PDA

View Full Version : ToEE World Builder v2.0.5a (GPL)


Agetian
January 9th, 2006, 03:15 AM
ToEE World Builder version 2.0.5a
=========================

Download the complete v2.0.4 installer here (includes both the binary and the source code, the latest set of documentation and tutorials, as well as additional tools), and don't forget to install the latest patches (v2.0.5 and then v2.0.5a) from the attachments list in the bottom of the post:

http://files.co8.org/tools/toeewb-net2-204-setup.exe

NEW FEATURES
===========
Version 2.0.4 has the following new features:

- added the "Footstep Sound" to paint options in the visual sector painter.
- optimized the sector painter redraw routine. Now it's a LOT faster, it takes less than half a second to redraw the sector painter screen.

INTEROPERABILITY FEATURES
======================
Version 2.0.4 interoperability model provides the following functionality:

- Automated sending of the player's coordinates into ToEEWB object editor, day/night editor, sector light editor, or jump point editor.
- Automated insertion of the current map ID where necessary (e.g. for jump points and day/night transitions).
- Automated creation of path nodes and NPC waypoints directly from the game.
- Automated insertion of Rotation of the leftmost player in the party into object coords and waypoints using new commands locobjr() and wayr()
- Ability to fine-tune the rotation using setrot(), right() and left() commands.


I really hope that this source code will be used by someone in order to improve the project and make it better. Please read the following instructions to get acquainted with the prerequisites, rules of compiling and building the executable, and so on. Feel free to cooperate with me, should you have any questions or should you be willing to synchronize your efforts with mine. Any initiative in updating ToEEWB is highly welcome.

Remember that the project is released under the terms of GPL General Public License version 2. This basically means that all derivative works based on this source code must be released together with the full source code. Also, GPL regulates what you can and what you can't do with the source code. Make sure you get acquainted with the terms of GPL before making any public release based on the current source code. Thanks.

Feel free to ask any questions about the source code in this thread. Additional supplementary information may get available soon, such as MOB file specs, and more. They will get released in this thread as soon as they are ready for a public release.


ToEE World Builder .NET2 version 2.0.5 Open-Source Edition
Copyright (C) 2005-2006 Michael Kamensky, all rights reserved.
================================================== =========================

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
================================================== ========================

!!! PLEASE READ THIS INFORMATION FIRST !!!

This package includes the source code and all required files needed to
build a redistributable package of the ToEE World Builder .NET2.

Requirements:
=============

In order to successfully compile ToEE World Builder .NET2, you need the
following software:

- Microsoft .NET Framework v2.0 release or newer (downloadable from Microsoft)
- Microsoft Visual C# 2005 or any newer release (a free version of Visual C#
2005 Express is downloadable from Microsoft)

Note that other IDEs supporting C# 2.0 *MAY* be able to build the ToEEWB.NET2
successfully, but this was never tested.

Note before you start modifying:
================================

THE ORIGINAL CREDITS AND THE DEDICATION LINE IN THE ABOUT BOX OF THE TOEE WORLD
BUILDER MUST BE RETAINED IN ALL CUSTOM BUILDS !!!

Package contents:
=================

The following folders are distributed with this package:

SRC - includes the source code itself. You need to load ToEE World Builder.sln
into Visual C# in order to load the project. Also, the latest version of
whatsnew.txt is located in this folder.

REQUIRED-FILES - contains files that *MUST* be distributed with the ToEE World
Builder .NET2 executable, otherwise ToEEWB may behave incorrectly
or may cease to work at all.

SUPPLEMENTS - includes the supplementary information that may be useful during
the development of ToEEWB. Currently it includes a fixed list of
MOB format properties with their corresponding IDs.

Also, GPL.TXT is included which contains the full text of the General Public
License (GPL) version 2, under the terms of which this package is distributed.

Compiling the code:
===================

After loading ToEE World Builder solution file (ToEE World Builder.sln) into the
Visual C# IDE you may choose the "Build solution" option to create an executable.
Afterwards, you will need to copy the files from the REQUIRED-FILES folder into
the folder where your executable is in order to ensure the correct work of the
compiled ToEE World Builder.

Support:
========

The open source distribution comes with no specific support. As usual, you are
free to ask questions about the code on the forum in the corresponding thread.

Disclaimer:
===========

Any third-party derivative work based on this open source package is NOT
supported by the original program authors. Use the derived builds of ToEEWB
at your own risk.



UPDATE 07/25/07: Updated to version 2.0.4a, currently available only in the form of a patch from version 2.0.4 (see the attachments list below). This version fixes a critical bug in the sector light editor that caused the first light in the sector to be always displayed as a light of point type upon loading a sector file. Also, this version has some minor interface tweaks that correct the wrongly aligned text labels.

UPDATE 10/16/07: Updated to version 2.0.4d, currently available only in the form of a patch from version 2.0.4 or 2.0.4a (see the attachments list below). Yes, that's correct, it's "d" and not "b", because we're skipping two internal releases which were never released publicly and were used to test some aspects of the auto-pathnoding. The new version fixes the secret door flags (OSDF) structure, now the structure is 100% bit-perfect and doesn't have any 'unknown fields' anymore. Also, v2.0.4d enables the auto pathnode generator feature, which is however still experimental and might not work as desired (however, preliminary tests done within the last month showed that it might be useful at certain large exterior maps, so there's no reason not to release it anymore). Check out the pathnode generator menu for an option. You might need to tweak the 'stepping' option, as well as adjust the 'tolerance' option when linking pathnodes in order to get the best result. My experiments have showed that using Stepping=15 and Tolerance=25 often shows good pathnoding results on large exterior maps. Keep in mind that for auto pathnode generator to work correctly, you must place the sector files for the map you're generating pathnodes for into the "Sectors" folder of ToEEWB, and make sure that no other sector files are there. The reason for this is because the auto pathnode generator takes the blocked tiles into account when generating PNDs.

UPDATE 11/09/08: Updated to version 2.0.5, currently available only in the form of a patch from version 2.0.4/2.0.4a/2.0.4d (see the attachments list in the first post of this thread). The new version includes the wonderful advanced proto search engine written by Sitra Achara (thanks for the permission to include it in the official release package!), and also contains an updated DLL editor that is compatible with the latest Co8 Mod DLL shipped with version 5.5.0 of the module.

UPDATE 04/20/13: Updated to version 2.0.5a, you must patch your existing 2.0.5 installation with the relevant patch file below. Added the functionality to split and recombine 2D maps using the BMP format as output (splits JPG->BMP and recombines BMP->BMP) to preserve picture quality (C# seems to use a suboptimal algorithm when resaving a JPG). If you use this functionality, remember that you'll need to convert the resulting split .BMPs to .JPG format using a third party program (most advanced graphics editors should have batch convert functionality for that).

You can use the following patches to update your copy of ToEE World Builder to the latest version. Extract the archives into your ToEE World Builder folder and overwrite all files when prompted. If your version of ToEEWB is lower than v2.0.4, you'll have to redownload the installer package. Note that for some updates, patches for the binaries and for the source code are provided separately.

- Agetian

Allyx
January 9th, 2006, 03:24 AM
I hope this doesn't mean your not going to provide us with updates anymore Agetian? No-one else has provided anything even remotely as useful as this tool to the community (myself included).

Agetian
January 9th, 2006, 03:27 AM
I hope this doesn't mean your not going to provide us with updates anymore Agetian? No-one else has provided anything even remotely as useful as this tool to the community (myself included).

Of course not! :) What this means is that the project is going to a new level: the level of cooperation with other members of the Co8 community. I really hope that cooperating in this effort will allow ToEEWB to get updated faster.

That's why everyone who will be interested in updating ToEEWB and making custom additions to it are welcome to ask any questions as well as synchronize their efforts with mine.

- Agetian

darmagon
January 12th, 2006, 10:44 AM
Just a quick note of appreciation Agetian. Thank you for making this available. Hopefully, I about a week or so I will be able to take some time to start figuring out what's what with the code, C#, and etc.

Darmagon

Agetian
January 17th, 2006, 11:34 AM
UPDATE 17/01/06: Updated to v1.7.5a. Added support for animated waypoints for Shiningted (and everyone else who want it ;)). Also, uploaded both the new source code AND the latest compiled binary. In order to use the animated waypoints, you have to use the NPC waypoints with "Animated Waypoint" flag (and "Anim ID" should be set to a valid animation ID - just experiment with it a little bit - you can make CRAZY things with this!! Like, I used the Blacksmith proto with Anim ID #1, and that made him make an attack-with-his-hand animation - could be used to simulate training hall?...) Enjoy!

!!! NOTE: !!! Make sure you launch ToEE World Builder NET2.exe, NOT the original ToEE World Builder.exe!! Some people asked me why they don't see any new nifty features like the increased loading speed, proto search, etc. etc. It turned out they were using the wrong executable ;)

- Agetian

Agetian
January 17th, 2006, 12:05 PM
NOTE: The long animation ID I gave for Blacksmith turned out to be incorrect. Please read the newer posts.

NOTE: Just reuploaded the binary and the source. Made the waypoint window wider and added a horizontal scroller to it in order to make it easier to see LOOOONG animation IDs like the one above. If you downloaded before this message appeared, please redownload. Thanks.

- Agetian

Shiningted
January 17th, 2006, 02:22 PM
Thanks Agetian!

Snapshot into how Agetian functions:

"Ted, I can't do this, I will have to contact Steve Moret, could take him days to reply".

(2 hours later) "Ted, I have worked this out by myself, but it will be several days before I can update ToEEWB, please be patient I am snowed under at work".

(2 more hours after that) "Ok the new ToEEWB is up".

Its sorta the exact opposite of me ;)

Thanks dude, much appreciated!!! :hug:

Lord_Spike
January 17th, 2006, 05:34 PM
If he ever says he'll do it right away...I guess we're doomed!:no:

Cujo
January 17th, 2006, 08:44 PM
more like he would've FTP'd it last week and forgotten to post a link

Agetian
January 18th, 2006, 05:51 AM
Snapshot into how Agetian functions:
<SNAPSHOT FOLLOWS>


Yep, that's sorta how it is with me: if I did something but didn't finish it I always try to find a spare minute or two to work towards the complete implementation. :) So usually it turns out to work faster than even I expect ;)

- Agetian

Agetian
January 18th, 2006, 01:33 PM
I just wanted to make a small note that a surprise update to the ToEEWB (both source and binary) is to come soon. It's really worth waiting, believe me. I won't disclose what exactly I'm up to, but please wait and you'll see that there will be something really good to use really soon :)

- Agetian

Agetian
January 19th, 2006, 12:34 AM
UPDATE 01/19/06: Well, the first part of my surprise updates is here: I updated both the source code and the binary snapshot to v1.7.5b. This version has corrected and extended support for waypoint animations. Now, all those long anim IDs are non-existent (like the Blacksmith's one - I supposed it was a long ID, while in fact it was a sequence of five animations with ID#1). Now, each waypoint can have up to 8 different animations defined in sequence. Also, I added a menu item in "Help" that lists all waypoint animation IDs (and their purpose) that are known to me today. @ Everyone who is working on animated waypoints: I suggest you use the new version and the new way of defining anim IDs. For example, Blacksmith's animation is really a sequence of five anims #1 (NOT that big number I listed before). Enjoy!
P.S. More to come soon :)

- Agetian

Agetian
January 21st, 2006, 01:11 AM
UPDATE 01/21/06: Updated to v1.7.5b1. The file names stay the same, so don't worry - just redownload. I fixed the animated waypoint ID list (I turned out to be wrong, in fact the anim IDs can only be used to play SPECIAL animations, not REGULAR ones... So, please check that Help menu again). Also, I made a complete global.lit editor - no more unknowns, everything is known there. Enjoy!

@ Shiningted: Hey Ted, I'm going for that complete light editor! Yes, I have enough material to add support for all fields and light types, including the day/night support. It'll take an unknown amount of time though - could be real fast, could be a week or so. We'll see.

- Agetian

Shiningted
January 21st, 2006, 02:40 AM
Light is good :D

Agetian
January 22nd, 2006, 03:43 AM
UPDATE 01/22/06: Updated to v1.7.5c. Added a full-featured light editor with support for day/night lights, particle system special FX, and much much more!. Also, made some corrections to the Help menu on waypoint anim IDs thanks to Allyx. Note that there is now NO light editor in the sector editor screen, so don't look for it there. Instead, launch the light editor from the Tools menu or by pressing Ctrl+E. Note that it's a standalone facility and works independently from the sector editor. Good luck! Enjoy!

- Agetian

Agetian
January 22nd, 2006, 08:00 AM
BUGFIX 01/22/06: Reuploaded v1.7.5c. Fixed a bug in the color mixer that switched green and blue components erroneously. If you downloaded before this message has appeared, please redownload.

- Agetian

Agetian
January 23rd, 2006, 01:12 PM
UPDATE 01/23/06: Updated to v1.7.5d. Added a button to create the particle system hash identifiers from a text partsys name (from PARTSYS0.TAB) automatically. Check out this new nifty feature in the light editor. Also, I updated the MOB codec a little bit to support loading/saving more MOB files (doesn't prevent corruption of complicated creature MOBs though...).

- Agetian

Agetian
January 24th, 2006, 01:00 AM
UPDATE 01/24/06: Updated to v1.7.5e. Improved the MOB codec even more, so now it won't corrupt those waypoints/standpoints/substitute containers/whatever, at least it won't do it as often as it used to. Also, added a day/night transitions file (DAYNIGHT.NXD) editor. Ever wondered how Elmo turned out to be outside in the day, and in the pub at nighttime? Wanted to make your own critter who would be in different places at day and night? Go ahead, fire up the Day/Night Transitions Editor (Ctrl+D or from the tools menu) and enjoy!

NOTE: You will probably want to set up the Standpoints accordingly as well, in the MOB editor. :)

- Agetian

Agetian
January 24th, 2006, 01:52 AM
NOTE: As of right now I'm in the process of figuring out how exactly the MOB and the day/night transition must be set in order to actually make it work. If someone figures it out before I do, please let me know. (no longer relevant, see comment below)

UPDATE: IGNORE MY ABOVE COMMENT, EVERYTHING WORKS AS DESIRED. Just set up a standpoint and a corresponding day/night transition, that's it.

- Agetian

Shiningted
January 24th, 2006, 02:30 AM
Nice.... exactly what I needed :) Don't expect to do much shopping by night in KotB ;)

Is there a tutorial or help thing for this in there? I know it sounds straightforward, but how does it impact the 'wanders_by_night' flag, for instance? (If at all).

Agetian
January 24th, 2006, 02:56 AM
Nice.... exactly what I needed :) Don't expect to do much shopping by night in KotB ;)

Is there a tutorial or help thing for this in there? I know it sounds straightforward, but how does it impact the 'wanders_by_night' flag, for instance? (If at all).

Sorry, no tutorial yet :( I have absolutely no time to document the things I do, so it'd be really nice if someone else who's going to use this stuff created some updated tutorials, esp. on lights and on day/night transitions.

Basically, in order to create a creature that would use day/night transitions, you need to add standpoints for that creature pointing to his different stand positions. You are free to add day/night waypoints as well, but remember that a creature will ONLY go to his night standpoint in case he has no night waypoints. Anyway... the second part is to modify the DAYNIGHT.NXD file which can be found in the module-based data file (ToEE.dat) under "rules". Load it into the Day/Night Transitions Editor and link your creature's MOB file there via "Add". Then, make sure you set the parameters to the correct values (once again, set his day/night coords the same as in the standpoints, and set the "Current (Default) Map ID" to the map where the creature stands in the first place (e.g. to which his MOB belongs). Click "Update" to update your entry's parameters, then click "Save" to save daynight.nxd. Enjoy!

P.S. Haven't checked how well it'll work with ONF_WANDERS_* flags, I'm quite sure it's going to work, but it's untested so don't rely too much on my words here, better fire it up and check it out, then tell everyone... ;)

P.P.S. If you're close to a creature who is about to get a day/night transition (e.g. you rest close to that creature), that creature won't actually disappear. However, as soon as you move to another map, you'll see that creature appear on the new map (and it WON'T be on the original map any longer, until you rest again and it's time for another day/night transition). This is totally normal behavior, it's how it was intended to be by the original game designers.

- Agetian

Allyx
January 24th, 2006, 05:06 AM
Just set up a standpoint and a corresponding day/night transition, that's it.
Damn, I did it the hard way 2 days ago! using the OF_OFF flags (like mickey's) and scripted it to set or unset the flags (also like mickey's - well similar anyway) depending on the time of day (is_daytime). Meh, kudos Agetian, I'm sure this new easter egg will still come in handy, thanks dude.

Agetian
January 24th, 2006, 11:38 PM
UPDATE 01/25/06: Updated to v1.7.5f. Improved SVB support in the sector editor, made a much more detailed comment about meaning of SVB flags, and actually 'named' the SVB flags in the editor.

@ Allyx: Sorry pal, I'm afraid I don't have too much time right now to add that custom GUID support :( I'm afraid that by doing it with haste I'll break too much of the existing code and will have to spend the whole next week fixing bugs.. And I don't have the whole next week at my disposal. However, I will definitely keep your request in mind and will keep thinking about how to do it in a better way. So, I'll come up with something in the end, believe me. ;)

Sorry guys, this is all for my kinda late New Year's surprise updates... I have to get back to my usual work at the University, which means that updates will be few in the nearest month of two... Keep me updated on all bugs and problems you encounter, I'll try to do something about them ASAP.

- Agetian

Agetian
January 27th, 2006, 12:46 AM
UPDATE 01/27/06: Updated to v1.7.5g. Added support for delay and rotation to NPC waypoints. Just use the corresponding fields to specify these parameters. A waypoint delay is how long the NPC should wait before proceeding to the next waypoint. Probably in milliseconds (e.g. 1000 = approx. 1 sec).

- Agetian

Agetian
January 28th, 2006, 02:09 AM
UPDATE 01/28/06: Updated to v1.7.5i. (Yes, version 1.7.5h was skipped because it was an internal tweak release). Now the waypoint editor will correctly show the current waypoint properties when a waypoint is selected in the editor.

- Agetian

Agetian
January 28th, 2006, 12:24 PM
UPDATE 01/28/06: Reuploaded v1.7.5i with a small text box bug fixed. Please redownload.

- Agetian

Agetian
January 29th, 2006, 11:36 PM
UPDATE 01/30/06: Updated to v1.7.5j. Fixed the position of all secret door flags in the object editor.

A question to all modders: As you know, I've been frequently updating the World Builder within the last couple weeks. However, I had absolutely no time to document things as I updated, and I'm totally short on time at this moment. During the update process, a few old tutorials that were distributed with v1.7.5 Classic got totally outdated and obsolete, among them the lighting tutorial, and probably something else. Well, I *will* try to dedicate more time to documenting things from now on, at least more than to updating the tool itself, but I can't promise anything. So, can we do something about the tutorials? Will someone be willing to help me with documenting things? Will someone be willing to write a couple good tutorials to replace the outdated ones?

As soon as we document things well enough, I'll be able to create an installer package for the latest .NET2 edition of ToEEWB and release it as a final release version of WB.NET2, and then we'll move on.

- Agetian

Agetian
January 30th, 2006, 01:47 AM
OK, reuploaded v1.7.5j with improved MOB codec. Shouldn't corrupt data as often when dealing with original game MOBs. Thanks to Allyx for pointing out another case of data corruption. ;)

Btw, an interesting thing: there are MOB files which have NPC factions defined in them. Editing NPC factions in a MOB is not yet supported, so MOBs which have factions specified in them pretty much have 'hardcoded' factions for now. Sorry about this. I'll try to find a workaround some time later.

This is not an issue for self-made MOBs and original game MOBs that have no faction specified (most MOBs I might add)

- Agetian

Agetian
February 1st, 2006, 03:33 AM
UPDATE 02/01/06: Updated to v1.7.5k. Fixed the Secret Door support!!! Now, the secret door DC will work correctly! You can use any value from 0 to 127 for DC, that should open new possibilities! Special thanks to Steve Moret for clarifications that helped me fix this!!! Btw, whatsnew.txt lists this version as 1.7.5m, while the about box still says 1.7.5j. Nevermind - everything is perfectly OK, I just forget to update these correctly every time! :)

- Agetian

Allyx
February 1st, 2006, 03:58 AM
M? what happened to K and L? Internal builds? And there was me trying to get the full 1.7.5 set for my collection :giggle: great work Agetian.

Agetian
February 1st, 2006, 05:55 AM
M? what happened to K and L? Internal builds? And there was me trying to get the full 1.7.5 set for my collection :giggle: great work Agetian.

It is, in fact, v1.7.5k :)
I don't know what made me put 1.7.5m in whatsnew.txt - maybe I just hit the wrong button ;) The version is 1.7.5k, as it should be.

- Agetian

Agetian
February 1st, 2006, 06:36 AM
UPDATE 02/01/06: Updated to v1.7.5l. Updated the visual sector analyzer/painter tool so it gives a detailed breakdown of SVB bits that are set for each tile (different colors are used for each of extend, end, base, and archway flags).

- Agetian

Shiningted
February 1st, 2006, 07:01 AM
Have we cracked SVBs then?

Agetian
February 1st, 2006, 08:24 AM
Have we cracked SVBs then?

Well, I know the names of each of the bits (they are "extend", "end", "base", and "archway") -- the supposed rule for them is now displayed in the sector editor (where the SVB bits can be set/reset, in the main sector ed window). The whole picture of them is now displayed in the sector visual analyzer/painter, so you can take a look. :) Not sure if this really means we cracked the SVBs though -- they are still very hard to understand. Probably the hardest aspect of ToEE modding so far. But anyway, right now it *should* be easier to understand the SVBs, since they start to make more and more sense now.

- Agetian

krunch
February 1st, 2006, 12:13 PM
*wow* I stand in total awe of all this accomplishment, truly amazing effort. Can somebody say Agetian, the ToEE Master MOD King?

Agetian
February 1st, 2006, 11:55 PM
*wow* I stand in total awe of all this accomplishment, truly amazing effort. Can somebody say Agetian, the ToEE Master MOD King?

Thanks krunch, I'm glad you enjoy the latest accomplishments on the editing scene! :)
More to come soon ;)

- Agetian

Agetian
February 3rd, 2006, 12:54 AM
UPDATE 02/03/06: Updated to v1.7.5m. Added complete support for "NPC Factions" property in the MOB object editor. It's located on the new "NPC/Critters 2" tab of the object editor. It can be used to override the NPC factions from the protos.tab.

- Agetian

Agetian
February 6th, 2006, 08:39 AM
UPDATE 02/06/06: Updated to v1.7.5N. Fixed and expanded the standpoint support. Now, standpoints are moved to NPC/Critters 2 tab of the object editor. X/Y offsets and Jump Point IDs are now supported. Also, standpoints that don't use jump points must now have their Jump Point ID fields set to -1.

@ Shiningted: This should help solve your standpoint problem. Try setting the standpoint fields "Jump Point IDs" to -1 (now should be pre-set automatically, too).

- Agetian

Agetian
February 6th, 2006, 09:06 AM
CRITICAL UPDATE: Reuploaded v1.7.5N. Fixed a severe bug in the MOB codec that was around since well... v1.7.4 or even before (!!!). This bug caused empty fields for various flags (object,NPC,critter,critter2,etc.) to be created under certain cicrumstances even if that wasn't necessary, resulting in overriding the data in protos.tab without the actual need to do that. I just noticed this bug (it's VERY rare, but it can happen) and fixed it - so I advise everyone to redownload the fixed version.

- Agetian

Agetian
February 7th, 2006, 09:58 AM
UPDATE 02/07/06: Updated to v1.7.5o.

Release v1.7 Patchlevel 5o .NET2 Edition - Feb 8 2006
--------------------------------------------------------------

- improved the MOB codec, now it loads and saves back Calmert without problems.
- added the "NPC Levelup Scheme" property to the list of supported MOB props (whatever it does).

- Agetian

Agetian
February 8th, 2006, 02:16 AM
UPDATE 02/08/06: Updated to v1.7.5p. Included the "Fill from InvenSource" button for NPC and container inventories. Currently the only thing it doesn't support is jewelry/gems. This function can be used to automatically fill the NPC/container's inventory (loot only) from an invensource.mes entry. Note that if the chance of an item spawning is set to 50%, then there's a chance an item won't appear in the filled inventory. Also, if money amount is specified as a range (e.g. 100-150), then the exact amount which will be put into the inventory at the generation will be random, from 100 to 150.

P.S. Use the "Fill from InvenSource" buttons on NPC and Container inventory screens to make use of this feature. You need to copy INVENSOURCE.MES to your WB folder first though.

- Agetian

Cujo
February 8th, 2006, 02:37 AM
this is the same version you sent me the link to about an hour ago right?

Sapricon
February 8th, 2006, 04:01 AM
this is the same version you sent me the link to about an hour ago right?

Hey, Agetian here, just from Sapricon's office that's why I'm logged in as Sapricon. :)
No, it's not the same version. It's a new one, so please redownload.

- Agetian

Cujo
February 8th, 2006, 04:24 AM
:angry: can you please go back to updating once per day, I can't keep up :poke:

Agetian
February 8th, 2006, 05:09 AM
:angry: can you please go back to updating once per day, I can't keep up :poke:

It is my first update today, the one I linked you to previously was yesterday's update :P

- Agetian

Cujo
February 8th, 2006, 05:12 AM
Not in my time zone it wasn't.

Agetian
February 9th, 2006, 01:07 AM
Release v1.7 Patchlevel 5q .NET2 Edition - Feb 10 2006
---------------------------------------------------------------

- corrected the subtile positions in tile structure (now they are correct)
- !!! IMPORTANT !!!: Rewrote the SVB support. Now the SVBs are supported by the sector analyzer and the sector painter as they should be. No more 3 layer mirroring or hard-to-predict coords, everything is 1:1.
- !!! IMPORTANT !!!: Updated the Sector Painter mode, added SVB overlay quick options. These options will allow to paint SVBed tiles OVER the existing tile configuration, so you can simply paint the blocking/flyover/etc. tiles first, and then paint SVB tiles OVER them without ruining the initial configuration of the tile.
- !!! IMPORTANT !!!: Removed support for SVBs in Editor's Assistant Tool (ed.py) because it was broken. There is no way I can implement SVBs in ed.py at the moment. If I'll think of a way to do it I'll definitely do it. For now, please use ToEEWB's Visual Sector Painter to paint SVBed areas.

P.S. Just as I said, no more three-layered mirroring! Everything is drawn 1:1, so where you paint the SVBed areas is exactly where you'll get the visibility blocking effect. No offsets, no rotation. :D

Special thanks go to Steve Moret for explaining my big mistakes about SVBing! ;)

- Agetian

Allyx
February 9th, 2006, 03:40 AM
THAT'S GREAT!!! well done dude. Can't wait to try this out :)

Shiningted
February 9th, 2006, 07:57 AM
Remember where u were when u heard the news, people...

"I was under a pooltable in a bar when I first heard the Great Wall of SVBs had fallen... I celebrated with a drink".

Agetian
February 9th, 2006, 01:09 PM
@ Allyx, Shiningted: thanks for your support and kind comments! :)

Well, I uploaded the latest set of refined tutorials. I only refined them briefly, updated the Secret Door tutorial, changed some stuff here and there to reflect the recent v1.7.5Q/NET2 changes... but of course it's not everything. We need a new light/particle FX tutorial badly!! If I have some time, I'll try my hand at writing one soon.

You can download the updated tutorials from the top post in this thread.

- Agetian

Agetian
February 9th, 2006, 10:35 PM
UPDATE 02/10/06: Updated the tutorials. Added a tutorial explaining a nifty trick of how to outline and create SVBed areas easier with the help of Editor's Helper Assistant (ed.py), even though it doesn't support SVBs directly. Enjoy!

- Agetian

krunch
February 9th, 2006, 11:01 PM
2 suggestions - I don't know how good or feasible these changes would be, but they seem to make sense to me. Maybe these are okay or great ideas, or maybe they are just bad ideas. Anyway, I thought I would mention them as others could possibly be thinking the same things.

I. - When the World Builder opens, it expects the files it will edit to already be in the same folder as the ToEEWB files. It automatically loads them. It would be nice to have ToEEWB be in its own folder and the modder be able to do a File|Load [using the ToEEWB menubar] and be able to browse to and select a folder that has the files to edit without ToEEWB crashing. Further, it would be even more nice if when ToEEWB saves its edited files that it would save its new version of the edited files to subfolders located under the ToEEWB folder. This would allow a modder to maintain easier control of modded changed files and updating the version of the ToEEWB files.

II. - When a modder makes an edit to a protos.tab, for example, it would be nice not only to save the changes to a new protos.tab file, but to also be able to export only just the edited changes to a file like a CSV comma delimited text file that ToEEWB would save to a folder under the ToEEWB folder. This would allow somone modding changes to share their changes with others where the other person or people could see just the edited changes.

Agetian
February 9th, 2006, 11:18 PM
I. - When the World Builder opens, it expects the files it will edit to already be in the same folder as the ToEEWB files. It automatically loads them. It would be nice to have ToEEWB be in its own folder and the modder be able to do a File|Load [using the ToEEWB menubar] and be able to browse to and select a folder that has the files to edit without ToEEWB crashing. Further, it would be even more nice if when ToEEWB saves its edited files that it would save its new version of the edited files to subfolders located under the ToEEWB folder. This would allow a modder to maintain easier control of modded changed files and updating the version of the ToEEWB files.

This was mentioned by Cerulean some time ago. It would be hard to implement in code given the way ToEEWB functions. It'll be considered later. Thanks for suggesting.


II. - When a modder makes an edit to a protos.tab, for example, it would be nice not only to save the changes to a new protos.tab file, but to also be able to export only just the edited changes to a file like a CSV comma delimited text file that ToEEWB would save to a folder under the ToEEWB folder. This would allow somone modding changes to share their changes with others where the other person or people could see just the edited changes.
It's a good idea, I'll think it over and will implement it when I have some time to.

P.S. I'd advise everyone not to forget that WB is open source, so I'm not the only one who can implement stuff in code ;) Of course, I'm known as a fast developer, but I can't do everything alone - there are tons of things on my list, such as tutorials, minor fixes here and there, and more. And also I have a thesis paper project to work on, and regular life business... :D If someone will be willing to code Krunch's suggestions, I may afterwards include the coded stuff in one of the next official updates to the WB.

- Agetian

Agetian
February 10th, 2006, 04:11 AM
UPDATE 02/10/06: Reuploaded the tutorials again. Added a detailed, comprehensive lighting/particle FX tutorial. I recommend everyone who wants to make modules and game additions for ToEE to read this tutorial in detail.

- Agetian

Agetian
February 20th, 2006, 12:26 AM
UPDATE 02/20/06: Updated to v1.7.5R. Added a way to delete mobile objects from the WB and to clean NPC/chest inventories with one click. Thanks to Cerulean the Blue for suggestions.

- Agetian

Agetian
February 20th, 2006, 05:56 AM
UPDATE 02/20/06: Reuploaded v1.7.5R with some MOB codec fixes and updates (resolved stuff from the "MOBs World Builder Won't Open" thread). Please redownload.

- Agetian

Agetian
February 20th, 2006, 08:26 AM
ANOTHER UPDATE 02/20/06: Reuploaded v1.7.5R again. This time I added a button to the NPC/Critters 2 tab that allows to strip the internal d20 state info from the original game MOBs (usually creatures). This *may* allow to reset the hardcoded entries in the .mob files in order to allow those .mobs to use data from protos.tab instead (e.g. data like Gnolls' Damage Reduction). :) Hope this helps Cerulean the Blue and Allyx. ;) Thanks to Allyx for suggesting.

- Agetian

Allyx
February 20th, 2006, 09:33 AM
@Agetian: as you know I tried out that new button on the gnolls on the first floor of the temple in my 3.0.4 toffee module (to avoid Livonya's gnoll respawn) then teleported into the temple.

The gnolls i fought had no damage reduction vs bludgeoning (as they did at the time 3.0.4 was released), but did have +7 to natural armour - I checked the prots.tab entry for the gnolls and that is exactly what I found (+7 natural armour).

That new buton seems to have done the trick! Good on ya Agetian!

Cerulean the Blue
February 20th, 2006, 06:22 PM
Good job Agetian! Now we are going to have to decide if we want to continue the Proto/Inventory project I'm working on, or just redo all the MOBs.

Agetian
February 23rd, 2006, 05:46 AM
UPDATE 02/23/06: Reuploaded v1.7.5R with a new option - "Clean script overrides". Now cleaning script overrides in MOBs is optional when cleaning internal d20 states, and will be disabled by default. You'll need to specify the option to clean script overrides if you want to (in the same place as the "Clean d20 info" button).

- Agetian

Agetian
February 28th, 2006, 03:09 AM
UPDATE 02/28/06: Updated to v1.7.5S. Added support for more fields in the object editor, including the scout standpoint where the creature will run if it senses danger (you'll find it with the standpoints) - you may need to set ONF_USE_ALERTPOINTS for the creature to make use of it; also added support for abilities override, gender, and race, as well as improved the MOB codec in general. Also, added support for NPC Generators (e.g. monster spawn/respawn points) -- look at the new "NPC Generators" tab to get the idea. Also, see whatsnew.txt for more clarifications.

- Agetian

Agetian
February 28th, 2006, 03:24 AM
NOTE ABOUT GENERATOR NPCs: You will need to make them 'off' (OF_OFF) and invulnerable (OF_INVULNERABLE), otherwise you'll be actually see the spawner creature and so on :)

- Agetian

krunch
February 28th, 2006, 05:21 AM
Does this mean that specific encounters can be added for monsters to re-spawn at intervals of time in the game?
* And, if yes, would spawned monsters at the same location all have the same inventories?

Shiningted
February 28th, 2006, 05:30 AM
Yes, and yes if we didn't make it otherwise.

Cujo
February 28th, 2006, 05:29 PM
something for the arena of heros pehaps :suprised:

Cerulean the Blue
February 28th, 2006, 11:16 PM
UPDATE 02/28/06: Updated to v1.7.5S. Added support for more fields in the object editor, including the scout standpoint where the creature will run if it senses danger (you'll find it with the standpoints) - you may need to set ONF_USE_ALERTPOINTS for the creature to make use of it

Just tested this with the Running Bugbear in the Moathouse Dungeon without ONF_USE_ALERTPOINTS set, and it worked beautifully. He ran into the other room and drew the other bugbears into combat. You are a genius Agetian! Thank you for resolving another of the games mysteries.

Agetian
March 1st, 2006, 11:15 PM
UPDATE 02/03/06: Reuploaded v1.7.5S. Added a feature to auto-scroll to last opened MOB in the MOB Object Editor (if the MOB still exists, of course).

- Agetian

Agetian
March 3rd, 2006, 12:44 PM
UPDATE 03/03/06: Thanks to Sapricon, we have another protos.tab fields update here. Sapricon took time and corrected some fields based on some clarifications I received from Steve Moret recently (thanks!). I reuploaded ToEEWB with updated protos field names. This time it should be all correct. If you encounter an inconsistency, please let me know.

- Agetian

Allyx
March 15th, 2006, 02:40 AM
@Agetian; I know your taking a break and all, but if you happen to find a spare 13 minutes...
Being able to fill creatures inventories from invensource.mes is great, could you make WB able to create an invensource.mes entry FROM the selected items in WB?

Making respawnable inventories would be so much easier that way.

Shiningted
March 15th, 2006, 04:30 AM
Ooooo thasss a great idea...

Agetian
March 15th, 2006, 05:10 AM
@Agetian; I know your taking a break and all, but if you happen to find a spare 13 minutes...
Being able to fill creatures inventories from invensource.mes is great, could you make WB able to create an invensource.mes entry FROM the selected items in WB?


That would actually be more than 13 minutes, Allyx :) There's no support for invensource.mes editing in ToEEWB, so no routines exist that could combine stuff from inventory entries into a valid invensource entry and write it out. Also, it'll take some time to write a valid invensource per-entry parser anyway which could place the newly created entry in a proper place (it'd be much similar to the description.mes one).. I'd estimate 2-3 hours including testing (at least), and I don't have that much at this very moment... :( But your request is acknowledged, if and when I have some spare time I'll code it for you ;)

- Agetian

Allyx
March 15th, 2006, 05:23 AM
Well there's no rush dude, it save me remaking 2 HUGE shop inventories (this time noting down the proto numbers I used) ans spending a few hours for each adding the invensource.mes entries, I know your busy with other things, but if you put it on your "To do list" that'd be great.

Thanks.

Agetian
March 15th, 2006, 06:15 AM
I know your busy with other things, but if you put it on your "To do list" that'd be great.

It's already on my to-do list, so I'll do it whenever I have time. ;)
I could have done it the other way - say, I could have coded 15 minutes a day, and finished it whenever I could, but that way I would face another problem - that is, I risk introducing too many bugs in the code. That's why I need at least three hours straight to spend on ToEEWB and nothing else, and better if more (say, 4-5 hours would be sure enough). If I get that much time, I'll code it right away. Hope it's OK... Sorry couldn't help ya straight away :(

- Agetian

Agetian
March 16th, 2006, 11:11 PM
CLARIFICATION NEEDED

Chances are that I *may* have the necessary time this weekend to do what you're asking about, guys. No promises, but I really hope for it, so keep your fingers crossed. However, I need clarification about what I need to do -- did I get you correctly that you want me to make a tool in WB that would take the inventory of a NPC/chest and create a valid invensource.mes entry from it?

- Agetian

Allyx
March 17th, 2006, 03:00 AM
Yeah, that is correct dude, the percentage change of occurance isn't that important at this stage (set 100 by default) but currently, gathering all the proto ID's for all the item's in the substitute inventory containers, and copying the number list to invensource.mes accurately and without missing items out (perferabley without forgetting where you got upto and subequently having to start again from scratch) is extremely time consuming.

Agetian
March 19th, 2006, 05:21 AM
Hey guys, did some coding today but couldn't finish the job in 1hr 48min -- the thing is harder than I expected it to be, so it'll probably take some time in the future too when I have time. Sorry, ran out of it altogether by now.. :(

- Agetian

rufnredde
April 27th, 2006, 02:28 PM
Compiled the source just for fun and only ran into one problem. Error was auto.ico not found in c:\ToEE Install\auto.ico - just extracted the icon from WB and put it there. No problems after that.

Agetian
April 28th, 2006, 12:13 AM
Compiled the source just for fun and only ran into one problem. Error was auto.ico not found in c:\ToEE Install\auto.ico - just extracted the icon from WB and put it there. No problems after that.

Yup, the ToEEWB source is configured to use an icon from that path. You can either reconfigure it to another folder, or put an icon into c:\toee install\auto.ico, whichever works for you. :)

- Agetian

Agetian
April 29th, 2006, 12:47 AM
UPDATE 04/29/06: Updated to version 2.0.0 final release! This version introduces interoperability features that allow you to make changes directly from the game! Also, this version features a full-blown installer that includes the World Builder itself, the latest Editor's Assistant Script, the complete source code, additional tools such as the DAT Tool and the Dialog Creation Template, as well as the full updated set of documentation and tutorials.

NEW FEATURES
===========
Version 2.0.0 Final has the following new features:

- added the interoperability bridge between the game (ToEE) and the World Builder. Now, your actions in the game can directly store their results to the ToEEWB. For example, you can enter a certain console command and the coordinates for your character will be transferred automatically into the World Builder. Check out the Editor's Helper Script documentation in "readme-interoperability.txt" for more information.
- updated the Editor's Helper Script (ed.py) to version 6.0 to support interoperability bridge between ToEE and the World Builder. Please read "readme-interoperability.txt" for more information.
- the "Prototype Search" window now accepts the "Enter" button for searching.
- includes the latest set of tutorials and documentation, as well as extra tools such as the DAT Tool and the Dialog Creation Template, and also the ToEE Front-End Pro 3.80.

NEW INTEROPERABILITY FEATURES
=========================
Version 2.0.0 interoperability model provides the following functionality:

- Automated sending of the player's coordinates into ToEEWB object editor, day/night editor, sector light editor, or jump point editor.
- Automated insertion of the current map ID where necessary (e.g. for jump points and day/night transitions).
- Automated creation of path nodes and NPC waypoints directly from the game.
- Automated insertion of Rotation of the leftmost player in the party into object coords and waypoints using new commands locobjr() and wayr()
- Ability to fine-tune the rotation using setrot(), right() and left() commands.

- Agetian

rufnredde
April 29th, 2006, 12:57 AM
Nice work Agetian, it is really easy to get your coordinates now. What a timesaver!!!

Cuchulainn
April 29th, 2006, 02:10 PM
OK this is probably a stupid question, but where can I download it? The latest dl in the 1.75 thread is Oct/05, and the latestin the download thread is Aug/05. I can't seem to find a link in this thread, what am I missing?

Thanks,

Cuchulainn.

rufnredde
April 29th, 2006, 02:27 PM
It is on the post 1 of this thread, its dated January 9, 2006 but it you look at the editted link it is for WB 2.0

Cuchulainn
April 29th, 2006, 06:42 PM
Thanks Runfredde.

I had looked there, but obviously not very hard. :shrug:

Got it now.

Cuchulainn.

Agetian
April 29th, 2006, 10:45 PM
Yup, the links are updated in the first post, as usual. Sorry for the inconvenience.

- Agetian

Agetian
May 1st, 2006, 02:57 AM
UPDATE 05/01/06: Uploaded the manual errata that can be used to look up some mistypes in original documentation.

NOTE: It's highly recommended that you read this information!

- Agetian

Agetian
June 20th, 2006, 05:28 AM
I posted a new set of utilities in a separate sticky thread called "ToEE Editor Utilities (TEU)". SectorSort will help sort out (pun is unintentional ;)) mass problems Shiningted has been having with embedded static objects, and ObjView will present a nice tree-like view of the mobile object contents (although in a bit "raw" form for now). These tools are based on a new object codec I've been talking about here in General Modification.

Enjoy!
- Agetian

Agetian
June 25th, 2006, 08:34 AM
UPDATE 06/25/06: Updated to version 2.0.1. Included all TEU tools in the package, integrated them with the ToEEWB interface (they are now accessible through the "Addins" menu), and made them partially interoperable (for example, the Script Override Tool will automatically load an object that is currently being edited in ToEEWB, and SectorSort will automatically sort sectors in the Sectors folder of ToEEWB upon startup). NOTE: if you modify an object in the Script Override Tool and save it there, be sure to reload it in the ToEE World Builder to ensure that your saved script overrides are not lost. If you save an object in ToEEWB without reloading it, your changes from the Sector Override Tool will be lost.

Enjoy!
- Agetian

Agetian
June 25th, 2006, 09:03 AM
Oops, I uploaded the wrong, older package. It is essential that you redownload the latest v2.0.1 package in case you downloaded it before this message appeared, otherwise you will encounter various bugs with the new integrated tools.

PLEASE REDOWNLOAD. SORRY FOR THE INCONVENIENCE.

- Agetian

Agetian
June 25th, 2006, 11:33 PM
UPDATE 06/26/06: Updated to version 2.0.1a. I updated the object codec so it generates random GUIDs for static objects when sorting them. This allows people to export the statics back into MOB state without having to worry about them all having the same null GUID. This is not a critical update by any means, but a handy one.

NOTE: Since 06/26/06, all further ToEEWB updates will also be available in the form of patches so you don't have to redownload the whole installer package. A patch from v2.0.1 to v2.0.1a is available in the first post as an attachment.

EDIT: After installing the latest v2.0.1a package the World Builder's about box and the installation window will both still show v2.0.1. This is normal.

Enjoy!
- Agetian

Agetian
June 28th, 2006, 12:29 AM
UPDATE 06/28/06: Updated to version 2.0.2. Fixed a bug in the MOB codec that caused the object scale property to be parsed incorrectly. It should be an integer percentage, and it is now. Thanks to Shiningted for reporting this bug.

- Agetian

Agetian
June 28th, 2006, 05:08 AM
UPDATE 06/28/06: Updated to version 2.0.3. Added a button to create a new GLOBAL.LIT file, fixed a minor graphics glitch in the pathnode editor interface, modified the object file format codec to give a more detailed outlook on some of the more exotic and rare fields in .mob files in ObjView (some rare coordinate fields will now actually show up as coordinates instead of as a packed 64-bit value).

- Agetian

Agetian
June 29th, 2006, 09:39 AM
UPDATE 06/29/06: Updated to version 2.0.4. Added the "Footstep sound" to the visual sector painter options, as well as made the redraw routine in the visual sector painter a lot faster (now it redraws in less than half a sec).

- Agetian

Allyx
June 30th, 2006, 11:07 AM
Wow Agetian, you've been busy while I was getting a tan...

...I almost feel guilty...

almost.

Shiningted
June 30th, 2006, 08:26 PM
Did you go au natural or does your tan have...

...coif lines?

Agetian
July 7th, 2006, 12:32 AM
I'm pleased to announce that today, 7th July 2006, is the official public birthday of the ToEE World Builder editing environment.

Exactly one year ago, 7th July 2005, after three months of active research and development, the first public beta version of ToEEWB was released on the Circle of Eight boards.

Since that time, 48 public releases and updates have been made to the ToEE World Builder, ranging from simple quick bug fixes and going all the way up to fundamental changes in the features and core (including the change of the old and slow .NET 1.1 core to the new and very fast .NET 2.0 core, introduction of new editors such as the light editor and visual sector painter (including the infamous sector visibility blocking (SVB) support), and a lot more.

During the course of development, many map-related file formats were broken and supported in the ToEEWB and its supplementary tools, including MOB, SEC, SVB, HSD, LIT, PRP, NXD, PND, BIN, and more. Today ToEE World Builder is a comprehensive editing environment that allows one to create an all-new module from scratch.

I hope to continue the development of this environment as the time permits, and to support more and better features in the future.

I'd like to thank the Circle of Eight modders for continued support. Without your feedback it would have never been possible to create ToEEWB and implement all the features it has today. Thanks, guys!

- Agetian

Cerulean the Blue
July 7th, 2006, 12:41 AM
Happy Birthday World Builder!

And thank you, Agetian, and your team, for giving us such a wonderful tool, and sticking with it, and us, this past year.

Shiningted
July 7th, 2006, 02:55 AM
Party at ToEEWB's house! :drunk:

DrakoShade
July 7th, 2006, 05:43 AM
I offer congratulations on the birthday. I've yet to do anything noteworthy with it, but opening up ToEEWB made me feel like a kid in a candy store.

Thank you.

Gaear
July 7th, 2006, 07:51 AM
Since that time, 48 public releases and updates have been made to the ToEE World Builder

Hm. Well, an even 50 would have been nice, but I guess you just can't have it all. :yawn:

;)

Rock on, ToEEWB!

Cuchulainn
July 8th, 2006, 01:34 PM
Hey, Happy Belated Birthday ToEEWB!!:rock: :headfones :beer: :drunk: :smoke: :zzz:

What can I say, I'm always a little behind. Many thanks, and please don't go anywhere any time soon.

Cuchulainn.

Dhoom
July 11th, 2006, 03:55 PM
I'm pleased to announce that today, 7th July 2006, is the official public birthday of the ToEE World Builder editing environment.

Exactly one year ago, 7th July 2005, after three months of active research and development, the first public beta version of ToEEWB was released on the Circle of Eight boards.

Since that time, 48 public releases and updates have been made to the ToEE World Builder, ranging from simple quick bug fixes and going all the way up to fundamental changes in the features and core (including the change of the old and slow .NET 1.1 core to the new and very fast .NET 2.0 core, introduction of new editors such as the light editor and visual sector painter (including the infamous sector visibility blocking (SVB) support), and a lot more.

During the course of development, many map-related file formats were broken and supported in the ToEEWB and its supplementary tools, including MOB, SEC, SVB, HSD, LIT, PRP, NXD, PND, BIN, and more. Today ToEE World Builder is a comprehensive editing environment that allows one to create an all-new module from scratch.

I hope to continue the development of this environment as the time permits, and to support more and better features in the future.

I'd like to thank the Circle of Eight modders for continued support. Without your feedback it would have never been possible to create ToEEWB and implement all the features it has today. Thanks, guys!

- Agetian

Holy crap.. :D

Agetian, this kicks ass... I'm downloading this tonight, and playing with it. :D

I feel like a caveman looking at a spaceship.... I go away for awhile, and instead of dinking w/ stuff via Notepad, I get this to play with. heh.

Agetian
July 11th, 2006, 11:02 PM
Hey Dhoom,

Holy crap.. :D

Agetian, this kicks ass... I'm downloading this tonight, and playing with it. :D

I feel like a caveman looking at a spaceship.... I go away for awhile, and instead of dinking w/ stuff via Notepad, I get this to play with. heh.

Thanks for expressing your interest! I hope you enjoy the program. It may seem somewhat overcomplicated at the first sight, so please take your time and look through the tutorials that are included with the pack. And of course, any questions are welcome at any time! Lemme know (PM or a post in this thread) if you have any questions 'bout the editor, I'll help you out. ;)

- Agetian

cpdm
July 15th, 2006, 02:40 AM
Ah, here it is.... Thanks for creating this Agetian, I'm looking forward to trying it out.

Perhaps someone could edit the Downloads thread, removing the link to TOEEWB v1.7.5 and posting a link to this thread.

Cerulean the Blue
July 15th, 2006, 12:22 PM
As requested, the Downloads section has been edited to link to ToEE World Builder v2.0.4 (GPL) and this thread.

krunch
July 17th, 2006, 12:00 PM
I made a mob for a chest and used the container tab page to place items in it. I gave it a Lock DC of 10 and selected the checkbox option for "Locked". I saved the mob and closed ToEEWB, started ToEE and tested the chest.

I had a party tp to the map. First, the chest was not locked. A character without the key was able to open the chest [should not have been able to do that] and also some of its mobbed items were missing. I exited the game and closed ToEE, cleared the map cache and deleted the pyc files. I started ToEE and had the same party tp to the map. I gave the correct key to the party--the key showed up in the key list--and I had the same character open the chest. The key worked, but more importantly and, differently, all of the items were in the chest. The two times, the chest inventory was different.

Ted and Blue agreed I should mob Lock DC > 10. (a workaround)

[EDIT] For my test, I deleted and made a new mob; I set a Lock DC = 20 and I selected the checkbox option for "Locked". (This resolved the issue for the mob in the game.)

Zebedee
July 23rd, 2006, 05:45 PM
I used the world builder today for the very first time. You rock Agetian. I only edited some protos but it was so easy to use. Thank you :)

Jesse Heinig
July 27th, 2006, 03:06 PM
Heya, I'm a total noob at this modding stuff, and I tried to fire up the world builder to start learning but I don't know how to get a protos.tab file. I've been reading through the other forums and posts, including one that is about *reading* the protos.tab file, but I don't know how to extract that file so that I can start modding. Advice?

Thanks,
Jesse Heinig

krunch
July 27th, 2006, 03:18 PM
My 2 cents...Go to the General Modification forum and look at the stickied threads scrolling the list for "Modding Tutorials by Shiningted". Read that entire 90+ page PDF tutorial file all the way through from front cover to the last page, twice. Then, let the tinkering begin. If you do that, things will make more sense as you attempt to mod stuff.

Shiningted
July 27th, 2006, 09:50 PM
Protos.tab is in your Atari/Temple of Elemental Evil/data/rules folder.

Jesse Heinig
August 9th, 2006, 04:04 AM
So, I got the world builder up and I was fiddling around with it . . .

I noticed while looking at armor that a lot of the armor has no armor bonus specified, and instead it has a parameter of armor bonus. What happens if you just use the armor bonus section instead? Does that not work correctly?

I also noted that at least one of the added types of armor - the mithral shirt, #6315 - has a set of negative "circumstance bonuses" on several roguish skills. Is this by design or what? A mithral shirt should have no armor check penalty, so I was just kinda wonderin'.

Allyx
August 9th, 2006, 05:36 AM
The mithral shirt is also masterwork (-1 check penalty) so to avoid a check bonus, an extra penalty has been added to balance the check penalty as it should be.

Jesse Heinig
August 9th, 2006, 02:15 PM
Ah, I see. That makes sense.

The mithral shirt is also masterwork (-1 check penalty) so to avoid a check bonus, an extra penalty has been added to balance the check penalty as it should be.

Ax Thrower
May 9th, 2007, 11:11 AM
What settings in TOEWB do I use to embed a secret door in map.. if I use the standard embed method the door is visible as you walk into the room and I do not want that.... :chainsaw:

Shiningted
May 9th, 2007, 07:27 PM
Rtfm? :wave:

TUTORIAL: Secret doors.

NOTE: I assume that you’ve read the module building tutorial, so the phrase “copy the file 469762055.sec from the Tutorial Map 1 in extracted files to the Sectors folder of your World Builder installation” makes perfect sense to you.

1. Let’s add a secret door to Tutorial Map 1 to (505,457). Copy the corresponding sector file (469762055.sec) to the Sectors folder of your ToEE World Builder installation, and launch ToEEWB.
2. In the object editor, create a new object.
3. From the prototypes box, select “Secret Door Icon -> #2035”. Define the coordinates (X=505, Y=457).
4. Click the “Object Name” property and assign value 1602 to it. If you ask me, I don’t know what this is for, but it’s set for all original secret doors, so I assume it’s somehow useful.
5. In the “Secret doors” tab, click on the Secret Door DC property and type 10 (well, you may use any difficulty class value you want).
6. Also, click on the “Secret Door Flags” property and then enable the flag OSDF_UNK1 (you may try doing it without actually enabling OSDF_UNK1, but it may not work). Do NOT touch other flags manually, otherwise you will corrupt the secret door DC J
7. On the “Scenery” tab, click on the Use as a teleport with destination flag and assign a jump point 262 to it (so that our secret door will teleport us to tutorial map 2).
8. Embed our secret door into a sector.
9. Copy the file back to the game and try it out. Enjoy!

NOTE: If you reload the secret door into the ToEEWB you’ll notice that extra flags will be set in Secret Door Flags that you didn’t set up manually. This is NORMAL and INTENTIONAL, do NOT unset or set those flags manually or you’ll mess things up badly!
Otherwise, I'd say make sure the flags are set: OSDF_SECRET_DOOR. To have a look at a modded one in action, there are a few in the sewers part of KotB that Allyx added that work fine: just extract them and see how they work (its been a while since I added any).

krunch
May 9th, 2007, 11:02 PM
@ShiningTed: Have you updated your blog for adding and working with scenery in ToEE using ToEEWB? (more to the point, to include integrating light sources with scenery...at least one example as a sample)

Shiningted
May 10th, 2007, 06:26 AM
Nah... I have not had a lot of success with lights, other than adding the actual flaming animation (which is easy enough): getting the models to light up the exact way you might like is still not something I have mastered. I can't add anything to Ag's tutorials that come with WB.

No-one read my most recent blogs anyway ;)

Ax Thrower
May 10th, 2007, 07:17 AM
Thanks ST I could not find it in the "Compodium of TOEEWB" I thought there were some settings there...

Cujo
May 11th, 2007, 01:48 AM
No-one read my most recent blogs anyway ;)what recent blogs?

Gaear
May 11th, 2007, 10:12 AM
I mainly read Ted's blog in order to keep an eye on current prices in the precious metals market. ;)

Seriously, Ted's most recent blog was excellent. Dare I say . . . inspirational? :notworthy

Agetian
May 12th, 2007, 12:25 AM
Whoa, it's been a while since I coded ToEEWB... :( It took me a while to figure out all the latest questions here, I understood that I forgot a lot about the engine.

Nah... I have not had a lot of success with lights, other than adding the actual flaming animation (which is easy enough): getting the models to light up the exact way you might like is still not something I have mastered. I can't add anything to Ag's tutorials that come with WB.

Yeah, lights are really tricky, it's hard to do them without the graph. I had an idea some time ago to check out different values for the lights and write them out on a sheet of paper, similar to how I did it with rotation back in the day when I coded the MOBs. I got busy with real life back then and was unable to do anything, the thing is still on my todo list along with a whole lot more, waiting for me to get more spare time to spend coding. If I'll ever get to it (hope so ;)), I'll be sure to publish the results in the ToEE Toolset Project Docs forum. For now, only in-depth experiments can prove to help: try taking an original light as a base and change the rotation/radius/whatever-else-is-there, trying to see how it affects the area that the light covers. If you can figure out the general pattern of how to control lights, it'll be wonderful.

No-one read my most recent blogs anyway ;)
Oh yeah? ;) Check out your recent blog for a little comment from me. ;)

- Agetian

krunch
May 12th, 2007, 12:50 AM
No-one read my most recent blogs anyway ;)
@ShiningTed: Nah, every time someone downloads and reads Shiningted's ToEE Modding Tutorials, they are reading your blog.

forum: ToEE Toolset Project Documentation
thread: Modding Tutorials by Shiningted
Views: 1,195

Shiningted
May 12th, 2007, 01:13 AM
Those precious metals pay for my modding! You wanna be damn thankful aluminum went up last week ;)

I was justy goading u guys to check out my latest one: <best Vader voice> all too easy...

Agetian
July 24th, 2007, 11:03 PM
Whoa, it's been over a year since I updated ToEEWB! :(
Time to fix this! :D

UPDATE 07/25/07: Updated to version 2.0.4a, currently available only in the form of a patch from version 2.0.4 (see the attachments list below). This version fixes a critical bug in the sector light editor that caused the first light in the sector to be always displayed as a light of point type upon loading a sector file. Also, this version has some minor interface tweaks that correct the wrongly aligned text labels.

NOTE: This is a critical update for everyone who plans to work with the sector lights! If you don't update to v2.0.4a, the sector light editor will be a bit screwed up, and you certainly don't want that. ;)

IMPORTANT: As of right now, the update is only available in the form of a patch available in the attachments list of the first post in this thread. Sorry, I lost my latest ToEEWB install script during the HDD reformat, so it'll be a while before I create a new installer package. For now, just download the patch and unzip it to your ToEEWB folder, overwriting all old files. Run ToEEWB and check the about box - it should show v2.0.4a if you updated correctly.

Zebedee
July 25th, 2007, 05:58 AM
New toys to play with!

Thank you!

Livonya
October 1st, 2007, 05:06 PM
Holy crap this thing is great.

Other than a dat unpacker the only tools/programs I ever used to do any TOEE modding was notepad and the protos editor. I pretty much just did everything in notepad.

I have a lot to learn...

- Livonya

Ax Thrower
October 1st, 2007, 08:55 PM
True.. but you have a lot to teach also... and the mapping concept has come a long way over the last year with what Screeg, Vampiric Puppy, and Krunch have done.... we went from ovelaying new graphics over existing maps to creating complete new maps that surpass a lot of the work that Atari did...

Livonya
October 1st, 2007, 09:16 PM
True.. but you have a lot to teach also... and the mapping concept has come a long way over the last year with what Screeg, Vampiric Puppy, and Krunch have done.... we went from ovelaying new graphics over existing maps to creating complete new maps that surpass a lot of the work that Atari did...

I feel like a noob... working my way through the Module Making Tutorial... making little mistakes.

I never could get the spawner tool to work back in the day so I just figured out ways to shoe string it...

Everything I ever did was based on shoe strings... trial and error, and a lot of ugly scripting... searching endlessly for some tiny typo... tearing my hair out over the limitations of scripting...

With tools like this I am shocked that more people aren't churning out mods.

The Front End solves so many problems I can't even begin to think about it... too many cooks in the kitchen was a serious issue, but the Front End completely solves that.

Anyway, back to my lesson...

- Livonya

krunch
October 2nd, 2007, 08:36 AM
@Livonya: I would suggest Modding Tutorials by Shiningted (http://www.co8.org/forum/showthread.php?t=3452). It's a good, thorough read and explains the whole current concepts if you have not already found it to read.

Zebedee
October 13th, 2007, 11:16 AM
With tools like this I am shocked that more people aren't churning out mods.

A combination of life and most people focusing on KotB. I think I've got two mods on the backburner purely because of life and I'm really struggling to do what little I said I would do for KotB because of life issues :(

But you've got to love the tools which are now available - I could never have learnt to mod without them. I can't imagine how you managed to do things without them!

Shiningted
October 13th, 2007, 05:02 PM
Also, people are fixated on the Official tools - "I'm not going to bother if we don't have the official tools!" :anger:

Would it be better or worse if hordes of people were churning out rubbishy mods? :shrug: Probably better, if other games are anything to go by: large amount of dross, small amount of jewels. Atm we're getting the jewels but only in a narrow band of actual mods (2, atm - KotB and Co8 5 ;) )

Agetian
October 16th, 2007, 12:15 AM
UPDATE 10/16/07: Updated to version 2.0.4d, currently available only in the form of a patch from version 2.0.4 or 2.0.4a (see the attachments list in the first post of this thread). Yes, that's correct, it's "d" and not "b", because we're skipping two internal releases which were never released publicly and were used to test some aspects of the auto-pathnoding. The new version fixes the secret door flags (OSDF) structure, now the structure is 100% bit-perfect and doesn't have any 'unknown fields' anymore. Also, v2.0.4d enables the auto pathnode generator feature, which is however still experimental and might not work as desired (however, preliminary tests done within the last month showed that it might be useful at certain large exterior maps, so there's no reason not to release it anymore). Check out the pathnode generator menu for an option. You might need to tweak the 'stepping' option, as well as adjust the 'tolerance' option when linking pathnodes in order to get the best result. My experiments have showed that using Stepping=15 and Tolerance=25 often shows good pathnoding results on large exterior maps. Keep in mind that for auto pathnode generator to work correctly, you must place the sector files for the map you're generating pathnodes for into the "Sectors" folder of ToEEWB, and make sure that no other sector files are there. The reason for this is because the auto pathnode generator takes the blocked tiles into account when generating PNDs.

Enjoy!

- Agetian

Agetian
November 9th, 2008, 12:27 AM
UPDATE 11/09/08: Updated to version 2.0.5, currently available only in the form of a patch from version 2.0.4/2.0.4a/2.0.4d (see the attachments list in the first post of this thread). The new version includes the wonderful advanced proto search engine written by Sitra Achara (thanks for the permission to include it in the official release package!), and also contains an updated DLL editor that is compatible with the latest Co8 Mod DLL shipped with version 5.5.0 of the module.

- Agetian

Agetian
April 21st, 2013, 12:00 AM
UPDATE 04/20/13: Updated to version 2.0.5a, you must patch your existing 2.0.5 installation with the relevant patch file in the first post. Added the functionality to split and recombine 2D maps using the BMP format as output (splits JPG->BMP and recombines BMP->BMP) to preserve picture quality (C# seems to use a suboptimal algorithm when resaving a JPG). If you use this functionality, remember that you'll need to convert the resulting split .BMPs to .JPG format using a third party program (most advanced graphics editors should have batch convert functionality for that).

- Agetian