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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 10:53 am
by RayCarrot
I did a quick test with moving a Lum in the first level, and while it worked I did experience the "missing CD" pirate head popping up. I guess the game recognizes it has been modified or something.
I saw in the first post that you're working on a dialogue editor. Would it be possible going one step further and change the character icon displayed? I would want to have the game display the unused baby Globox icon in the Fairy Glade instead of the Globox one, without it effecting all the other cases when Globox speaks.
Would it also be possible having a start position for each map, so that it doesn't start way outside the level?
Maybe this is a stupid question, but how exactly do I move an item like you did in the video without manually typing in the coordinates?

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 1:57 pm
by Master
I believe you're meant to hover over the directional arrow and scroll.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 1:59 pm
by RayCarrot
With my mouse wheel? That doesn't work for me.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 2:19 pm
by Master
Alright, double checked. You need to highlight the arrow and hold when it's highlighted, then scroll while held.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 2:25 pm
by RayCarrot
Thanks, that did the trick!

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 3:45 pm
by Adsolution
Carrot-master wrote:I saw in the first post that you're working on a dialogue editor. Would it be possible going one step further and change the character icon displayed? I would want to have the game display the unused baby Globox icon in the Fairy Glade instead of the Globox one, without it effecting all the other cases when Globox speaks.
I'm not sure yet, but probably.
Carrot-master wrote:Would it also be possible having a start position for each map, so that it doesn't start way outside the level?
The reason I didn't do that was so that you didn't have to reposition the camera if you just wanted to do a quick reload, but yeah, it would be better to do that.
Carrot-master wrote:Maybe this is a stupid question, but how exactly do I move an item like you did in the video without manually typing in the coordinates?
Did you read the help window? :mrgreen:

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 8:34 pm
by Adsolution
yo guys look here

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 8:56 pm
by Master
Ooh, neat. Annoyingly though, Rayman 2 can be very temperamental when it comes to alt+tabbing, mine won't display anything if I switch out then back in. I'll have to see if there's any way to not have it do that, as I'd really love to see that live view in action.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 8:59 pm
by RayCarrot
For me it always crashes when minimizing it while running it with nGide. If I'm using DirectX it allows me to exit using ctrl+alt+delete and then to re-enter, though loading screens usually end up being messed up. There is this program which allows you to play DirectX games in windowed mode. Perhaps that would be useful if minimizing won't work.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 9:07 pm
by Master
Things like this make me crave a proper Rayman 2 remake instead of port number x, even if it's just for stable compatibility.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 9:10 pm
by Adsolution
I just launch the game natively (with nGlide) and use Alt+Enter to put it into a borderless window. Though that might only work for me since I used to use D3DWindower with Rayman 2, and it could've injected something or something.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Jan 08, 2017 9:31 pm
by Master
Hmm, I've just tried using a windower. Alt+tab wasn't doing anything, pressing alt+enter just seems to make the game stop taking input, and doesn't do anything else. Looks like I'll have to investigate further, who knew getting task switching to behave could be so much fun?

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Mon Jan 09, 2017 8:59 pm
by Adsolution
Did you give D3DWindower a try? It makes the game run in fullscreen initially, and you just have to hit alt+enter to get it into a borderless window.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Mon Jan 09, 2017 9:04 pm
by Master
I used DXwnd initially, but no joy. Gave D3Dwindower a try, same result. It's weird though, it won't take any input when I press alt+enter, but alt+f4 still works.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Mon Jan 09, 2017 9:50 pm
by Adsolution
That is really strange, and I'm not sure if I can help you there.

Maybe I can try and write my own wrapper for this... though I have no idea what that might entail. :P

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Mon Jan 09, 2017 10:02 pm
by gamerz31w
Looks interesting

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Tue Jan 10, 2017 1:57 am
by Master
Don't feel obliged to do so, I'm sure there's some solution that doesn't involve getting too deep into the nitty-gritty, as it were.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Wed Jan 11, 2017 4:33 am
by Adsolution
I've released a new update that, among a variety of optimisations, includes a GUI for the setup (rather than console windows) and support for retail copies by automatically downloading LEVELS0.DAT, a necessary RayTwol file, if it doesn't exist (retail copies read this file straight from the disc).

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Wed Jan 11, 2017 10:49 pm
by deton24
If anybody have CD-check pirate's logo issue, I heard that it can be fixed by using other exe. No-cd or some related to this issue.

If Master still have the problems with alt-tabbing,
maybe if Adsolution would pack and send the whole game folder, if it will help somehow.

It can be also matter of OS. Ad has 7 if I'm not mistaken.
Setting something in compatibility settings may help to make game running with borders.

And of course.
Ad, that's amazing work.
After 17 years from release of the game, we have level editor!
That is worth to public news here, or write somewhere else too, for advertising.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Thu Jan 12, 2017 1:15 am
by Adsolution
I have Windows 10 actually. In fact, until the 1.03 patch I just released today, I don't think RayTwol worked at all on Windows 7 due to me unknowingly referencing Aero2 graphics libraries which aren't in Windows 7.

As for the borderless thing, I haven't done anything to the EXE aside from make it widescreen. Here are any relevant game files though: https://www.mediafire.com/?llz2a2psdojepy5

And yeah, some extra advertising would be great. Where do you think it could be shared?