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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby mariofan 64 » Tue Feb 23, 2016 6:47 am

[]Yaroslav269[] wrote:Also, I can't edit NPC configs...(
Spoiler: show
Image
Have you tried any of the checkboxes? Check the first box to have that setting take place and edit as necessary. For those that have a second checkbox, leave it blank for that setting to not happen, or check it for that setting to take place. Remember that the 'health' notetag only works in PGE so far, so don't test an npc's 'health' notetag in SMBX because they retain the hardcoded health.
Also remember that if the first checkbox isn't checked, no edits are made, so be aware of that if something isn't going right, be it your fault or not. You can use that bit of knowledge effectively if you make a mistake, as it's that easy to revert changes, either by unchecking the first box or by deleting and changing it again. :D

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Tue Feb 23, 2016 11:40 am

[]Yaroslav269[] wrote:Also, I can't edit NPC configs...(
Spoiler: show
Image
You must check box about every parameter to get usage of it. If that disabled that means this parameter is not using in your custom npc.txt: just keep default. Enable usage of parameters which you want to use :P (EVERY parameter has checkbox "disabled/enabled" at left side)
EDIT: mariofan64 answered to your question faster than me :P

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Tue Feb 23, 2016 11:44 am

Berkian wrote:How to block all characters in PGE? Thank you.
Are you mean disable playable characters in per episode or lock editable objects in the editor (locked elements are non-selectable and non-movable, and you can do everything around with no damage to those elements)?

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby zxcv » Tue Feb 23, 2016 5:12 pm

Also, I can't edit NPC configs...(

You must mark the checkboxes you want to change ;)

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Wed Feb 24, 2016 9:41 am

Development news Frebruary 24 2016
Hello! I think, because currently in works a big update of internal part, and I can't quickly release a new update, I will sometimes report my progress.
Sorry for long silence about PGE Development process.

Everything made since last time:
Editor changes:
  • - Fixed custom folder confusion caused with dot-contained file names
    - Level list dialog now looks for level files in sub directories (is possible to collect levels into sub-directories to don't flood episode root folder)
    - Better testing through SMBX on Windows version
    - Added support of reading SMBX65-38A LVL file format (WLD, WLS and writing are still WIP)
    - Fixed miss up of order priority applying for BGO-190
    - Added circle fill
    - Added grid showing
    - Added separated support of portal and instant warps: instant warp will do same as in SMBX, portal warp will teleport character with keeping of keenetic energy
    - NPC-Containers are now supports saving of extra special properties for contents: LVLX and SMBX65-38A only, SMBX64 LVL supports extra special filed for one NPC container only (herb which includes magic potion)
Engine changes:
  • - Fixed custom folder confusion caused with dot-contained file names
    - Added more physical environment zones types, include air chambers for underwater sections
    - Added separated support of portal and instant warps: instant warp will do same as in SMBX, portal warp will teleport character with keeping of keenetic energy
New update is completely changes NPC-Container configuration, therefore no more need to manually define NPC-placer button in lvl_npc.ini. Instead of you finally have ability to configure any NPC with special parameter even it stored into container (container itself no more uses special1 field. Instead of it uses own "content" field)

Latest and freshest dev-build you always can download here:
http://wohlsoft.ru/docs/_laboratory/

Or build PGE from source code yourself:
https://github.com/Wohlhabend-Networks/PGE-Project
(Note: If you getting "Config pack outdated", ignore that until I will officially release new update. To avoid that you need to copy INI-files from my git repisotory and replace all files in "configs/SMBX" folder.)

Don't forget that this version still in works and some bugs and glitches are would appear, so, please report me about any troubles and bugs with PGE Apps to let me fix them.
Last edited by Wohlstand on Wed Feb 24, 2016 1:32 pm, edited 1 time in total.

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby PixelPest » Wed Feb 24, 2016 10:50 am

Portal warps are going to be fantastic. Can't wait. Will this update of PGE be included in the next release of 2.0?

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Wed Feb 24, 2016 10:51 am

PixelPest wrote:Portal warps are going to be fantastic. Can't wait. Will this update of PGE be included in the next release of 2.0?
I always sending my latest builds of all PGE apps into SMBX 2.0 repo, so, YES ;-)

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby zxcv » Wed Feb 24, 2016 1:30 pm

Wohlstand wrote:Development news Frebruary 24 2015
Did you mean 2016 ?

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Wed Feb 24, 2016 1:31 pm

Prado wrote:
Wohlstand wrote:Development news Frebruary 24 2015
Did you mean 2016 ?
Oh, dammit, my fail... I'll Gu lfix that, thanks ;-)

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby HenryRichard » Sat Feb 27, 2016 10:53 pm

Is there a way to go back to the old testing method? I honestly preferred it over the current one.

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Sun Feb 28, 2016 3:24 am

HenryRichard wrote:Is there a way to go back to the old testing method? I honestly preferred it over the current one.
Okay, I'll make hybrid of new and old methods:
- if running SMBX Editor was been detected - send IPC command by old method
- if running SMBX Editor NOT detected - launch SMBX Test directly if confirugred right.
Anyway, Rednaxela currently developing IPC thing for SMBX to avoid restarting whole heavy SMBX Engine and keep it in background until next test will be requested and until editor will be closed

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Mario_and_Luigi_55 » Sun Feb 28, 2016 10:59 am

Malware in Qt5Widgets.dll, Qt5Network.dll, Qt5Core.dll and libGLESV2.dll

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Sun Feb 28, 2016 11:03 am

Mario_and_Luigi_55 wrote:Malware in Qt5Widgets.dll, Qt5Network.dll, Qt5Core.dll and libGLESV2.dll
Redownload them (if there are just infected on your machine!), or it's a false alert, mayby that antivirus thinks that because there are packed with UPX (for reduce size reason)
(also, what antivirus?)

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Mario_and_Luigi_55 » Sun Feb 28, 2016 11:38 am

Wohlstand wrote:
Mario_and_Luigi_55 wrote:Malware in Qt5Widgets.dll, Qt5Network.dll, Qt5Core.dll and libGLESV2.dll
Redownload them (if there are just infected on your machine!), or it's a false alert, mayby that antivirus thinks that because there are packed with UPX (for reduce size reason)
(also, what antivirus?)
Norton says they are infected

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Sun Feb 28, 2016 11:45 am

Mario_and_Luigi_55 wrote:
Wohlstand wrote:
Mario_and_Luigi_55 wrote:Malware in Qt5Widgets.dll, Qt5Network.dll, Qt5Core.dll and libGLESV2.dll
Redownload them (if there are just infected on your machine!), or it's a false alert, mayby that antivirus thinks that because there are packed with UPX (for reduce size reason)
(also, what antivirus?)
Norton says they are infected
Are you have latest bases?

Here is a check one of those files:
https://www.virustotal.com/ru/file/7c16 ... 456677714/

Try those DLL's:
http://wohlnet.ru/sentfile/oneday/fresh_dlls.zip
Note: link actual 24 hours and will be automatically removed!

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Mario_and_Luigi_55 » Sun Feb 28, 2016 12:16 pm

Wohlstand wrote:
Mario_and_Luigi_55 wrote:
Wohlstand wrote: Redownload them (if there are just infected on your machine!), or it's a false alert, mayby that antivirus thinks that because there are packed with UPX (for reduce size reason)
(also, what antivirus?)
Norton says they are infected
Are you have latest bases?

Here is a check one of those files:
https://www.virustotal.com/ru/file/7c16 ... 456677714/

Try those DLL's:
http://wohlnet.ru/sentfile/oneday/fresh_dlls.zip
Note: link actual 24 hours and will be automatically removed!
Yes

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Mable » Sun Feb 28, 2016 12:24 pm

Deactivate that dumb antivirus, and problem solved.

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby zxcv » Sun Feb 28, 2016 2:04 pm

It's a false alarm, you have to add the files to exception list, or desactivate the anti-virus

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Wohlstand » Fri Mar 04, 2016 3:59 am

HenryRichard wrote:Is there a way to go back to the old testing method? I honestly preferred it over the current one.
Hi!
Recently I made two updates:
- Completely resolved interprocessing shit, not everything works perfect and that must work on all operating systems with no troubles (instead of TCP/UDP/NamedPies I finally built IPS based on stdin/stdout pipes which is much helpful for case when engine ranned as child process of editor).
- Old testing method came back! So, now is working hybrid mode: if SMBX Editor is launched - level will be forwarden into already running SMBX Editor. But if SMBX Editor is not running, SMBX test will be launched with new method - direct launching of SMBX

Any updates you can get from Laboratory:
http://wohlsoft.ru/docs/_laboratory/
Also, to avoid "Legacy config pack" warning on every editor/engine launching, please apply patch which you will found on laboratory page below

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Re: PGE Project thread (Editor v0.3.1.9, Engine v0.2.5)

Postby Quantumenace » Wed Mar 09, 2016 9:52 pm

Does anyone else have this issue with block priority? I'm trying to overlap a pipe on other blocks, and it looks okay at first (left), but when I save and reload, the block under the right/bottom side of the 1x2 pipe block gets put on top instead (right).

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