Hidden Leveledit Features [message #469362] |
Fri, 15 June 2012 20:39 |
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Sonarpulse
Messages: 18 Registered: April 2012
Karma: 0
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I was looking at Leveledit a couple of years ago in a resource editor, and I noticed that the menu of the Westwood full version of LE was still there hidden away. Maybe this is a result of TT's changes, or maybe I didn't notice before, but if a couple (2-3) of features are copied over to the used menu, they work fine. If more however are added, however, evidently there is some sort of overflow, and DEP crashes LE. If even more are added LE might crash on it's own.
Anyways I was wondering if TT has the ability to enable the old menu in it's entirely (along with the couple of features only found in the mod edition of LE). As proof, I have attached a version of LE with some always.dat export features added (probably is the same as renaming a mod package, but you never know. Maybe LE's old system of asset dependency databasing plays a roll).
EDIT: Got the old menu in the latest LEs! Here is the latest edition: http://www.renegadeforums.com/index.php?t=getfile&id=14241&rid=26513
no need to download the attachment below
[Updated on: Sat, 23 June 2012 22:18] Report message to a moderator
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Re: Hidden Leveledit Features [message #469449 is a reply to message #469362] |
Mon, 18 June 2012 11:46 |
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Sonarpulse
Messages: 18 Registered: April 2012
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Oh whoops, that was an APB level edit. No wonder I got no responses. Well, Renegade Level Edit always crashes on boot for me, but here is that executable with the exact same registry hacks. [If the stock LE works for you, there is no reason this LE shouldn't.]
[Updated on: Mon, 18 June 2012 11:47] Report message to a moderator
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Re: Hidden Leveledit Features [message #469458 is a reply to message #469362] |
Mon, 18 June 2012 14:34 |
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Sonarpulse
Messages: 18 Registered: April 2012
Karma: 0
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Indeed, I felt like I discovered burried treasure when I first found it. Since I can't enable the entire menus without it crashing, though I would post the RC data here (in a more readable form). There are a lot more features than what I enabled in the download:
Here is the "mod" version. (Originally even export Mix wasn't on it, that was added by some earlier resource hacker.)
Toggle Spoiler
---- Menu ------
&File >
&New\tCtrl+N
&Open...\tCtrl+O
&Save Current Level\tCtrl+S
Save Current Level &As...
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&Save Presets...
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&Export To Mix...
&Export Mod Package...
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Recent File
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E&xit
&Edit >
&Undo\tAlt+Backspace
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Cu&t\tShift+Del
&Copy\tCtrl+C
&Paste\tCtrl+V
-------------
&Include Files...
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&Repartition Culling Systems
&Verify Culling Systems
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Terrain &Selectable
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&Background Settings...
Level Settings...
Vie&w >
&Toolbar
&Status Bar
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&View Fullscreen\tCtrl+Shift+F
Change &Device...
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Display &Options...
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Show Static &Anim Objects\tCtrl+Shift+T
Show &Editor-Only Objects
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View Sound S&pheres
View &Light Spheres
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&Building Power On
&Object >
&Drop to ground\tCtrl+D
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&Lock Objects\tEnter
&Unlock Objects\tCtrl+U
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&Replace Selection...\tCtrl+H
Add Point...\tCtrl+P
Goto Object...
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Set Start ID...
&Check IDs...
Fix ID Collisions...
Remap Unimportant IDs
&Remap IDs...
&Vis >
&Render with Vis Camera
Enable Vis Sector Fallback
-------------
&Debug Report...
Statistics...
View &Points
&View Vis Window
&Toggle Manual Vis Points\tF3
&Make Manual Vis Point\tCtrl+`
-------------
&Discard Vis Data
Reset D&ynamic Culling System
-------------
&Run Manual Vis Points...
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Build Dynamic Culling System...
Auto Generate &Vis...
&Optimize Vis Data...
&Pathfinding >
&Generate Sectors...
Generate Flight Data...
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Display &Sectors
Display &Portals
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Display P&aths
Display &Full Paths
&Test Pathfind
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Test G&oto
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Display &Raw Sectors
Display &Web
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&Discard Data
-------------
&Import Data...
&Export Data...
&Lighting >
&Toggle Lights\tCtrl+I
Display Light &Vectors
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Toggle Sun&light
&Edit Sunlight...
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&Ambient Light...
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&Vertex Lighting
Multi-&Pass Lighting
Multi-Te&xture Lighting
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&Import...
Import &Sunlight...
E&xport...
-------------
Compute Vertex Solve
&Sounds >
Toggle &Music
Toggle &Sound Effects
&Camera >
&Top\tCtrl+T
B&ottom\tCtrl+M
&Front\tCtrl+F
&Back\tCtrl+B
&Left\tCtrl+L
&Right\tCtrl+R
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&Auto level\tCtrl+A
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Depth -50\tAlt+Minus
Depth +50\tAlt+Plus
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Goto Location...\tCtrl+G
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&Strings >
&Edit Table...
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&Import IDs...
&Export IDs...
Prese&ts >
&Export...
Im&port...
-------------
Export &File Dependencies...
Here is the "Developement" version.
Toggle Spoiler
---- Menu ------
&File >
&New\tCtrl+N
&Open...\tCtrl+O
&Save\tCtrl+S
Save &As...
-------------
&Save Presets...
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&Export...
Ex&port Always...
Export &Local Always...
&Batch Export...
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Export &Language Version...
Export &Installer Language Version...
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Recent File
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E&xit
&Edit >
&Undo\tAlt+Backspace
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Cu&t\tShift+Del
&Copy\tCtrl+C
&Paste\tCtrl+V
-------------
Select &Asset Database...
Change Asset &Tree...
&Include Files...
-------------
&Repartition Culling Systems
&Verify Culling Systems
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Terrain &Selectable
-------------
&Background Settings...
Level Settings...
Vie&w >
&Toolbar
&Status Bar
-------------
&View Fullscreen\tCtrl+Shift+F
Change &Device...
-------------
Display &Options...
-------------
Show Static &Anim Objects\tCtrl+Shift+T
Show &Editor-Only Objects
-------------
View Sound S&pheres
View &Light Spheres
Toggle &Attenuation Spheres
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&Building Power On
&Object >
&Drop to ground\tCtrl+D
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&Lock Objects\tEnter
&Unlock Objects\tCtrl+U
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Increase Attenuation Spheres\tCtrl+0
Decrease Attenuation Spheres\tCtrl+9
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&Import Dynamic...
&Export Dynamic...
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Im&port Static...
Export &Static...
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&Export Tile List...
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&Replace Selection...\tCtrl+H
Add Point...\tCtrl+P
Goto Object...
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Set Start ID...
&Check IDs...
Fix ID Collisions...
Remap Unimportant IDs
&Remap IDs...
&Vis >
&Render with Vis Camera
Enable Vis Sector Fallback
-------------
&Debug Report...
Statistics...
View &Points
&View Vis Window
&Toggle Manual Vis Points\tF3
&Make Manual Vis Point\tCtrl+`
-------------
&Discard Vis Data
Reset D&ynamic Culling System
-------------
Import &Farm Data...
Run &Job File...
-------------
&Import Remap Data...
E&xport Remap Data...
-------------
&Run Manual Vis Points...
-------------
Build Dynamic Culling System...
Auto Generate &Vis...
&Optimize Vis Data...
&Pathfinding >
&Generate Sectors...
Generate Flight Data...
-------------
Display &Sectors
Display &Portals
-------------
Display P&aths
Display &Full Paths
&Test Pathfind
-------------
Test G&oto
-------------
Display &Raw Sectors
Display &Web
-------------
&Discard Data
-------------
&Import Data...
&Export Data...
&Lighting >
&Toggle Lights\tCtrl+I
Display Light &Vectors
-------------
Toggle Sun&light
&Edit Sunlight...
-------------
&Ambient Light...
-------------
&Vertex Lighting
Multi-&Pass Lighting
Multi-Te&xture Lighting
-------------
&Import...
Import &Sunlight...
E&xport...
-------------
Compute Vertex Solve
&Sounds >
Toggle &Music
Toggle &Sound Effects
&Camera >
Perspective
Orthographic
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&Top\tCtrl+T
B&ottom\tCtrl+M
&Front\tCtrl+F
&Back\tCtrl+B
&Left\tCtrl+L
&Right\tCtrl+R
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&Auto level\tCtrl+A
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Depth -50\tAlt+Minus
Depth +50\tAlt+Plus
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Goto Location...\tCtrl+G
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&Strings >
&Edit Table...
-------------
&Import IDs...
&Export IDs...
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Export for &Translation...
Im&port Translation...
Prese&ts >
&Immediate Check In
&Check In...
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&Export...
Im&port...
-------------
Export &File Dependencies...
&Report >
File Usage...
Missing Translations...
&Debug >
&Debug Scripts Mode
&Create Proxy Objects
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&View Memory Log...
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E&xtract RC Strings...
Extract &Installer RC Strings...
-------------
Generic Debug Fn 1
As you all can see, LE was original much more than a level editor, but also had some sort of primitive version control databasing system built in that handled both presets and strings, and file dependencies. Always.dat is just an exported snapshot of that database. It at least supported both local and remote databases in the form of two different files, and maybe even used a remote server for the remote database.
(If this forum supports spoiler tags, sorry I didn't use them.)
Edit: oh wait, I can edit old posts!
[Updated on: Sat, 23 June 2012 22:16] Report message to a moderator
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Re: Hidden Leveledit Features [message #469473 is a reply to message #469362] |
Mon, 18 June 2012 17:39 |
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Gen_Blacky
Messages: 3250 Registered: September 2006
Karma: 1
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General (3 Stars) |
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Just a resource hack to enable the dev menu. I used it all the time. I think people just forgot about it. Not all features seem to work or it will crash (I have had problems using this). Their are a bunch of other versions by blackintel floating around. Jonwill or someone could shed more light on the subject. What they plan to do with scripts 4.0 and le. They are more focused on the scripts builds.
[Updated on: Mon, 18 June 2012 17:41] Report message to a moderator
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Re: Hidden Leveledit Features [message #469491 is a reply to message #469362] |
Tue, 19 June 2012 07:25 |
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The version control features in LE are tied to a very specific version of a Microsoft version control tool called SourceSafe. We (TT) do not have SourceSafe nor do we know where to get it or how to use it properly if we had it.
The 4.0 leveledit has enabled all the LE features that are actually usable as things stand, all the other disabled features dont work (at least as far as I know, anyone who thinks otherwise feel free to correct me and we can put those feature back into a future version of 4.0)
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Hidden Leveledit Features [message #469507 is a reply to message #469493] |
Tue, 19 June 2012 13:37 |
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Sonarpulse
Messages: 18 Registered: April 2012
Karma: 0
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Ok, reading about source safe, it does sound pretty shitty. For testing though, http://archive.msdn.microsoft.com/KB976375 maybe would allow LE to work with Visual Studio 2010. Might be neat just to try. But if you guys say it need's a specific version, then that's out the window too.
More practically using a modern decent version control system over a mod package get's the job done, and is probably better than using an integrated, but shitty system like sourcesafe+LE.
Anyways, I've got the latest version with the entire Dev menu! it was really simple. I simply renamed menu 2 (the dev menu) to 129 (the mod menu), and menu 129 to menu to. This effectively switched the menus, without switching their location within the executable causing it to not crash on boot! Then I added the one thing only on the mod menu: export mod package, to the dev menu, and it still worked just fine.
So now I am uploading both the APB and Renegade Mod 4.0 tools package with this fix. Unlike the one Gen_Blacky upload, these are the latest version in all other ways of contending, so they should work fine with 4.0. The other one is besides the menu swap, virtually identical to westwood's original upload and is thus incompatible with 4.0.
@Jonwil the current 4.0 LEs, both ren's and APB's, had menus virtually unchanged from older versions of LE, and thus were missing tons of working features. These should be the best of both worlds, and I recommend TT base their version of LE off this. If there are features that crash LE every time, I recommend TT just grey them out, something which I believe can be accomplished with a resource editor, so people know what they are missing.
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Re: Hidden Leveledit Features [message #470393 is a reply to message #469362] |
Sun, 01 July 2012 03:31 |
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What I want is for someone to take the LevelEdit exe file as of the 4.0 beta 5 mod tools and take a look at the menu in that.
Then please post the names of any menu items present in the various dev builds and stuff (in this thread) but not in the 4.0 beta 5 tools AND which they think should be supported in LE.
I will then tell you if they are something that can be brought back into LE or not and if not, why not.
As for Visual Source Safe, the hard part is not just finding one but figuring out the mess needed to get LE to talk to a VSS install (and how to set up the repository in the way LE expects it and etc)
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Hidden Leveledit Features [message #470538 is a reply to message #470393] |
Mon, 02 July 2012 11:02 |
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Sonarpulse
Messages: 18 Registered: April 2012
Karma: 0
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Well as a start, here is a list of all the menu items not present in the 4.0 beta 5 LE but present in mine.
Edit:
- ☐ : doesn't work
- ☑ : does work
list of missing features
&File >
&Batch Export...
Ex&port Always...
Export &Local Always...
-------------
Export &Language Version...
Export &Installer Language Version...
&Edit >
Select &Asset Database...
Change Asset &Tree...
Vie&w >
Toggle &Attenuation Spheres
&Object >
-------------
Increase Attenuation Spheres\tCtrl+0
Decrease Attenuation Spheres\tCtrl+9
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&Import Dynamic...
&Export Dynamic...
-------------
Im&port Static...
Export &Static...
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&Export Tile List...
&Vis >
-------------
Import &Farm Data...
Run &Job File...
-------------
&Import Remap Data...
E&xport Remap Data...
&Camera >
Perspective
Orthographic
-------------
&Strings >
-------------
Export for &Translation...
Im&port Translation...
Prese&ts >
&Immediate Check In
&Check In...
-------------
&Report >
File Usage...
Missing Translations...
&Debug >
&Debug Scripts Mode
&Create Proxy Objects
-------------
&View Memory Log...
-------------
E&xtract RC Strings...
Extract &Installer RC Strings...
-------------
Generic Debug Fn 1
[Updated on: Mon, 02 July 2012 21:49] Report message to a moderator
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