General discussion about Super Mario Bros. X.
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Sun Jul 10, 2016 4:02 am
Sambo wrote:I'm having problems too. I didn't place any of the extra items or anything, but now the SMBX editor won't open any levels. Attempting to test a level from PGE causes the game to crash with a "this application has stopped working" message, and when I try to open a level, SMBX freezes and must be closed using Task Manager. Strangely, the game itself runs just fine, and I can play episodes. The editor just broke.
Edit: I just downloaded the laboratory build and the config you provided, and SMBX still isn't working right. Now, the "open" dialog closes when I select a file, but then SMBX freezes still. A small window also appears for a split-second, but there is (obviously) no way to tell what it says.
It could be the same error I was getting. Throughout the day today, I have been mass focusing on a contest level, and the editor crashes every now and then. If the editor does not crash for more than 15 minutes, the thing will freeze. Runtime error 50003: Unexpected error then pops up two seconds latter. I just realized having all of those dummy tiles in their messes up the editor. As you said, start game works. So PGE plus testing via start game seems the best way... until all of this is lost because Horikawa is using these slots for new 2.0 features. Anywho, maybe our bugs come from having these in file. Maybe have a copy of SMBX with and without the expansion.
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sun Jul 10, 2016 6:53 am
Mushroom King wrote:Hello.
First, thanks for your works.
I downloaded your graphic pack and I just noticed a bug with a block, the one used to be placed for making a big pipe, block-643. It doesn't fit the grid, being too big of 2 pixels in its height. Removing them fix the problem.
Hello :-)
About the problem you mentioned, I checked for it and I have no such problem. The block has a size of 96x32 which is the intended size for it. I don't know what is causing it for you, though. :-/
Wohlstand wrote:You did a nice job!
I'll take this config pack officialy, but I think, I'll design it like "SMBX Integration" (because some my inconvenient things to sync my frequently updating parts of all my config packs, therefore when I'll plug new lua-script or will change a lot of parameters, result will work incorrectly in PGE Engine on outdated config pack), but configure tool will do coping a new images instead of dummy-filling of SMBX's folder.
But some trivia: Because different element sets with nested by type INI-files it's hard to sync frequently updating fragments between all config packs, supported by me officially (when I modifying main config pack and then I running a script to apply changes to all other config packs, but some names are replacing by "sed" tool [to convert Mario specific names into Talkhaus]. That easy, but when huge tails are completely different,that a bit harder. Anyway, until I'll implement splited INI-files [instead of one fat nested INI-file will be a tiny INI-file with count of elements and folder whith ini files one per every NPC. That allows easier syncronizing between config packs to don't hurt bottom NPC's which are VERY different in different config packs]). Same will be with SMBX 1.4 config pack.
I'll publish both config packs in WohlSoft site when next version of PGE Editor will be released (I need to apply some changes and fix some things until I'll release PGE Editor 0.3.1.11).
That going slow because I was overloaded at my job, and I need some relax until I'll continue main work at everything. Kevsoft is busy too, he has exam session :P
Thank you as always. :-)
This could make it a lot easier. I fear all the time that I need to redo all the work with every new version of PGE, but your solution is more promising.
I recently have read about what was planned about the SMBX-source ode, and it is too bad that this Redigit played "little child" again :-(
It sure would have been nice to fix some of the problems otherwise.
I wish you good luck and less stress with your job. ;-)
Horikawa Otane wrote:FYI this will not work with 2.0. I would advise people not to use this for now.
Dummy block slots and Dummy NPCs are being used to make new player switch blocks and new NPCs (Magikoopa, boo laser, boo cloud, etc).
I am aware that it will not work with SMBX 2.0, especially when you also recently started to use the new blocks (which I could not know since no one from the SMBX 2.0 team ever stated that).
I released this pack to expand upon SMBX 1.3s possibilities to use new items, instead of replacing them.
My plans for SMX 2.0 were to wait for it to be released and then to make adjustments, but since you also kind of re-code the behavior of the blocks (making player blocks out of them) I do not need to do that any longer, at least for the blocks. But what about all the worldmap-stuff like tiles, paths, levels, and sceneries - do you also re-utilize these?
Horikawa Otane wrote:As these are not simply graphics replacements (which is all SMBXpanded is), we cannot currently sacrifice our (rather substantial) work to accommodate this current pack.
This pack is not just a simple graphical replacement, as it does not replace graphics (save for a very few, to update their pallette of their look) which is all a replacement would be, as far as I know.
It kind of "tells" SMBX that it can also use these items beside the ones it already has. If you just try to use any of these graphics inside any level or episode as custom graphics, without having any files of the same names in your SMBX' folder by default, SMBX simply will not show them up, because it cannot read what is not there by default. I guess that you know that already, but you may have worded yourself bad.
Horikawa Otane wrote:However, I'd like to work with you to potentially get your content working with 2.0 once we expand some of the arrays. At that point we can begin to integrate content of yours that is worth keeping. And it seems there's plenty of that.
Please get in touch with me when the next beta is released so we can discuss.
I would be glad to be of help with this. :-)
I guess its not as easy to expand and add new control array-elements, as it is to re-purpose already existing stuff, but I still hope for the best.
But even if it is not for an actual expansion, it already would be great to have more animated levels, sceneries, tiles, and potentially paths, by using the newly discovered worldmap stuff. As far as I know luna.lua can already do that with ease.
Suckerman7 GM wrote:Can you put a download link to Mediafire or Dropbox? Because I can't download from the site. It blocks the download.
Unfortunately I cannot use anything other than Sendspace or Tinyupload in the moment, but if everything goes well, I can use Dropbox too. I am sorry for this inconvenience. :-/
Jacob Turbo wrote:I was able to download it, but I can't unzip it.
You can get WinRAR for free from their download mirrors. Try to use that. I use it since years and it works without any problems.
Sambo wrote:You even added vanilla graphics to fill the new slots? Well, knowing how you are, I can't really say I'm surprised. I'm pretty happy about this. :) I can spruce up my world map a bit, since it was a little bland in some spots, but I was out of GFX slots, so there was nothing I could do about it.
Thank you :-)
Yes, having around 3 times as much levels and paths, and around 50% more possible sceneries to select from, comes in handy, in my opinion.
I also could refine a lot on my worldmap this way. :-)
Catastrophe wrote:I tried to use the extra tiles for custom tiles but when I placed them on PGE it worked. But, when I opened the level in the engine, it gives me an error.
What runtime error does it give you? And where do you use the new graphics? Is it in a level or in a worldmap? And what kind of graphics(blocks, BGOs, sceneries,level-icons)?
I not just tested the graphics, I also use them succsessfully in my project. :-/
Sambo wrote:I'm having problems too. I didn't place any of the extra items or anything, but now the SMBX editor won't open any levels. Attempting to test a level from PGE causes the game to crash with a "this application has stopped working" message, and when I try to open a level, SMBX freezes and must be closed using Task Manager. Strangely, the game itself runs just fine, and I can play episodes. The editor just broke.
Edit: I just downloaded the laboratory build and the config you provided, and SMBX still isn't working right. Now, the "open" dialog closes when I select a file, but then SMBX freezes still. A small window also appears for a split-second, but there is (obviously) no way to tell what it says.
I do not have really any knowledge about that SMBX integration-configuration that makes it possible to run a testplay in SMBX through PGE, but maybe there is an inconsistency anywhere in the lua-code or something, as I can use (and replace) everything just fine, without any errors.
Maybe it is because I am using PGE for building the level, but testing it seperately in SMBX (copying the .lvl-file into SMBX' worlds-folder), without the SMBX integration-config package.
MECHDRAGON777 wrote:Sambo wrote:I'm having problems too. I didn't place any of the extra items or anything, but now the SMBX editor won't open any levels. Attempting to test a level from PGE causes the game to crash with a "this application has stopped working" message, and when I try to open a level, SMBX freezes and must be closed using Task Manager. Strangely, the game itself runs just fine, and I can play episodes. The editor just broke.
Edit: I just downloaded the laboratory build and the config you provided, and SMBX still isn't working right. Now, the "open" dialog closes when I select a file, but then SMBX freezes still. A small window also appears for a split-second, but there is (obviously) no way to tell what it says.
It could be the same error I was getting. Throughout the day today, I have been mass focusing on a contest level, and the editor crashes every now and then. If the editor does not crash for more than 15 minutes, the thing will freeze. Runtime error 50003: Unexpected error then pops up two seconds latter. I just realized having all of those dummy tiles in their messes up the editor. As you said, start game works. So PGE plus testing via start game seems the best way... until all of this is lost because Horikawa is using these slots for new 2.0 features. Anywho, maybe our bugs come from having these in file. Maybe have a copy of SMBX with and without the expansion.
Reading this, it must have something to do with the SMBX integration-configuration, because I never heard about a runtime-error of that kind. Try to just use SMBX 1.3.0.0, SMBX 1.3.0.1, or SMBX 1.3.0.X and a version of PGE without the SMBX integration-configuration, and see if you still get these problems.
I for example, can even save a level with the new items in the SMBX legacy editor without any crashes.
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Jacob Turbo
- Blooper

- Posts: 170
- Joined: Fri Jul 31, 2015 6:02 pm
Postby Jacob Turbo » Sun Jul 10, 2016 4:33 pm
Sednaiur wrote:You can get WinRAR for free from their download mirrors. Try to use that. I use it since years and it works without any problems.
I attempted to use both the un-zip function on my computer, and WinRAR, but both said the file was either empty or invalid.
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Sun Jul 10, 2016 5:44 pm
Sednaiur: after removing them, I got the same error. But after removing theme, I seem to be able to open SMBX again. I guess my computer is to old and I did use SMBX 16+ consecutive hours... There are more runtime errors that prople do not k ow about. I can use this in 2.0 with no issue. Just that the big I got came from my computer and not the expansion like I though. The computer is seven or eight years old.
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DarkWolf658
- Snifit

- Posts: 239
- Joined: Wed Jun 24, 2015 11:43 am
Postby DarkWolf658 » Wed Jul 13, 2016 1:03 am
I think i just stumbled across a bug. For some reason, while using this config, i can't put npcs inside the smb2 container (grass), however any other config lets me.
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Creepermon
- Hoopster

- Posts: 46
- Joined: Sun Dec 20, 2015 12:55 pm
Postby Creepermon » Mon Aug 29, 2016 3:01 pm
DarkWolf658 wrote:I think i just stumbled across a bug. For some reason, while using this config, i can't put npcs inside the smb2 container (grass), however any other config lets me.
Yeah, I have the same issue too, as well as with eggs and bubbles. Hopefully it will be fixed
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Mon Sep 05, 2016 12:30 pm
Since new PGE version has been released, I updated config pack and officially published it!
http://wohlsoft.ru/config_packs/pack_in ... ySednaiur/
Now it has configure tool to automatically patch SMBX folder with new graphics! Just use it on first launch or from "Configuration" -> "Run configure tool" menu in PGE Editor in any time!
Note: since configure tools are JavaScript-coded, there are platform-independent and will work on any platform: Linux, Windows, OS X!
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Mariofan121
- Fighter Fly

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Postby Mariofan121 » Wed Sep 21, 2016 9:23 pm
I hope we get more More for the Expanded Map 
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PlumberGraduate
- Fighter Fly

- Posts: 38
- Joined: Sat Jun 14, 2014 11:39 am
Postby PlumberGraduate » Fri Sep 30, 2016 1:46 pm
It's amazing that there were so many untextured tiles that no one ever used and then someone found them and gave them a texture. The result is the most amazing thing in the world!
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Mariofan121
- Fighter Fly

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Postby Mariofan121 » Mon Jan 02, 2017 1:33 am
Are we getting more Stuff in the SMBXpanded setup?
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timocomsmbx2345
- Foo

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Postby timocomsmbx2345 » Mon Jan 02, 2017 4:58 pm
"This file is malicious
and Chrome has blocked it."
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Snessy the duck
- Mouser

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Postby Snessy the duck » Tue Jan 03, 2017 12:21 pm
timocomsmbx2345 wrote:"This file is malicious
and Chrome has blocked it."
That's a false alarm for sure. Pretty sure it's just your antivirus going nuts, try disabling it and download the file again.
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Fuyu
- Fry Guy

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Postby Fuyu » Fri Jan 06, 2017 10:44 am
Or you might as well add it to your list of exceptions. Do not always trust what the antivirus says, it's not that the file is malicious, it's that he doesn't know the file. To most antivirus, if not all of them, the unknown is the most dangerous factor of a file because there's no telling what it does, where it came from, or how potentially dangerous and harmful can it be to your computer. This is one of those cases.
NOTE: This doesn't mean you shouldn't trust your antivirus, but that you don't blindly follow the antivirus's instructions. Question whatever you see for you have to be able to tell what is what for your computer's sake.
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squp
- Snifit

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Postby squp » Tue Nov 07, 2017 8:50 am
Hey, I'm getting a problem: When I use the worldmap GFX (Ijust need these bits) They go sorta transparent in-game, kinda white-ish. Can you tell me what's happening? It's really weird.
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ElectriKong
- Wart

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Postby ElectriKong » Thu Nov 09, 2017 2:25 am
FlatKiwi wrote:Hey, I'm getting a problem: When I use the worldmap GFX (Ijust need these bits) They go sorta transparent in-game, kinda white-ish. Can you tell me what's happening? It's really weird.
I don't think the dummy slots were intended to be extra space for GFX, they were just unused slots. This GFX pack won't work with 2.0.
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squp
- Snifit

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Postby squp » Thu Nov 09, 2017 3:12 am
Electriking wrote:FlatKiwi wrote:Hey, I'm getting a problem: When I use the worldmap GFX (Ijust need these bits) They go sorta transparent in-game, kinda white-ish. Can you tell me what's happening? It's really weird.
I don't think the dummy slots were intended to be extra space for GFX, they were just unused slots. This GFX pack won't work with 2.0.
Ah
I see
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OffensiveLemon
- Spiny

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Postby OffensiveLemon » Fri Dec 29, 2017 6:09 pm
The extra NPCs just show up as blinking black Goombas with question marks...
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ElectriKong
- Wart

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Postby ElectriKong » Mon Jan 01, 2018 11:25 am
OffensiveLemon wrote:The extra NPCs just show up as blinking black Goombas with question marks...
You should avoid this pack as it breaks the backwards compatibility with 2.0.
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OffensiveLemon
- Spiny

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Postby OffensiveLemon » Mon Jan 01, 2018 2:11 pm
Electriking wrote:OffensiveLemon wrote:The extra NPCs just show up as blinking black Goombas with question marks...
You should avoid this pack as it breaks the backwards compatibility with 2.0.
Well, I'm not using 2.0, so... I guess that doesn't matter that much.
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ElectriKong
- Wart

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Postby ElectriKong » Mon Jan 01, 2018 4:00 pm
OffensiveLemon wrote:Electriking wrote:OffensiveLemon wrote:The extra NPCs just show up as blinking black Goombas with question marks...
You should avoid this pack as it breaks the backwards compatibility with 2.0.
Well, I'm not using 2.0, so... I guess that doesn't matter that much.
2.0 players will be unable to play otherwise compatible levels using this pack, so you should avoid using this (as well as any other use of the dummy tiles) if you want to maximise appeal. You can use LunaLua to disable the behaviour of new for 2.0 features, and therefore not breaking compatibility by using this pack, but otherwise it is best to avoid it because it uses slots being used by the new features for 2.0.
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