General discussion about Super Mario Bros. X.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sat May 07, 2016 11:15 am
PixelPest wrote:Wohlstand wrote:PixelPest wrote:Is there a "tile background image" option somewhere in the editor?
This option changes algorithm of background rendering when you trying to export big image of area or entire section. It appears on export settings dialog (when you actually opening image exporting)
I don't think you understand what I'm asking. I've realized that in terms of screenshots already, but I'm asking if there's something like that for use in the editor itself (when you are in are actually building the level), since many backgrounds present rendering errors instead of just continuing the way they should
If you want to force your background image be shown tiled in editor, make a background-*.ini (or background-*.txt, no matter, both INI and TXT are supports same) file, which some sort of npc-txt like config but for background images, in level custom folder with next contents:
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PixelPest
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Postby PixelPest » Sat May 07, 2016 11:21 am
[quote="Wohlstand"][/quote]
Thank you. That will be very useful. Is there any chance you can make some of the backgrounds tiled by default in the editor such as the SMW Forest backgrounds?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sat May 07, 2016 11:30 am
PixelPest wrote:Wohlstand wrote:
Thank you. That will be very useful. Is there any chance you can make some of the backgrounds tiled by default in the editor such as the SMW Forest backgrounds?
Be sure, because Redigit's internal organization, background ID's and ID's in images are not same, so, follow to lvl_bkgrd.ini to find which backgound-ID you need to make a txt config for customization. If you want make that change globally, goto configs/<pack>/lvl_bkgrd.ini file and find necessary background ans set same flag to it 
background2-*.txt just ability to customize that per level/episode (that will work in PGE only), but specification of background2-*.txt, background-*.txt, block-*.txt are same as global INI except [block], [background], [background2] begin instead of full [block-344] identification
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Masterchief
- Swooper

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Postby Masterchief » Tue May 24, 2016 12:36 pm
Hey, is there any way to disable Auto test, it keeps crashing PGE
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Tue May 24, 2016 1:30 pm
Masterchief wrote:Hey, is there any way to disable Auto test, it keeps crashing PGE
1) Which version of editor/engine you are have? (Or try to install from laboratory)
2) F5 key is a key to run testing, to reload file is F8 key (Kevsoft swapped that, but later I'll add support to redefine hotkeys)
3) SMBX Integration or PGE Test?
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Masterchief
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Postby Masterchief » Tue May 24, 2016 2:03 pm
Wohlstand wrote:Masterchief wrote:Hey, is there any way to disable Auto test, it keeps crashing PGE
1) Which version of editor/engine you are have? (Or try to install from laboratory)
2) F5 key is a key to run testing, to reload file is F8 key (Kevsoft swapped that, but later I'll add support to redefine hotkeys)
3) SMBX Integration or PGE Test?
1 I have v0.3.1.10
2 Okay
3. It just does it randomly with abort
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Reign
- Chain Chomp

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Postby Reign » Sun May 29, 2016 1:48 am
I have kind of a silly question, but just making sure...
In vanilla SMBX it's possible to get a crash when there are decimals in the npc text-files, and PGE fixes this. I was wondering if I add "speed = 0.5" to an npc-text file, will the actual npc be slower with all region settings?
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sun May 29, 2016 3:31 am
Reign wrote:I have kind of a silly question, but just making sure...
In vanilla SMBX it's possible to get a crash when there are decimals in the npc text-files, and PGE fixes this. I was wondering if I add "speed = 0.5" to an npc-text file, will the actual npc be slower with all region settings?
Usually this parameter changes movement speed of most NPCs, but on some NPCs that takes no effect
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Reign
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Postby Reign » Sun May 29, 2016 10:40 am
Wohlstand wrote:Reign wrote:I have kind of a silly question, but just making sure...
In vanilla SMBX it's possible to get a crash when there are decimals in the npc text-files, and PGE fixes this. I was wondering if I add "speed = 0.5" to an npc-text file, will the actual npc be slower with all region settings?
Usually this parameter changes movement speed of most NPCs, but on some NPCs that takes no effect
Yup, I found this out already. But what I mean is, those NPCs that the parameter works on, does it work on all region settings? I know there is no longer the crash, but does the npc get slowed down or sped up in also those regions that don't use "dot" for decimals but comma instead? If for example I have "speed = 0.5" in the npc-file.
Well, to be honest I can change my own region settings and test this. 
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Sun May 29, 2016 10:52 am
Reign wrote:Wohlstand wrote:Reign wrote:I have kind of a silly question, but just making sure...
In vanilla SMBX it's possible to get a crash when there are decimals in the npc text-files, and PGE fixes this. I was wondering if I add "speed = 0.5" to an npc-text file, will the actual npc be slower with all region settings?
Usually this parameter changes movement speed of most NPCs, but on some NPCs that takes no effect
Yup, I found this out already. But what I mean is, those NPCs that the parameter works on, does it work on all region settings? I know there is no longer the crash, but does the npc get slowed down or sped up in also those regions that don't use "dot" for decimals but comma instead? If for example I have "speed = 0.5" in the npc-file.
Well, to be honest I can change my own region settings and test this. 
LunaLUA-SMBX has fix of this trouble and dot going by default. SMBX made in USA where dot is standardized, in Russia and other countries standard is a comma. Dumb VB's parser of floating point numbers is very dependent to region settings (To use Vanilla-SMBX I setting up a dot in the region settings). Crash appears when npc.txt (or even LVL, WLD, etc file too!) contains floating point number with dot while region settings are seted up to comma because parser is idiot.
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SomeRandomGuy
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Postby SomeRandomGuy » Sun May 29, 2016 12:31 pm
Anyone have tutorials on PGE? I am terrible at using it.
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h2643
- Reznor

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Postby h2643 » Sun May 29, 2016 2:09 pm
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Ness-Wednesday
- Purple Yoshi Egg

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Postby Ness-Wednesday » Mon May 30, 2016 6:03 pm
Somehow, there's a level I'm trying to work in PGE although it works in the Legacy editor, if I try to open it in the PGE editor, it crashes while load progress is half-way done.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Mon May 30, 2016 6:07 pm
Ness-Wednesday wrote:Somehow, there's a level I'm trying to work in PGE although it works in the Legacy editor, if I try to open it in the PGE editor, it crashes while load progress is half-way done.
Try build from laboratory (download one of ZIP's, but remove pge_editor.ini/pge_engine.ini/pge_calibrator.ini which are included into zip) and please send me that level if crash still appear (with all included stuff)
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Ness-Wednesday
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Postby Ness-Wednesday » Tue May 31, 2016 7:21 am
I downloaded the put forgot to remove the pge_editor.ini/pge_engine.ini/pge_calibrator.ini and they replaced the older ones, and thus now PGE crashes when it's loading the editor itself.
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Tue May 31, 2016 7:39 am
Ness-Wednesday wrote:I downloaded the put forgot to remove the pge_editor.ini/pge_engine.ini/pge_calibrator.ini and they replaced the older ones, and thus now PGE crashes when it's loading the editor itself.
Pack "crashsave" folder and send it to me to let me check why crash happens, after rename it into any other name, then restart editor
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S1eth
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Postby S1eth » Wed Jun 08, 2016 1:16 pm
I redownloaded the PGE editor with the pge-online-downloader.exe and I am experiencing problems.
I installed PGE to S:\SMBX\PGE
My SMBX 2.0 folder is at S:\SMBX\SMBX 2.0
Pressing F5 to start a level in SMBX opens the legacy SMBX launcher, and then PGE editor stops responding.
Screenshots:
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Wohlstand
- Chargin' Chuck

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Postby Wohlstand » Wed Jun 08, 2016 1:29 pm
I think, you need to take night dev build of LunaLUA because this lacks required feature to correctly stay test
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S1eth
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Postby S1eth » Wed Jun 08, 2016 1:49 pm
Wohlstand wrote:I think, you need to take night dev build of LunaLUA because this lacks required feature to correctly stay test
Thank you. That fixed the problem. (the only thing left to do was uncommenting fireball.ogg from sounds.ini)
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