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Wohlstand
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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Thu Feb 23, 2017 9:08 am

Inspirited wrote:How can I make the moving camera between 2 warps in one section as a standard?
That experimental, and I plan to add the flag to have different camera transition styles: instant, fade through black, and camera moving. For now is camera-moving only. For old levels will be screen fade by default for any cases (in same section or between different sections)

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Snessy the duck » Thu Feb 23, 2017 11:58 am

Wohlstand wrote:
Inspirited wrote:How can I make the moving camera between 2 warps in one section as a standard?
That experimental, and I plan to add the flag to have different camera transition styles: instant, fade through black, and camera moving. For now is camera-moving only. For old levels will be screen fade by default for any cases (in same section or between different sections)
How about making a circle fade effect, like what happens when you select a level in the All-Stars version of SMB3?

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Thu Feb 23, 2017 12:01 pm

Snessy the duck wrote:
Wohlstand wrote:
Inspirited wrote:How can I make the moving camera between 2 warps in one section as a standard?
That experimental, and I plan to add the flag to have different camera transition styles: instant, fade through black, and camera moving. For now is camera-moving only. For old levels will be screen fade by default for any cases (in same section or between different sections)
How about making a circle fade effect, like what happens when you select a level in the All-Stars version of SMB3?
That too!

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Fri Feb 24, 2017 6:08 am

Axiom wrote:nice! looks much better. when did you get a Mac and which Mac do you use? I use a MacPro1,1
Okay, I found the true weird reason why PGE on Mac was not be able to detect _Libs folder (that I fixed by static linking), the weird "path randomization" feature of macOS Sierra:
http://www.idownloadblog.com/2016/09/20 ... -features/
find the "Path randomization"

I found that in log file PGE Engine tried to find translation in /private/var/..... folder.
Only works if you will run PGE by running executable inside bundle that running bundle itself. (and how we know, it don't finds it, because of wrong folder)
It's sad that Apple makes crap for "security" for taking more money from people (that freaking certificate costs 100 bucks per year, and acceptable for AppStore, and seems this shit totally makes entire system be unprofitable for free-only apps).

So, this is NOT a feature, it's EVIL BUG implemented with evil purposes :-P
EDIT: Anyway, you still need to try how it will work, I just now tested recent thing, and it seems works fine because I used way to get bundle path by native functions

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Snessy the duck » Fri Feb 24, 2017 12:23 pm

So, can someone please tell me how to update the editor? I want to update the PGE editor that comes with 2.0 beta 3 to the newest version, but when I tried to update it by replacing the contents in the PGE folder in the 2.0 download with the folder with the updated PGE, I got an error that some config packs were missing, which I don't know anything about, requiring me to reinstall 2.0 entirely. So can someone maybe tell me how to get the newest version running on the 2.0 beta 3?

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Fri Feb 24, 2017 12:42 pm

Snessy the duck wrote:So, can someone please tell me how to update the editor? I want to update the PGE editor that comes with 2.0 beta 3 to the newest version, but when I tried to update it by replacing the contents in the PGE folder in the 2.0 download with the folder with the updated PGE, I got an error that some config packs were missing, which I don't know anything about, requiring me to reinstall 2.0 entirely. So can someone maybe tell me how to get the newest version running on the 2.0 beta 3?
That is not hard:
  • Download latest from http://wohlsoft.ru/PGE or from http://wohlsoft.ru/docs/_laboratory/ ZIP archive (use online installer to separated installation)
  • Open archive in the archivator (WinRAR or 7-Zip), and open the "PGE_Project" folder inside it
  • Open in file manager the "data/PGE" folder in the SMBX 2.0's folder
  • Select ALL files in archiver window, and drag them into opened "data/PGE" folder of SMBX 2.0
  • Confirm all file replaces
To provide easier way to update I working on a script to automatize that, I will send it for everyone and it will include with 2.0

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Snessy the duck » Fri Feb 24, 2017 1:28 pm

I tried that, and every time i try to start up PGE, I get this error:
Image
The thing is, I've already installed the latest 2.0 config pack (The one that came with the 2.0 beta 3, so I think it's the newest version) so what do I do now?

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Fri Feb 24, 2017 1:47 pm

Snessy the duck, Try this: http://wohlsoft.ru/docs/_laboratory/con ... ration.zip
Replace stuff inside "data/PGE/configs" folder with contents of this archive.
The notification just tells that version in the main.ini is older than actual hard-coded in the PGE Editor. It will work, but various glitches (incorrect actions or missing graphics) are possible because of legacy config pack

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Axiom » Fri Feb 24, 2017 5:59 pm

Wohlstand wrote: Okay, I found the true weird reason why PGE on Mac was not be able to detect _Libs folder (that I fixed by static linking), the weird "path randomization" feature of macOS Sierra:
http://www.idownloadblog.com/2016/09/20 ... -features/
find the "Path randomization"

I found that in log file PGE Engine tried to find translation in /private/var/..... folder.
Only works if you will run PGE by running executable inside bundle that running bundle itself. (and how we know, it don't finds it, because of wrong folder)
It's sad that Apple makes crap for "security" for taking more money from people (that freaking certificate costs 100 bucks per year, and acceptable for AppStore, and seems this shit totally makes entire system be unprofitable for free-only apps).

So, this is NOT a feature, it's EVIL BUG implemented with evil purposes :-P
EDIT: Anyway, you still need to try how it will work, I just now tested recent thing, and it seems works fine because I used way to get bundle path by native functions
it's an interesting concept but it's extremely annoying that the ordinary user can't choose to disable it.

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby MacDuckBeat » Fri Feb 24, 2017 6:46 pm

I have a question.
I wanna download PGE the latest nightly dev build in the lab but I was exposed that it's only works for higher PC platform. Is there one for Windows10 ?

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Fri Feb 24, 2017 7:06 pm

RSuper wrote:I have a question.
I wanna download PGE the latest nightly dev build in the lab but I was exposed that it's only works for higher PC platform. Is there one for Windows10 ?
Yes, PGE works on all Windows versions starts from Windows XP and on Windows 10!

PGE Project supports:
  • Linux platforms where you able to install Qt 5.4 and higher and build it from source code
  • All Windows versions between Windows XP and Windows 10 (on Windows 10 PGE apps are working fine too!)
  • Mac OS X since 10.7, but 100% working under 10.9 ... 10.12

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Snessy the duck » Sat Feb 25, 2017 4:55 am

Thanks for that, it worked! The notif isn't showing up anymore.

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sat Feb 25, 2017 5:21 am

Anyway, for everyone who want to easier update PGE package which included with SMBX 2.0 to the latest laboratory, I made the script: viewtopic.php?p=260110#p260110

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby MacDuckBeat » Sun Mar 12, 2017 1:18 am

The most stupidest question ever.(I am super lazy to ask in full)
Image
Did I missed any file below the screenshot? Do I need to dump SMBX.exe in the file?
Image

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Sun Mar 12, 2017 6:21 am

RSuper wrote:The most stupidest question ever.(I am super lazy to ask in full)
Image
Did I missed any file below the screenshot? Do I need to dump SMBX.exe in the file?
Image
You have the standalone config pack (config pack with everything) and it DOESN'T supports LunaTester. If you really with to use LunaTester, means to use THIS config pack

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Venom Factory » Thu Mar 30, 2017 5:35 pm

Image
How to update the latest version of PGE by SMBX 2.0? Thanks.

Wohlstand
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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Thu Mar 30, 2017 6:34 pm

Venom Factory wrote:Image
How to update the latest version of PGE by SMBX 2.0? Thanks.
1) Click one of buttons and then must appear a download link you must open
2) Easier way which will be included with 2.0: viewtopic.php?p=260110#p260110

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby TDK » Fri Mar 31, 2017 7:57 am

One thing I don't like is how the blocks are in a random order in the level item toolbox. Is there a way to put them in order based on id?

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Wohlstand » Fri Mar 31, 2017 8:00 am

It's not a random sort: for now, there are ordered by their names, but toggling on the ordering by ID is planned and has also suggested by some other people too
You still be able to search by their name, by their ID, and by using groups and categories

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Re: PGE Project thread (Editor v0.3.1.12, Engine v0.2.6)

Postby Snessy the duck » Fri Mar 31, 2017 11:00 am

I have a suggestion, make it so you can group Blocks, BGOs and NPCs together in the same custom tileset. It's kinda weird only being able to make tilesets containing only one type of each, and I would love to see that changed (Maybe you can have icons to indicate what block type it is?). Also, the tileset creator is kinda clunky, as there isn't a seach function, and the blocks are in a kinda weird order, making it kinda hard to make tilesets sometimes.


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