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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby RoundPiplup » Sun Apr 10, 2016 10:31 pm

I can't test or anything either in PGE. I have to do this step by step process where I have to transport my level file from PGE to SMBX part, then play it on SMBX. It works out, but it's really slow.

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Wohlstand » Sun Apr 10, 2016 10:45 pm

Camacho wrote:Ohoho a new update is released!
but i still can't open the test engine....
when i click "test", a message appear :
"Error : Mixer not build with MP3 support"
also i need to re-download PGE again D:
Your engine still old version,also you have too old SDL Mixer X (this error string must no more appear, and also MP3 chunks support was beed added), so yea, you need to redownload online installer which uses new download source

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Alagirez » Sun Apr 10, 2016 10:47 pm

Wohlstand wrote:
Camacho wrote:Ohoho a new update is released!
but i still can't open the test engine....
when i click "test", a message appear :
"Error : Mixer not build with MP3 support"
also i need to re-download PGE again D:
Your engine still old version,also you have too old SDL Mixer X (this error string must no more appear, and also MP3 chunks support was beed added), so yea, you need to redownload online installer which uses new download source
My currently PGE version is 0.3.1.9 and it's not too old i think.........

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Mario_and_Luigi_55 » Mon Apr 11, 2016 9:23 am

I updated PGE from SMBX 2.0 and by mistake pressed F5, but first it said that I have Legacy Config Pack (I updated it!) and then I got:
Image

In SMBX 2.0 it works!!!!

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Wohlstand » Mon Apr 11, 2016 9:29 am

Does it "SMBX Integration" package? I think, the lua-scripts (in the configs/SMBXInt/script/ folder) and some INI-files are still be old and not compatible with this build.
I'll check that, but you still download fresh SMBX Integration pack here: http://wohlsoft.ru/config_packs/pack_in ... k=SMBXInt/ , but you must run "configure.exe" inside to make it working.

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Mario_and_Luigi_55 » Mon Apr 11, 2016 9:31 am

Like frst time after opening updated editor it linked me to this configuration package:https://www.dropbox.com/s/cixdjqa0c3wby ... n.zip?dl=0 Isn't it the same?
Same thing (at least from first download)

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Wohlstand » Mon Apr 11, 2016 9:34 am

Mario_and_Luigi_55 wrote:Like frst time after opening updated editor it linked me to this configuration package:https://www.dropbox.com/s/cixdjqa0c3wby ... n.zip?dl=0 Isn't it the same?
Same thing (at least from first download)
I think, no, official config pack place always at wohlsoft.ru (or in old versions engine.wohlnet.ru), and I thik, the forker of this config pack totally forgot to update it with new, because old lua scripts are not compatible with updated PGE Engine (because some internal binds I renamed and reorganized (onKill/onHarm events, players API, etc.) )

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Mario_and_Luigi_55 » Mon Apr 11, 2016 9:36 am

Wohlstand wrote:
Mario_and_Luigi_55 wrote:Like frst time after opening updated editor it linked me to this configuration package:https://www.dropbox.com/s/cixdjqa0c3wby ... n.zip?dl=0 Isn't it the same?
Same thing (at least from first download)
I think, no, official config pack place always at wohlsoft.ru (or in old versions engine.wohlnet.ru), and I thik, the forker of this config pack totally forgot to update it with new, because old lua scripts are not compatible with updated PGE Engine (because some internal binds I renamed and reorganized (onKill/onHarm events, players API, etc.) )

I uploaded myself (just for you to check if you updated it, I downloaded it form wohlsoft.ru)


Some boring code if you are interested in it:
Spoiler: show
Debug (:0, ): "--debug"
Debug (:0, ): "--config=\"C:/Programy/SMBX 2 Open Beta/PGE/configs/SMBXInt/\""
Debug (:0, ): "--interprocessing"
Debug (:0, ): IntProc constructing...
Debug (:0, ): Construct interprocess pipe
Debug (:0, ): IntProc started!
Debug: Opening of the configuration package...
Debug: Initalization of basic properties...
Debug (:0, ): Loading playable characters...
Debug: Configuration package successfully loaded!
Debug: Initialization of SDL...
Debug: Initialization of Audio subsystem...
Debug: Build SFX index cache...
Debug: Init main window...
Debug: OpenGL 3.1 detected!
Debug: Create OpenGL context...
Debug: Toggle vsync...
Debug: Init OpenGL settings...
Debug: Init joystics...
Debug: Clear screen...
Debug: Init font manager...
Debug: Showing window...
Debug (:0, ): IN: >> "SEND_LVLX: C:/Programy/SMBX 2 \n"
Debug (:0, ): append LVLX data
Debug (:0, ): LVLX accepting is done
Debug (:0, ): do Parse LVLX: >> "PARSE_LVLX"
Debug (:0, ): Level data parsed, Valid: true
Warning: Lua-Error:
Warning: Error Message: [string "maincore_level.lua"]:60: attempt to index global 'player_class_table' (a nil value)
Warning: Stacktrace:
at [string "maincore_level.lua"] Lua [unknown type] [unknown name] at line 70
Debug (:0, ): BG Type 0
Debug (:0, ): clear level textures
Debug (:0, ): Destroy cameras
Debug (:0, ): Destroy players
Debug (:0, ): Destroy blocks
Debug (:0, ): Destroy BGO
Debug (:0, ): Destroy NPC
Debug (:0, ): Destroy Warps
Debug (:0, ): Destroy Physical Environment zones
Debug (:0, ): Destroy sections
Debug (:0, ): <Application closed>

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Wohlstand » Mon Apr 11, 2016 9:41 am

Mario_and_Luigi_55 wrote:
Wohlstand wrote:
Mario_and_Luigi_55 wrote:Like frst time after opening updated editor it linked me to this configuration package:https://www.dropbox.com/s/cixdjqa0c3wby ... n.zip?dl=0 Isn't it the same?
Same thing (at least from first download)
I think, no, official config pack place always at wohlsoft.ru (or in old versions engine.wohlnet.ru), and I thik, the forker of this config pack totally forgot to update it with new, because old lua scripts are not compatible with updated PGE Engine (because some internal binds I renamed and reorganized (onKill/onHarm events, players API, etc.) )

I uploaded myself (just for you to check if you updated it, I downloaded it form wohlsoft.ru)


Some boring code if you are interested in it:
Spoiler: show
Debug (:0, ): "--debug"
Debug (:0, ): "--config=\"C:/Programy/SMBX 2 Open Beta/PGE/configs/SMBXInt/\""
Debug (:0, ): "--interprocessing"
Debug (:0, ): IntProc constructing...
Debug (:0, ): Construct interprocess pipe
Debug (:0, ): IntProc started!
Debug: Opening of the configuration package...
Debug: Initalization of basic properties...
Debug (:0, ): Loading playable characters...
Debug: Configuration package successfully loaded!
Debug: Initialization of SDL...
Debug: Initialization of Audio subsystem...
Debug: Build SFX index cache...
Debug: Init main window...
Debug: OpenGL 3.1 detected!
Debug: Create OpenGL context...
Debug: Toggle vsync...
Debug: Init OpenGL settings...
Debug: Init joystics...
Debug: Clear screen...
Debug: Init font manager...
Debug: Showing window...
Debug (:0, ): IN: >> "SEND_LVLX: C:/Programy/SMBX 2 \n"
Debug (:0, ): append LVLX data
Debug (:0, ): LVLX accepting is done
Debug (:0, ): do Parse LVLX: >> "PARSE_LVLX"
Debug (:0, ): Level data parsed, Valid: true
Warning: Lua-Error:
Warning: Error Message: [string "maincore_level.lua"]:60: attempt to index global 'player_class_table' (a nil value)
Warning: Stacktrace:
at [string "maincore_level.lua"] Lua [unknown type] [unknown name] at line 70
Debug (:0, ): BG Type 0
Debug (:0, ): clear level textures
Debug (:0, ): Destroy cameras
Debug (:0, ): Destroy players
Debug (:0, ): Destroy blocks
Debug (:0, ): Destroy BGO
Debug (:0, ): Destroy NPC
Debug (:0, ): Destroy Warps
Debug (:0, ): Destroy Physical Environment zones
Debug (:0, ): Destroy sections
Debug (:0, ): <Application closed>
I tested that with latest build, and everything works fine, I think, you installed updated config into the wrong place and you still have legacy scripts

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Mario_and_Luigi_55 » Mon Apr 11, 2016 9:45 am

Wohlstand wrote:
Mario_and_Luigi_55 wrote:
Wohlstand wrote: I think, no, official config pack place always at wohlsoft.ru (or in old versions engine.wohlnet.ru), and I thik, the forker of this config pack totally forgot to update it with new, because old lua scripts are not compatible with updated PGE Engine (because some internal binds I renamed and reorganized (onKill/onHarm events, players API, etc.) )

I uploaded myself (just for you to check if you updated it, I downloaded it form wohlsoft.ru)


Some boring code if you are interested in it:
Spoiler: show
Debug (:0, ): "--debug"
Debug (:0, ): "--config=\"C:/Programy/SMBX 2 Open Beta/PGE/configs/SMBXInt/\""
Debug (:0, ): "--interprocessing"
Debug (:0, ): IntProc constructing...
Debug (:0, ): Construct interprocess pipe
Debug (:0, ): IntProc started!
Debug: Opening of the configuration package...
Debug: Initalization of basic properties...
Debug (:0, ): Loading playable characters...
Debug: Configuration package successfully loaded!
Debug: Initialization of SDL...
Debug: Initialization of Audio subsystem...
Debug: Build SFX index cache...
Debug: Init main window...
Debug: OpenGL 3.1 detected!
Debug: Create OpenGL context...
Debug: Toggle vsync...
Debug: Init OpenGL settings...
Debug: Init joystics...
Debug: Clear screen...
Debug: Init font manager...
Debug: Showing window...
Debug (:0, ): IN: >> "SEND_LVLX: C:/Programy/SMBX 2 \n"
Debug (:0, ): append LVLX data
Debug (:0, ): LVLX accepting is done
Debug (:0, ): do Parse LVLX: >> "PARSE_LVLX"
Debug (:0, ): Level data parsed, Valid: true
Warning: Lua-Error:
Warning: Error Message: [string "maincore_level.lua"]:60: attempt to index global 'player_class_table' (a nil value)
Warning: Stacktrace:
at [string "maincore_level.lua"] Lua [unknown type] [unknown name] at line 70
Debug (:0, ): BG Type 0
Debug (:0, ): clear level textures
Debug (:0, ): Destroy cameras
Debug (:0, ): Destroy players
Debug (:0, ): Destroy blocks
Debug (:0, ): Destroy BGO
Debug (:0, ): Destroy NPC
Debug (:0, ): Destroy Warps
Debug (:0, ): Destroy Physical Environment zones
Debug (:0, ): Destroy sections
Debug (:0, ): <Application closed>
I tested that with latest build, and everything works fine, I think, you installed updated config into the wrong place and you still have legacy scripts

Oh well, I have a problem :? . There will be update of SMBX 2.0 soon (I think) and I hope it will have updated PGE.

Now another question. How to translate PGE to another language, I mean my language is on list of languages that you can pick, but it's not different from English?

Well, maybe that's the point:

There is one .qm file with that in it:

<¸dĘďś•Í!ż`ˇ˝Ýˆ
˙ý,

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Wohlstand » Mon Apr 11, 2016 10:06 am

Mario_and_Luigi_55 wrote: Oh well, I have a problem :? . There will be update of SMBX 2.0 soon (I think) and I hope it will have updated PGE.

Now another question. How to translate PGE to another language, I mean my language is on list of languages that you can pick, but it's not different from English?

Well, maybe that's the point:

There is one .qm file with that in it:

<¸dĘďś•Í!ż`ˇ˝Ýˆ
˙ý,
*.qm is a binary format optimized for runtine, the source format is a *.ts and it's an XML. You need to use the Qt Linguist tool to edit translations. Everything "how to translate" I published here:

http://wohlsoft.ru/forum/viewtopic.php?f=5&t=117
Also wait, I need to upload updated Qt Linguist (current version which on that link is outdated)
EDIT: Fixed, so, you can download Qt Linguist to do translations
EDIT2: I also updated that article with fixes of old mistakes in a text

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Mario_and_Luigi_55 » Mon Apr 11, 2016 10:24 am

I hope PGE supports these:

ąęćóźńżłś

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Wohlstand » Mon Apr 11, 2016 10:32 am

Mario_and_Luigi_55 wrote:I hope PGE supports these:

ąęćóźńżłś
It supports even "嗨,这是一个测试" ;-)
But note: PGE Engine's config packs are has font maps for Latin, Europan (all letters like "ąęćóźńżłś" and some other characters) and Russian cyrillic ("Мой родной язык!", but not includes some Kazakh, Uzbek, etc. specific cyrillic characters yet, but for that I need to append a new font map), all internal texts are in UTF-8, and if you want support something extra characters (for example that Chinese, Thai, Arabian, etc, you need to make a font map for that (use already made examples in the configs/<any pack>/fonts/ folder ;) . But I think, for most of languages [English, Russian, Ucraine, Belarussian, German, French, Swedish, Finnish, Polish, Czech, etc. I added all necessary character maps])). If font map is not presented, TTF renderer will try to render those characters from system fonts, BUT, ugly result is possible (because letter size is different from current font, etc.)
EDIT: Ouch, I think, I found a bug in the file writer, I need to fix it :P

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Mario_and_Luigi_55 » Mon Apr 11, 2016 10:53 am

Wohlstand wrote:
Mario_and_Luigi_55 wrote:I hope PGE supports these:

ąęćóźńżłś
It supports even "嗨,这是一个测试" ;-)
But note: PGE Engine's config packs are has font maps for Latin, Europan (all letters like "ąęćóźńżłś" and some other characters) and Russian cyrillic ("Мой родной язык!", but not includes some Kazakh, Uzbek, etc. specific cyrillic characters yet, but for that I need to append a new font map), all internal texts are in UTF-8, and if you want support something extra characters (for example that Chinese, Thai, Arabian, etc, you need to make a font map for that (use already made examples in the configs/<any pack>/fonts/ folder ;) . But I think, for most of languages [English, Russian, Ucraine, Belarussian, German, French, Swedish, Finnish, Polish, Czech, etc. I added all necessary character maps])). If font map is not presented, TTF renderer will try to render those characters from system fonts, BUT, ugly result is possible (because letter size is different from current font, etc.)
EDIT: Ouch, I think, I found a bug in the file writer, I need to fix it :P

Well, if this will be the font as in the NPC text box message they will be ugly, but I think these shouldn't be too bad.
Also 60 translated
out of 1776 XD

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Wohlstand » Mon Apr 11, 2016 11:13 am

Okay, I just sent hotfix to everywhere (with fixed read/write UTF8 flag, that very important for LVLX/WLDX which writes files in UTF-8. Mistake was I forgot to set flag to true for those files, and ASCII file was written :P)

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Mario_and_Luigi_55 » Mon Apr 11, 2016 1:01 pm

Mario_and_Luigi_55 wrote:
Wohlstand wrote:
Mario_and_Luigi_55 wrote:

I uploaded myself (just for you to check if you updated it, I downloaded it form wohlsoft.ru)


Some boring code if you are interested in it:
Spoiler: show
Debug (:0, ): "--debug"
Debug (:0, ): "--config=\"C:/Programy/SMBX 2 Open Beta/PGE/configs/SMBXInt/\""
Debug (:0, ): "--interprocessing"
Debug (:0, ): IntProc constructing...
Debug (:0, ): Construct interprocess pipe
Debug (:0, ): IntProc started!
Debug: Opening of the configuration package...
Debug: Initalization of basic properties...
Debug (:0, ): Loading playable characters...
Debug: Configuration package successfully loaded!
Debug: Initialization of SDL...
Debug: Initialization of Audio subsystem...
Debug: Build SFX index cache...
Debug: Init main window...
Debug: OpenGL 3.1 detected!
Debug: Create OpenGL context...
Debug: Toggle vsync...
Debug: Init OpenGL settings...
Debug: Init joystics...
Debug: Clear screen...
Debug: Init font manager...
Debug: Showing window...
Debug (:0, ): IN: >> "SEND_LVLX: C:/Programy/SMBX 2 \n"
Debug (:0, ): append LVLX data
Debug (:0, ): LVLX accepting is done
Debug (:0, ): do Parse LVLX: >> "PARSE_LVLX"
Debug (:0, ): Level data parsed, Valid: true
Warning: Lua-Error:
Warning: Error Message: [string "maincore_level.lua"]:60: attempt to index global 'player_class_table' (a nil value)
Warning: Stacktrace:
at [string "maincore_level.lua"] Lua [unknown type] [unknown name] at line 70
Debug (:0, ): BG Type 0
Debug (:0, ): clear level textures
Debug (:0, ): Destroy cameras
Debug (:0, ): Destroy players
Debug (:0, ): Destroy blocks
Debug (:0, ): Destroy BGO
Debug (:0, ): Destroy NPC
Debug (:0, ): Destroy Warps
Debug (:0, ): Destroy Physical Environment zones
Debug (:0, ): Destroy sections
Debug (:0, ): <Application closed>
I tested that with latest build, and everything works fine, I think, you installed updated config into the wrong place and you still have legacy scripts

Oh well, I have a problem :? . There will be update of SMBX 2.0 soon (I think) and I hope it will have updated PGE.
Oh. I am an idiot I ran configure.exe, but i didn't copy the folder to configs :?

Also over 360 translated

EDIT: There is some strange lines in the editor:

Image

What are these "LEVELSCENE_CONTEXTMENU_SectionProperties..." and "LEVELSCENE_CONTEXTMENU_LevelProperties..." items

EDIT 2: There is a bug in PGE.

So this new PGE version can open SMBX for you if you want to test level. If you close the window instead of playing the level PGE will stop responding

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby DrySock » Wed Apr 13, 2016 8:12 pm

When I try to open the engine of the newest version, I get this error message:
Image
I am using the MacOSX version.

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Wohlstand » Thu Apr 14, 2016 1:51 am

Mario_and_Luigi_55 wrote: What are these "LEVELSCENE_CONTEXTMENU_SectionProperties..." and "LEVELSCENE_CONTEXTMENU_LevelProperties..." items
Look into "Developer comments" field: there are note how need to translate that. I suggesting you to open English translation in parallel to compare and get hint for translations of similar wired strings ;-)
Mario_and_Luigi_55 wrote:EDIT 2: There is a bug in PGE.

So this new PGE version can open SMBX for you if you want to test level. If you close the window instead of playing the level PGE will stop responding
Are you have latest night-dev build of LunaLUA? (link going under list of versions on LunaLUA download page: http://wohlsoft.ru/LunaLua/#links)

EDIT: If you have a slow computer, is a small bug in LunaLUA side which may cause freeze of SMBX on test starting, because some internal race (on fast computers works fine, because sequence of command running is right, but on slow computers sequence is different, therefore is NOT right).

DrySock wrote:When I try to open the engine of the newest version, I get this error message:
Image
I am using the MacOSX version.
I think, I forgot to set compatibility flag to OpenGL 2.1's context and I need to try sometihng with that. I pushed a small test, please download laboratory build when it will be ready (wait ~30 minutes since I posted this message until Travis CI will finish it's build)

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Mario_and_Luigi_55 » Thu Apr 14, 2016 7:40 am

Wohlstand wrote:
Mario_and_Luigi_55 wrote: What are these "LEVELSCENE_CONTEXTMENU_SectionProperties..." and "LEVELSCENE_CONTEXTMENU_LevelProperties..." items
Look into "Developer comments" field: there are note how need to translate that. I suggesting you to open English translation in parallel to compare and get hint for translations of similar wired strings ;-)
Mario_and_Luigi_55 wrote:EDIT 2: There is a bug in PGE.

So this new PGE version can open SMBX for you if you want to test level. If you close the window instead of playing the level PGE will stop responding
Are you have latest night-dev build of LunaLUA? (link going under list of versions on LunaLUA download page: http://wohlsoft.ru/LunaLua/#links)

EDIT: If you have a slow computer, is a small bug in LunaLUA side which may cause freeze of SMBX on test starting, because some internal race (on fast computers works fine, because sequence of command running is right, but on slow computers sequence is different, therefore is NOT right).

Yeah, some strings were very weird. But I translated it. Should I PM you the translation?

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Re: PGE Project thread (Editor v0.3.1.10, Engine v0.2.5.1)

Postby Wohlstand » Thu Apr 14, 2016 8:01 am

Mario_and_Luigi_55 wrote: Yeah, some strings were very weird. But I translated it. Should I PM you the translation?
Yea, also PM me your email and real name to add you into the Editor's about dialog as translator,
I need the *.ts file which I will push into official repo ;-)


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