Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta Archive => Topic started by: Eraser on January 29, 2006, 10:46:21 AM

Title: editor in bz 1.3
Post by: Eraser on January 29, 2006, 10:46:21 AM
After trying to get to the editor unsuccessfully, I went a read the changelog entirely.

Can the whole interface and mission capability be brought back to the with the editor version? yet still leaving multiplayer out.

I ask this because I always used the editor in sp or IA missions to test new units and like to simply exit the editor and try the ship or weapon, and to use them in missions.  Why must even perfectly legitimate editor use during SP games be disabled because of lame ass MP cheaters?
Title: Re: editor in bz 1.3
Post by: Red Devil on January 29, 2006, 10:50:58 AM
You can still use the editor in IA/SP.  Just fire up bzedit, start up a mission/map and hit ctrl-e.
Title: Re: editor in bz 1.3
Post by: Spawn on January 29, 2006, 10:55:14 AM
its still cheating to use the editor in singleplayer :-P

you can still use it to test units and such, and it works better in later version of 1.3
Title: Re: editor in bz 1.3
Post by: Eraser on January 29, 2006, 11:17:46 AM
Quote from: Red Devil on January 29, 2006, 10:50:58 AM
You can still use the editor in IA/SP. Just fire up bzedit, start up a mission/map and hit ctrl-e.

but bzedit just takes me strait to an editor screen, instead of being able to go into missions and edit things.  How do you get to to the regular interface with the bzedit.exe?

Yes, its still cheating, but in single player, it does no harm, and can be fun.  I personally like to use it for placing all the tons of custom units(as they'd never ever fit into a factory build menu)  and do stuff like give my wingman tanks names and stuff,  it makes sending them off to their doom just a little harder.
Title: Re: editor in bz 1.3
Post by: Red Devil on January 29, 2006, 11:24:19 AM
You have to select a map or mission to play first.  Once you're in, activate the editor.

Might want to read the CL again. I can fit 100 units in my factory.
Title: Re: editor in bz 1.3
Post by: Eraser on January 29, 2006, 12:08:28 PM
you mean browsing through all the folders for the bzn files?

is there any plain way to just bring the regular interface back?
Title: Re: editor in bz 1.3
Post by: OvermindDL1 on January 29, 2006, 01:42:58 PM
What regular interface are you referring to?
Title: Re: editor in bz 1.3
Post by: Red Devil on January 29, 2006, 01:46:53 PM
Sorry, I made a mess.
Title: Re: editor in bz 1.3
Post by: Spawn on January 29, 2006, 02:41:20 PM
well, thats whats its like in the private beta, but in the public beta its mildly harder
jsut use the commandline /mymap.bzn to load a specified map to edit with bz2edit.exe
Title: Re: editor in bz 1.3
Post by: Eraser on January 29, 2006, 03:08:36 PM
The "regular" interface I refer to is all the menus( the login, options, single player, IA etc.)  as if you used bzone.exe instead of bz2edit.exe

red devil,  When I run the bz2edit.exe,  it opens up with a loading screen and takes me straight to the editor license agreement(and the console is open) and it loads up a blank map, not the login screen.

This is the public beta, not a private build.  We don't all get the priviledge of having access to those.

I don't want to edit a specific map.  I'd simply like to be able to play the single player game and instant action normally, and have access to the editor.
Title: Re: editor in bz 1.3
Post by: Red Devil on January 29, 2006, 03:14:27 PM
Sorry, my bad.  Forgot about that.
Title: Re: editor in bz 1.3
Post by: Eraser on January 29, 2006, 03:16:58 PM
Well at least what you said means when the next beta(or final) version is out, it sounds like I'll be able to just use the bz2edit.exe to play the game through it.  I honestly don't care about multiplayer,  its never worked since I've installed any mods, bad assets and all.
Title: Re: editor in bz 1.3
Post by: Angstromicus on January 30, 2006, 05:56:01 PM
woah woah woah woah!!!

I'm missing something here!

whenever I run maps like isdf01.bzn, NOTHING happens. It's as if bzedit.exe dosen't run .dll files and AIP!! Sure, you can run SP/IA maps, but they don't "run". You can run DM/LOOT/KOTH/CTF/RACE/ST/MPI/ANY (did I miss any?) maps too, they just don't "run" like they would in 1.2 editor.
Title: Re: editor in bz 1.3
Post by: Eraser on January 30, 2006, 08:25:09 PM
Well yeah....nathan said most scripts and dlls point to bzone.exe and they wouldn't work under the editor.   Of course if you make bz2edit bzone.exe, the dlls point to the right place and you get the editor :wink:
Title: Re: editor in bz 1.3
Post by: Angstromicus on January 31, 2006, 03:21:54 PM
awesome, thanks for the tip!

Edit: Wait... Missions aren't working! Maps aren't running still! I renamed bz2edit.exe bzone.exe (of course, renaming bzone.exe (the non-editor thingy to avoid confusion)), to avoid losing it.
Title: Re: editor in bz 1.3
Post by: Spawn on January 31, 2006, 04:20:46 PM
editor doesnt run the dll in pb1

use it to make maps, anyhting else can be done by other means...
Title: Re: editor in bz 1.3
Post by: OvermindDL1 on January 31, 2006, 05:12:47 PM
Renaming will do squat, it is not the name it goes by but rather the linking signiture, they each output different functions and they have to link properly.
Title: Re: editor in bz 1.3
Post by: Angstromicus on January 31, 2006, 07:17:26 PM
Quote from: OvermindDL1 on January 31, 2006, 05:12:47 PM
Renaming will do squat, it is not the name it goes by but rather the linking signiture, they each output different functions and they have to link properly.

Riiight... Translation :??
Title: Re: editor in bz 1.3
Post by: GENERAL MANSON* on January 31, 2006, 09:54:41 PM
once the link is for example made it holds that sig. to execute a certain function and does not change unless edited or rescripted. my best guess. i think. :lol:
Title: Re: editor in bz 1.3
Post by: OvermindDL1 on January 31, 2006, 11:06:55 PM
Heh, sorry.  Every function in a program has a signiture, and that signiture needs to match, generally in both type and location (unless linking manually, but that is very bothersome).  For example, the Attack() command in BZ2's signiture is:
15    E 00034580 ?Attack@@YAXHHH@Z
There will be some commands that exist in bzone, but not in bz2edit, and vice-versa, not to mention locations may be different, just like the location of the attack command in BZ2 is located at index 15.
Title: Re: editor in bz 1.3
Post by: Eraser on February 01, 2006, 11:26:28 AM
Well, in the public beta.  According to red devil, the private beta the dlls and missions work.   And if they don't, Nathan, can you please keep the BZ2Edit.exe just like the bzone.exe, with the shell and everything working, just with multiplayer disabled if its not too much of a hassle?

While I like to just play around, but for mission makers, it'd be really conveient to be able to playtest and edit at the same time.