Android.
2) when you toggled into flood-fill, in the edit menu you will find a flag "don't fill out of section" which inactive for other states.
Anyway is a good idea to automatically detect: is need to fill out of section or inside only.
3) You have old build, I recommends you to get update
EDIT: Written algorithm
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Thu Aug 13, 2015 12:52 am
PGE Editor 0.3.1.4 and PGE Engine 0.2.2.3 are available!
Download links are in the main post and you can use online installer to automatically update all config packs which you already have.
This is a small bugfix update where fixed some small bugs in the editor and in the Engine. Also editor got updated event toolbox design which will more convenient than previous.
Changelog Editor 0.3.1.4
- New Design of classic events tool box
- Fixed the dialog lockers
- Middle mouse button with selected alone item now can copy settings of item too!
- Added support to exit from hand-drag scroll mode with right mouse button
- Added support of redefinition of some initial item properties
Changelog Engine 0.2.2.3
- Fixed imperfection with auto-closing of message box while "run" or "jump" key are holding
- Episode/Level lists are no more freezing engine!
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PersonNamedUser
- Reznor

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Postby PersonNamedUser » Fri Aug 14, 2015 6:39 pm
While this Project is amazing, When its complete, how will you not get sued by Nintendo? Because this will get Super, Super Popular!
And then they will probably sue you for it.
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Axiom
- Phanto

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Postby Axiom » Fri Aug 14, 2015 7:21 pm
SuperMario12345 wrote:While this Project is amazing, When its complete, how will you not get sued by Nintendo? Because this will get Super, Super Popular!
And then they will probably sue you for it.
you obviously haven't read previous topics.
This is free and open source, and as of right now SMBX is the primary configuration pack, however this is mainly for testing. Upon release an official configuration pack will be released and the SMBX configuration pack will be in the hands of our community. Wohlstand can't be sued for what the community creates 
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Ness-Wednesday
- Purple Yoshi Egg

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Postby Ness-Wednesday » Mon Aug 17, 2015 6:40 pm
Why does my malware protection say that the configurations download has harmful programs?
I know that you wouldn't make a download harmful, but I just want to know why does it say that?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Mon Aug 17, 2015 11:42 pm
Ness-Wednesday wrote:Why does my malware protection say that the configurations download has harmful programs?
I know that you wouldn't make a download harmful, but I just want to know why does it say that?
I fixed that ("SMBX Integration" config pack had damaged "configure.exe" - a tool which asks you SMBX path and writes it into main.ini), and you will need to re-download that. Other config packs are have no exe files, so, "SMBX Integration" alone config pack with included exe file (be sure than source code of that tool also included and to build it you need to install MinGW and add it into PATH environment)
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ivanmegafanboy
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Postby ivanmegafanboy » Tue Aug 18, 2015 11:44 am
I don't know if this is relevant, but when I tried to open with pge a level that I created in the default editor, it stoped loading at the Custom Npc's part (22%) and stopped working.
I was using some luna coding in the Npc's.
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mariofan 64
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Postby mariofan 64 » Tue Aug 18, 2015 12:00 pm
ivanmegafanboy wrote:I don't know if this is relevant, but when I tried to open with pge a level that I created in the default editor, it stoped loading at the Custom Npc's part (22%) and stopped working.
I was using some luna coding in the Npc's.
How many custom npcs were you using?
Also, that is a good thing you raise that issue. Wohlstand will squish bugs that others hate. 
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PROX
- Van De Graf

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Postby PROX » Tue Aug 18, 2015 4:25 pm
Will you add new hardcoded npcs in the engine and editor? Examples would be working chain chomps and magikoopas that can turn blocks into enemies
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Tue Aug 18, 2015 4:34 pm
PROX wrote:Will you add new hardcoded npcs in the engine and editor? Examples would be working chain chomps and magikoopas that can turn blocks into enemies
Any new "hardcoded" NPC's in the PGE are lua-scripts inside specific config pack: PGE Engine provides NPC-AI API which allows to implement any possible NPC with usage of game engine features directly.
Each NPC defines in the lvl_npc.ini, and you can modify it to append any new NPC, but if you wanna keep compatibility with SMBX, keep that in SMBX64 standard.
Here you can read example scripts:
https://github.com/Wohlhabend-Networks/ ... cript/npcs
Anyway, everything in your configs/SMBX (or other) folder where you can do everything with config set. Each different game is a separated config pack. "SMBX 1.3" config pack supporting by me especially to keep compatibility with SMBX's itemset, but new config pack "SMB Xtended" will not be compatible with old SMBX because it will use PNG custom graphics in the levels and you no more need to have pain with masks, and new NPC's/Blocks/BGOs/Backgrounds/etc. will be added 
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mariofan 64
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Postby mariofan 64 » Tue Aug 18, 2015 11:14 pm
Where's the changelog? It's like you release a new version sometimes, but you don't say what it is, or even if it exists or not. If it's update, it would be obvious to read a changelog to prove it's existence instead of hoping it exists. 
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed Aug 19, 2015 12:27 am
mariofan 64 wrote:Where's the changelog? It's like you release a new version sometimes, but you don't say what it is, or even if it exists or not. If it's update, it would be obvious to read a changelog to prove it's existence instead of hoping it exists. 
Sorry, I was busy on the job, but:
https://github.com/Wohlhabend-Networks/ ... tag/v0.3.2
Editor Changelog from 0.3.0.2 to 0.3.1.5
- Fixed the small bug with missed up refreshing of item counters after flood-fill operation
- New Design of classic events tool box
- Fixed the dialog lockers
- Middle mouse button with selected alone item now can copy settings of item too!
- Added support to exit from hand-drag scroll mode with right mouse button
- Added support of redefinition of some initial item properties
- Fixed a crash in relation to closing the musicbox while fetching is in process
- Fixed a bug in relation to desynced frames on exported images
- With the updated SDL2_mixer_ext, it is now possible to have looped OGG files (vorbis tags LOOPSTART and LOOPEND with PCM-sample position are required (you can insert this via Audacity))
- Fixed a small issue with unreseted NPC parameters on taking new NPC's to place
- Added "tip of day" to bring attention to some useful features in the Editor.
- Added tool which provides clean-up of garbage NPC's caused by SMBX bug (any climbabme NPC's such as vines are flooding SMBX)
- Added config pack version notifier (if your config pack is outdated, you will be notified)
- Better designed development console box
- Fixed a bug which made crashing possible if the F5 keys were pressed too often.
- Performance when editing big levels and world maps, has been immproved.
- In flood-fill mode, BGOs are now colliding with other BGO's.
- Added "Transform all Item-ID's in current section" menuitem
- Added ability to transform music boxes.
- Added multiselection for item selection dialog for "add" action in the custom counters editor.
Engine Changelog from 0.1.0 to 0.2.2.4
- Physics are completely replaced with own coded physical engine
- Working NPC-AI system with support NPC's coded in the Lua
- Exits are works!
- Kill effects [are not works perfect, need a lot of work, but there are works fine]
- Added generators!
- Player can climb on NPC-based climbable walls, not only on the BGO-based!
- Fixed a lot of bugs
- NPC's finally can be spawned from blocks where there are was included!
- Added support of the layers and basic events! [layers: show, hide, toggle; message box; play SFX; trigger another event; autoscroll speed, changing of limit borders per section, toggling section background, toggling section music, other event actions are not implemented yet]. Working event triggers: block destroy, hit, empty-layer; NPC died, activated, empty layer [talk is not implemented yet!]
- Fixed random crash caused by lua activation event when camera catched a corpse of NPC
- Fixed slow performance caused by bad time delay function
- Player finally can ride on NPC's heads [anyway, is not finished yet]
- Basic Detectors API for NPC-AI which giving able to catch objects came to specific area
- Fixed bug with super-fast game loop
- Stompable NPC's are can be stomped!
- Work with a speed-summing part of physical engine gives ability to stay and ride on the moving objects
- Fixed imperfection with auto-closing of message box while "run" or "jump" key are holding
- Episode/Level lists are no more freezing engine!
- Working auto scrolling of sections has been implemented! (Unlike SMBX, autoscroll internally is an option of specific section which will works anyway, even you entered into this section from a side, you will get autoscrolling in this section)
P.S. If you wanna test autoscrolling thing of engine, try to play this level in the PGE Engine:
http://engine.wohlnet.ru/docs/_files_fo ... -0.2.2.lvl
Be sure than same level in the SMBX will have not working autoscroll (here you can start autoscroll by ...hiting of the block)
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Ness-Wednesday
- Purple Yoshi Egg

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Postby Ness-Wednesday » Wed Aug 19, 2015 9:29 am
In those screenshots, where are those graphics from and who made them?
I'm just curious about the GFX in those pics.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed Aug 19, 2015 9:38 am
Ness-Wednesday wrote:In those screenshots, where are those graphics from and who made them?
I'm just curious about the GFX in those pics.
I just added links under screenshots to the source levels/episodes and you may find that 
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