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KeenCommander
Vorticon Elite
Posts: 614
(3/31/03 6:28 am)
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ted editing q
After all this time, I finally got around to setting up ted on an old PC (XP won't let me!). and I've got a question.

I've set it up so big keen runs around on the level map. and I want him to enter levels through big-keen doors. Like is that possible? If I link the door to the level address like the other little doors are, keen just teleports to another position on the level map. I've tried other things--usually resulting in Keen's death or a crash.

Know the answer?


BTW, ted and the memory patching seems good enough. I used to hope for something better, but now that I've actually tried it--It's quite sufficient. Thanks for tededit, Andrew, Charging Moose, and the others. :)

Edited by: KeenCommander at: 3/31/03 6:30:48 am
KeenRush 
Garg
Posts: 2897
(3/31/03 6:14 pm)
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Re: ted editing q
Sorry, my knowledge about TED is really small, so I dunno.. But the idea is really cool - hope you get it to work! By the way, are you going to make a Keen level pack? :)

Greetings from Bloogton Tower!

Grelphy 
Vortininja
Posts: 226
(3/31/03 10:10 pm)
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missing image (nweb.pct.edu/homepage/student/BOYWIL61/grelphy.gif)
Re: ted editing q
I think it's a property of the tiles. You would need a map level tile for keen to actually enter a level. The level map doors only support teleporting, so keen teleports.

You may, however, be able to use any old tile with the correct level-number sprite.

Try putting map keen in, for example, the Well of Wishes and see what happens!


DISCLAIMER: I don't actually know any of this, it just seems to make sense from what I know. ;)


You and all those other mental wimps deserve to die!
-Mortimer Mcmire in Commander Keen 3

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Stranded Fish
Posts: 1868
(3/31/03 10:56 pm)
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missing image (scripts.cgispy.com/image.cgi?u=xtraverse)
Re: ted editing q
Err..no, you can make the entrance to a level on any tile.

The infoplane values are what triggers it, but as I haven't used tededit since last summer, I can't remember for the life of me what they are. they had something to do with the level number in hex, and C's (level entry tile), D's (level blocking tile), and F's (level flag tile). I'm probably off a bit with those letters though.

 missing image (excelex.net/~xtraverse/sig.pl)

KeenCommander
Vorticon Elite
Posts: 615
(4/1/03 5:54 am)
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Re: ted editing q
the special background tiles in doorways appear to define an animation. I've used little keen, and just put an infoplane icon on the level map for say level 14 ;) and he'll go.

BTW C ones are for levels, F's are flags, so I'm guessing you're right about D's. One thing, though: the doors that exit the levels, have the tag B1B1. Is there anything I can derive from that?

About a whole level pack: we'll see. Right now, I'm mainly experimenting.

adurdin
Wormouth
Posts: 722
(4/1/03 8:36 am)
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Re: ted editing q
Do you want to document these bits of information for others' information? Then I can stick your docs with tededit, for others' information (with your assent, of course).

Andrew

KeenRush 
Garg
Posts: 2909
(4/1/03 10:45 am)
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Re: ted editing q
Please do that, it would be really useful! At least for me, when I sometime start to do something with Keen 4..

Greetings from Bloogton Tower!

KeenCommander
Vorticon Elite
Posts: 616
(4/3/03 2:41 pm)
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Re: ted editing q
Here is a new level. My little brother James did most of the work.

Just extract the archive, copy your keen5 (1.4) files to the same directory, unlzexe your keen5e executable, and play. BTW, you'll have to warp to it as level 14 is not on the level map ;)

One thing I DID learn from making that level is: ONLY use info-layer goodies when masked layer goodies don't fit, (i.e. in hiding places or up near walls). the objarray array for the info layer seems quite puny. and Andrew probably mentioned this, but it took me studying the different layers in other keen levels to figure it out.

Tell me what you think of the level!


BTW, there's an area with an unholy amount of goodies--can you find it--WITHOUT F10+Y, or TED??

KeenCommander
Vorticon Elite
Posts: 617
(4/3/03 2:53 pm)
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Re: ted editing q
-double post-

A couple of questions.

1. Is it possible to change the music played in a level? perhaps with patching the executable in memory? How about changing the level names?

2. Keen 5 uses horizontal NOBLOCK tiles, but no vertical NOBLOCK titles? I can't find either of these in the tileset list. Is there one?

KeenRush 
Garg
Posts: 2951
(4/3/03 4:11 pm)
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Re: ted editing q
I don't know about the musics, but at least level names are possible to change with CKpatch, I think. :)
Oh, I will test it right now!

Greetings from Bloogton Tower!

KeenRush 
Garg
Posts: 2952
(4/3/03 4:21 pm)
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Re: ted editing q
Oh, AMAZING level! :) Great job!

Greetings from Bloogton Tower!

KeenCommander
Vorticon Elite
Posts: 619
(4/4/03 4:46 am)
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Re: ted editing q
Thanks KeenRush :)

Flaose
Pooper, King of the Slugs
Posts: 889
(4/4/03 9:16 pm)
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Re: ted editing q
Doors that take you to another part of the level are giving me a huge amount of trouble...

--------------------
Cerebral Cortex 314 - For All of your Commander Keen Needs.

KeenCommander
Vorticon Elite
Posts: 626
(4/5/03 12:17 am)
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Re: ted editing q
You not only need the address of the other door, but you also need the foreground (masked) block 0x1025 it's completely transparent (just grab it from another door in another level).

BTW, has anyone found the goodie secret?

adurdin
Wormouth
Posts: 727
(4/5/03 3:58 am)
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Re: ted editing q
I did!

-- but I cheated to find it, so I won't give the secret away.
:)

KeenRush 
Garg
Posts: 2979
(4/5/03 4:54 am)
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Re: ted editing q
I haven't - maybe I'll try today! ;)

More levels please! ;)

Greetings from Bloogton Tower!

Flaose
Pooper, King of the Slugs
Posts: 895
(4/5/03 2:26 pm)
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Re: ted editing q
Thanks KeenCommander...that should help me out.

--------------------
Cerebral Cortex 314 - For All of your Commander Keen Needs.

forest123 
Vortininja
Posts: 109
(4/5/03 3:46 pm)
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Re: ted editing q
Quote:
Sorry, my knowledge about TED is really small

and mine is high well you have to set place value of where you want keen to go on the map trust me I have tried it and it works:potter . :helmet oh and don't ask me again :redeyes

-Forest123

Zorath
Vortininja
Posts: 140
(4/5/03 7:36 pm)
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Re: ted editing q
I just tried your level, KeenCommander -- It was really good, we really need more Keen 4-6 levels! Keep up the good work!

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Stranded Fish
Posts: 1927
(4/6/03 3:05 am)
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missing image (scripts.cgispy.com/image.cgi?u=xtraverse)
Re: ted editing q
Can someone send me Keen 5 1.4 non-Goodtimes version? Apparently CKPatch and TED don't work with it.

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KeenCommander
Vorticon Elite
Posts: 627
(4/6/03 4:39 am)
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Re: ted editing q
You're right! I bought keen 4/5 (GoodTimes Software) on eBay last year, but I've never installed it. Since I'd had the old Apogee version long before I got the other, I never installed the other one.

Edited by: KeenCommander at: 4/6/03 9:06:41 pm
KeenRush 
Garg
Posts: 3006
(4/6/03 10:47 am)
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Re: ted editing q
KeenCommander, you can change the level name things like this:

%level.name 14 MyLevel
%level.entry 14 Keen goes to MyLevel!

Oh, I started to make a Keen 5 level too - it will be just single level. First I thought to do it to Keen 4 or 6, but I like this one more. :)

Greetings from Bloogton Tower!

Edited by: KeenRush  at: 4/6/03 10:48:08 am
KeenCommander
Vorticon Elite
Posts: 628
(4/6/03 8:52 pm)
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Re: ted editing q
KeenRush, where do I enter that?

This'll be GREAT! we've already got a handful of levels (though they may need some polishing).

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Stranded Fish
Posts: 1932
(4/6/03 9:11 pm)
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missing image (scripts.cgispy.com/image.cgi?u=xtraverse)
Re: ted editing q
Using CKPatch..which gets me thinking. Maybe I'll add basic support for Keens 4-6 in my next version of Patchotron.

 missing image (excelex.net/~xtraverse/sig.pl)

KeenRush 
Garg
Posts: 3017
(4/7/03 3:52 am)
Reply
Re: ted editing q
KeenCommander - to file patch5.pat (if I remember correct), and remember to write it ABOVE %end text.. :)

Greetings from Bloogton Tower!

KeenCommander
Vorticon Elite
Posts: 631
(4/7/03 4:08 am)
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Re: ted editing q
Just call me Mr. Dumas :crazy

Thanks KeenRush and Xtraverse.

KeenRush 
Garg
Posts: 3020
(4/7/03 12:06 pm)
Reply
Re: ted editing q
Ok then. ;)

I wonder what's happening now, ~1 year later that tededit pack came with the first issue of CKNewsletter, we really start making those levels! :)

Greetings from Bloogton Tower!

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Stranded Fish
Posts: 1969
(4/10/03 7:44 pm)
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missing image (scripts.cgispy.com/image.cgi?u=xtraverse)
Re: ted editing q
Excellent level, KeenCommander. It's strange how Keen zooms up that hidden slope so fast :crazy

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KeenCommander
Vorticon Elite
Posts: 635
(4/11/03 4:14 am)
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Re: ted editing q
Boy do I feel crazy. Hidden slope? Where's that? Ooh, I think you just exploited the one (known) clipping error in the level. Near the beginning by the secret area that holds the moving platform? with the door and slicestar above? I thought it was funny, especially since it's exceedingly hard to get back out, so it was left, even though my brother wanted to take it out. :)

KeenRush 
SpamMaster9000
Posts: 3069
(4/13/03 5:32 am)
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Re: ted editing q
I noticed that place too - by accident ofcourse! :)

Greetings from Bloogton Tower!

KeenCommander
Vorticon Elite
Posts: 637
(4/13/03 9:16 pm)
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Re: ted editing q
I guess we should take that out as it's impossible to finish the level once you're in. You can get down past the slicestar, but if you enter the door, you're near the exit, but you can't get the keycard...

When we release the next batch of new levels (yup there will be more) it should be fixed :)

KeenRush 
9 POSTS AWAY FROM THE HIGH SCORE!!!!
Posts: 3087
(4/14/03 3:57 am)
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Re: ted editing q
Sounds cool! :drool

Greetings from Bloogton Tower!

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