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  #11  
Old May 27th, 2009, 12:50 AM
Ralren Ralren is offline
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This is a damned dream come true.
Thank you S.P for developing SW more,
this is incredible.

I hope the new SW will have the
built in ORG replacer, that would be
epic pants soiling material.
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  #12  
Old May 27th, 2009, 01:12 AM
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Quote:
Originally Posted by S. P. Gardebiter View Post
Probably not, this SW will follow a totally new concept.

Instead of editing the .exe you will edit projects.
Then after you are done with work, you will click on "patch" and it will copy a original exe file and patch it.
So it can't really break anything.

Anyway, you will be able to import your mods though. But maybe it will be able to "open" and "edit" exe files also.
Why not create an exe > project conversion option?

Actually this project file might make a good patching format for CS. *hopes for CS patching format*
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  #13  
Old May 27th, 2009, 01:14 AM
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Finally.

I knew this would happen one day...
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  #14  
Old May 27th, 2009, 01:25 AM
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S. P. Gardebiter S. P. Gardebiter is offline
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Quote:
Originally Posted by andwhyisit View Post
Why not create an exe > project conversion option?
That's exactly what I said.
You can import your exe based mods into the new SW.

Quote:
Originally Posted by andwhyisit View Post
Actually this project file might make a good patching format for CS. *hopes for CS patching format*
It is indeed something like a patching format.

Quote:
Originally Posted by Ralren View Post
Thank you S.P for developing SW more
No problem :P
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  #15  
Old May 27th, 2009, 01:37 AM
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Here,
I'll give you some ideas for my abandoned awesome editor.

Quote:
Org Editor -
- Import orgs into the game
- Edit orgs in the editor

PBM Editor -
- Limitless Colors
- Easy to use with graffiti* features for backgrounds, and paint for pixel editing.
- Auto Appends (C)Pixel and/or removes the (C)pixel from the exe.
* (Graffiti is an online editor on facebook, try it out)

Notepad -
- For taking notes while you play the game

Assembly Editor -
- No fancy stuff, just simple as an be
- Has an offsets list that you can add to.

Map Editor -
- Basic Sues stuff
- CE Stuff
- Can see npcs on the map as they would look with current spritesheet, so you know you're messed before it starts playing

TSC Editor -
- Editable List of the commands
- Syntax checker
- TSC2 (Here's where it gets complex)
- - Allows use of variables
- - Variables compiled into flags at save/play.

In Game Editor (Best Idea Ever) -
- Instead of launching, cs plays within the editor
- You can pause the game within the editor
- when paused, you can edit scripts, notes, and the map
- when play is resumed, the edits are all saved into the exe.
- if the map you are testing doesn't have a player start point in it, click to spawn quote.
that's it, hope they help you w/ something.
(just put me in the credits if you use those, giving them to you means I'm not doing an editor of my own)
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  #16  
Old May 27th, 2009, 01:43 AM
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S. P. Gardebiter S. P. Gardebiter is offline
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Quote:
Originally Posted by Lace View Post
just put me in the credits if you use those, giving them to you means I'm not doing an editor of my own
Uh? I'm not giving credits for feedback and ideas, sorry :P
And you can still do your own editor, you know.
Anyway, most of your ideas are already what I planned for the editor in the first place. (Like the Assembly Compiler)
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  #17  
Old May 27th, 2009, 01:51 AM
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Now THIS is just awesome. I never really tried Cave Editor as it wasn't included with the Deluxe Package (I think), so something like this is just pure win.

I hope user-friendliness is one your goals though. Of course, you would still need some knowledge of what you're doing...
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  #18  
Old May 27th, 2009, 02:59 AM
SeriousFace SeriousFace is offline
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Make it so the script has character count, and the edit entities part of the map counts how many entities per map. congrats shiny
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  #19  
Old May 27th, 2009, 03:11 AM
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Quote:
Originally Posted by S. P. Gardebiter View Post
It is indeed something like a patching format.
One thing that cs modding has lacked until now is a patching format. I am glad to finally see some progress in this field.

Can I suggest a stand-alone patcher program? That way cs mods can be easily distributed as patches.
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  #20  
Old May 27th, 2009, 03:40 AM
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So wait up, does this mean that Chie's Lab is being scrapped now that you can work on SW instead?
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