Advanced Level Editor v.2.1

Advertise your levels, contests, sites etc.

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Nicolas
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Advanced Level Editor v.2.1

Post by Nicolas » 17 Dec 2004, 16:36

ALE v.2.1 is now available:

http://ale.h14.ru/

New features:
- Auto-grass;
- Replay Manager, (idea and some elements of design from "elmatim0r" by milagros)
- Level Manager;
These tools should be useful for sorting levs and recs.
- and others;

English ReadMe will published soon.
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Post by Behk » 17 Dec 2004, 18:32

if it is auto-grass, how thick is teh grass then? I wonder

I can't be able to test and I whane know
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Post by Nicolas » 17 Dec 2004, 18:35

Behk wrote:if it is auto-grass, how thick is teh grass then? I wonder
Thickness is customizable
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Post by Pertti » 17 Dec 2004, 19:18

play-function only saves the level.
http://www.petitiononline.com/0815/petition.html
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Post by Nicolas » 17 Dec 2004, 19:20

Pertti wrote:play-function only saves the level.
Set Up the Elma folder in Preferences.
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Post by Pertti » 17 Dec 2004, 19:28

After playing, the editor jams totally.

More complaining: many, many good things but its slow to use. Polygons are deleted how?Autograssing is pretty good but it wont work on bumby ground.

Internal errors dont make me laugh either.
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Post by dz » 17 Dec 2004, 21:02

Sounds nice! ;)

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Post by zworqy » 17 Dec 2004, 21:25

Whohoo! \o/

/me loves ALE
<Fihlvein> another case of zworqy-is-always-right closed i guess
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Post by ghen » 17 Dec 2004, 21:39

Pertti wrote:After playing, the editor jams totally.

More complaining: many, many good things but its slow to use. Polygons are deleted how?Autograssing is pretty good but it wont work on bumby ground.

Internal errors dont make me laugh either.
constructive criticism is nice, complaining is rude. If you don't like it, make your own or try listing a detail of the issues you have so the creator can fix them instead of listen to you whine.

Side note: Looking forward to an english readme, as this will be the first time I use the program.
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Post by Nicolas » 17 Dec 2004, 23:50

ghen wrote: constructive criticism is nice, complaining is rude. If you don't like it, make your own or try listing a detail of the issues you have so the creator can fix them instead of listen to you whine.
Great words! Image
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Post by Juble » 18 Dec 2004, 08:07

hmm auto-grass is a bit much, some things are great in ALE but the thing that keeps me using the normal editor is simplicity, I would rather a "in-editor hack" than an external program. I know you put alot of effort but really... how many people use this as a in-built editor substitute? :?

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Post by Lostsoul » 18 Dec 2004, 09:38

I use it. And I didn't take part in Fastest design contest because only internal editor was allowed.
ALE has many useful features such as seeing how your pictures will be placed in the game. That reduces moving start around and testing just to see if pictures are not above ground etc...
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Post by Pertti » 18 Dec 2004, 10:40

ghen wrote:
Pertti wrote:After playing, the editor jams totally.

More complaining: many, many good things but its slow to use. Polygons are deleted how?Autograssing is pretty good but it wont work on bumby ground.

Internal errors dont make me laugh either.
constructive criticism is nice, complaining is rude. If you don't like it, make your own or try listing a detail of the issues you have so the creator can fix them instead of listen to you whine.

Side note: Looking forward to an english readme, as this will be the first time I use the program.
Sigh. I was reporting bugs, not whining how bad it is. Its better than the original, only slower to use becouse of some bugs.

I found out how to delete polygons and I've learnt to use it properly.
Lostsoul wrote:I use it. And I didn't take part in Fastest design contest because only internal editor was allowed.
ALE has many useful features such as seeing how your pictures will be placed in the game. That reduces moving start around and testing just to see if pictures are not above ground etc...
Seeing how the pictures will be put is great, just as the start object shows if your head will crash to ceiling. Mayne great things but this silly thing makes it sometinmes even frustrating to use: when you move vertexes, sometimes it decides to move whole polygon (if you dont hit exactly at the corner). For that, i thank god there's undo-button, which is very good thing.
Last edited by Pertti on 18 Dec 2004, 14:13, edited 1 time in total.
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Post by dz » 18 Dec 2004, 10:55

For the first time I'm going to check it out when I get home, I've never tried any external editors so far. This sounds, though, too interesting to be skipped.

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Post by Nicolas » 18 Dec 2004, 14:20

Pertti wrote:only slower to use becouse of some bugs.
Please report all bugs here or to nicolas@nightmail.ru
Pertti wrote:Mayne great things but this silly thing makes it sometinmes even frustrating to use: when you move vertexes, sometimes it decides to move whole polygon.
When you click to edge, whole polygon begans selected, may be you should be more precise (in Preferences you can set up "radius of capture")?

So, by my own experience, a lot of "bugs", those peoples found in ALE,
actually come from unwillingness to learn ALE.
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Post by Pertti » 18 Dec 2004, 15:03

In my case, its not any unwillingness, its just pure stupidness. Its my nature to find all the bad things even in good things.
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Post by zworqy » 19 Dec 2004, 02:53

I put up my own "help file" on my guide site:
http://www.mopokuskis.shyper.com/guide/

Lot's of stuff ther but I'm still waiting for the official enlgish readme so i can add keyboard shortcuts and stuff.

Here's some stuff i couldn't figure out what it was:
Use normal capture - ?
Use smart capture - ?
Don't check orientation - ?
(Is it really possible to have levels with wrong orientation?)

Also the "Previous" and "Next" buttons are deactivated(?)
<Fihlvein> another case of zworqy-is-always-right closed i guess
<yoosef> zworqy doesnt suck at anything

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Post by Revolt » 19 Dec 2004, 09:32

nice, but i cant get quite used to it...
hi

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Post by Nicolas » 19 Dec 2004, 21:47

zworqy wrote: Is it really possible to have levels with wrong orientation?
Look EX04.lev.
zworqy wrote: Also the "Previous" and "Next" buttons are deactivated(?)
Deactivated only in Edit mode, like in ALE 2.0

About ReadMe - soon...
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Post by zworqy » 19 Dec 2004, 22:44

Nicolas wrote:
zworqy wrote: Is it really possible to have levels with wrong orientation?
Look EX04.lev
OK, i did, but I still don't understand. Everything in the level is the same, no matter if "check orientation" in on or off.
<Fihlvein> another case of zworqy-is-always-right closed i guess
<yoosef> zworqy doesnt suck at anything

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Post by Nicolas » 20 Dec 2004, 08:31

zworqy wrote:
Nicolas wrote:
zworqy wrote: Is it really possible to have levels with wrong orientation?
Look EX04.lev
OK, i did, but I still don't understand. Everything in the level is the same, no matter if "check orientation" in on or off.
Ok, i'll try to explain it. One of ground polygon in this level has direction of path-tracing like as sky polygon (reverse with respect to normal ground polygon). Therefore it is drawing in Elma incorrectly. I described the way of creating sach polygons in readme.txt ALE v.2.0, namely:
"For creating "invisible" polygon, you should create sky polygon in ground, press "Check", turn check orientation to off, move this polygon to sky."
I.e. you should set orientation of polygon to "sky", then move it to sky. If "check orientation" is toogled off, function "check topology" (it calls automatically when you press "Save") don't change orientation of polygons.
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Post by zworqy » 20 Dec 2004, 15:09

Aha, ok, now I understand. But maybe "clipping" is a better word than orientation here.

Though I can't see why you would want invisible polygons :roll:
<Fihlvein> another case of zworqy-is-always-right closed i guess
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Post by Nicolas » 20 Dec 2004, 20:41

zworqy wrote:Aha, ok, now I understand. But maybe "clipping" is a better word than orientation here.
It's orientation (path-tracing of vertices), not clipping.
At the right of wrong-oriented polygon you can see "shadow" (appears because of specific elma graphic engine)
zworqy wrote: Though I can't see why you would want invisible polygons :roll:
May be someone wants to use, i don't know.
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Post by Wezz » 5 Feb 2005, 14:48

Very nice prog!

But its filled up with bugs!
My advice would be, that all users of ALE edit0rs should hav both 2.0 and 2.1, cause 2.1 hav a bunch of bugs!

* When u start the program, sometimes it crashes and show 100 dialog boxes!

* Sometimes the Auto - Grass makes grass which is going out in the universe!

* When u delete the only polygon, the game crashes!


Ther are more....:D
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Post by teajay » 18 Jul 2005, 13:16

Could someone reupload this file, I want to test it.

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Post by zworqy » 18 Jul 2005, 13:29

tijsjoris wrote:Could someone reupload this file, I want to test it.
http://www.zworqy.com/elmaguide/ale.html
<Fihlvein> another case of zworqy-is-always-right closed i guess
<yoosef> zworqy doesnt suck at anything

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Post by teajay » 18 Jul 2005, 17:17

Thank you. I didn't find elma guide on your site though.

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Post by sleap » 23 Jul 2005, 22:56

hoi nicolas.
great program. would be slightly greater if there was a shortcut for paste :roll: 8O :o :)

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Post by sleap » 1 Aug 2005, 18:38

i have a very strange problem with ale :?
its not showing me any longer the polygons.. i think if there are vertex-points above a specific ammount.

i added a screenshot.
never had problems with ale; tried everything in options and installed version 1, 2 and 2.1 at least 2 times.
its not working with any version.

if someone knows whats going on or had that problem before, please let me know. i miss ale very mucho :cry: Image

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Post by zworqy » 1 Aug 2005, 20:08

Weird :?

But if you click on teh little arrow by teh "View" button, you get a lot of options where you can choose what parts of the level to view. I didn't manage to get it to show vertices with polygons, though.
<Fihlvein> another case of zworqy-is-always-right closed i guess
<yoosef> zworqy doesnt suck at anything

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Post by sleap » 1 Aug 2005, 20:36

yeah.. i tried them all by the view-button.
nothing helped. :(

what a shit!! ARGL


what u mean by "vertices with polygons"?

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Post by zworqy » 1 Aug 2005, 21:32

sleap wrote:what u mean by "vertices with polygons"?
should have been "both vertices and polygons"

sorry.
<Fihlvein> another case of zworqy-is-always-right closed i guess
<yoosef> zworqy doesnt suck at anything

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Post by sleap » 1 Aug 2005, 21:56

zworqy wrote:
sleap wrote:what u mean by "vertices with polygons"?
should have been "both vertices and polygons"

sorry.
oh :) no problem man!
so highlighting vertices and showing polygons?
well.. that would work for sure.. just click the "show polygon" and "highlight vertices" in the "view"-options.

at least i think thats what you meant.. 8O :wink:


edit: "work for sure" if you do NOT have my computer :? :evil:


jesus christ!! :? :cry:
now i cant move start and exit.... oh OH!! what! in the name of the holy spirit is going here?!

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Post by Lasall » 1 Aug 2005, 22:38

have you tried to reinstall the editor? that can make wonders...
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Post by zworqy » 1 Aug 2005, 22:43

sleap wrote:
zworqy wrote:
sleap wrote:what u mean by "vertices with polygons"?
should have been "both vertices and polygons"

sorry.
oh :) no problem man!
so highlighting vertices and showing polygons?
well.. that would work for sure.. just click the "show polygon" and "highlight vertices" in the "view"-options.

at least i think thats what you meant.. 8O :wink:
Damn wrong again. silly me. I meant "vertices WITHOUT polygons", as in I couldn't replicate your problem.
<Fihlvein> another case of zworqy-is-always-right closed i guess
<yoosef> zworqy doesnt suck at anything

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Post by sleap » 1 Aug 2005, 22:43

RK wrote:have you tried to reinstall the editor? that can make wonders...
yes. as said.. i reinstalled all versions at least 2 times, but that does not help.
i even re-downloaded them.

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Post by sleap » 1 Aug 2005, 22:47

zworqy wrote:
sleap wrote:
zworqy wrote:
sleap wrote:what u mean by "vertices with polygons"?
should have been "both vertices and polygons"

sorry.
oh :) no problem man!
so highlighting vertices and showing polygons?
well.. that would work for sure.. just click the "show polygon" and "highlight vertices" in the "view"-options.

at least i think thats what you meant.. 8O :wink:
Damn wrong again. silly me. I meant "vertices WITHOUT polygons", as in I couldn't replicate your problem.
hehe alright. well, thats not possible to set in the options.
i think i have some viruses on my hd.. may that be the cause.
pretty sure it would work after format c:\ ...but i dont want to -> missing space :/

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Post by Abula » 5 Nov 2005, 15:08

English readme?

And could the readme.txt be included to zip/exe which is called ale21.zip or exe. Well at least I'm going to make it that way.
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Post by zworqy » 5 Nov 2005, 16:09

Abula wrote:English readme?

And could the readme.txt be included to zip/exe which is called ale21.zip or exe. Well at least I'm going to make it that way.
http://www.zworqy.com/elmaguide/ale.html
This is kinda english readme. Unofficial though.
<Fihlvein> another case of zworqy-is-always-right closed i guess
<yoosef> zworqy doesnt suck at anything

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Post by Nicolas » 6 Nov 2005, 18:17

Abula wrote:English readme?

And could the readme.txt be included to zip/exe which is called ale21.zip or exe. Well at least I'm going to make it that way.
May be I'll find time and do this..
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Post by dz » 18 Jan 2006, 07:59

I hope to see english readme one day, preferrably soon. I'm just getting used to it and so far seems very nice. Only thing I dislike is the fact that elma has to be restarted every time I want to try a same level after changes, because elma caches the level.

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Post by Juski » 18 Jan 2006, 08:23

If you open the in-game editor elma updates the level cach so you wont have to restart elma. And some kind of english read-me exists on zworqy's site
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Post by Nicolas » 18 Jan 2006, 16:14

dz wrote:I hope to see english readme one day, preferrably soon. I'm just getting used to it and so far seems very nice. Only thing I dislike is the fact that elma has to be restarted every time I want to try a same level after changes, because elma caches the level.
Ok, if YOU asked me, I'll do it after my exams :)
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Post by J-sim » 19 Jan 2006, 01:08

Juski wrote:If you open the in-game editor elma updates the level cach so you wont have to restart elma. And some kind of english read-me exists on zworqy's site
as far as i remember you can also just start up another external level and then go back to the one you are making.

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Post by Wezz » 19 Jan 2006, 13:12

No, not in ALE. You have to quit elma completely and enter again i think
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Post by Juski » 19 Jan 2006, 17:30

No wezz, you just have to open the in-game editor and then the level cache is updated.
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Post by Wezz » 19 Jan 2006, 22:00

ah, ok...
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Post by Nicolas » 21 Feb 2006, 17:56

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Post by zworqy » 21 Feb 2006, 18:39

Very nice!
<Fihlvein> another case of zworqy-is-always-right closed i guess
<yoosef> zworqy doesnt suck at anything

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Post by Abula » 20 Mar 2006, 22:37

Thanks.
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