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> Braindead's Editor, Updated 7/29/2005, 22:16
A. J. Raffles
post Feb 2 2005, 07:14 AM
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QUOTE (Kevin062571 @ Feb 1 2005, 09:38 PM)
In Braindead's Editor v1.5, does the anti-teleport map square mean that you can't...

A) teleport from that square
cool.gif teleport to that square
C) both

Welcome to the forums, Kevin. wave.gif

Anti-teleport squares are from Mordor 2, so they should work the same way as there (which I think would be c) ). But I'm not sure whether you actually can edit a Mordor 1 map to have anti-teleport squares.


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Braindead
post Feb 2 2005, 07:25 PM
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aye, the anti-teleport characteristic only works in Mordor 2 Maps smile.gif


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Kevin062571
post Feb 7 2005, 09:24 PM
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I have a map nearly completed and was starting to put some of the monster types in the rooms. I was trying to make some monster lairs, but everytime I try, it doesn't keep the laired monster I select. Is this option currently not available, or am I doing something wrong?
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Braindead
post Feb 7 2005, 10:06 PM
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hmm it should work. Is your mdata5.mdr file located in the same directory as the mdata11.mdr file you are modifying?


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Kevin062571
post Feb 8 2005, 01:04 PM
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I'm running Windows 2000... could that be why? I'll try it at home later and see if it works there. Thanks!
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thorkia
post Feb 8 2005, 05:07 PM
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I had the same problem running XP SP2. It just wouldn't keep the lairs. It even removed the alread yexisting lairs.


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Kevin062571
post Feb 10 2005, 12:23 PM
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I can't get it to work on my laptop either running XP SP2.

With the laired monsters, if I put in say... a Goblin Lord as the laired monster, will it put in the Wyverns?
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Angralar
post Feb 10 2005, 08:10 PM
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It works in 1.3 but not 1.5 for me. It just shows a blank field for laired monsters in 1.5.
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aardless
post Feb 10 2005, 08:47 PM
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Same here. It works just fine in version 1.4 though. So if you can make do without the monster generator, I suggest you use that one instead. laugh.gif Braindead, it seems you were inspired to add a disclaimer in the latest version... sneaky.gif


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Braindead
post Feb 10 2005, 08:59 PM
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The disclaimer is in there for a while smile.gif

Hmm so monster lairs don't work eh in 1.5, I'll add it on top of my todo list then, in the mean time use 1.4 ...

I might have to release a 1.6 after all, I kinda planned to release 2.0 as my next version... rolleyes.gif


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Kevin062571
post Feb 11 2005, 12:54 AM
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It's all good. I used the Random Monster Generator in v1.5 and then opened it in v1.4 and it retained the monsters and I can add the laired monsters that way.
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Malikat
post Feb 11 2005, 12:56 AM
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you're a crazy man, innovating like that.


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aardless
post Feb 11 2005, 09:28 AM
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QUOTE (Braindead @ Feb 10 2005, 09:59 PM)
The disclaimer is in there for a while smile.gif

Hmm so monster lairs don't work eh in 1.5, I'll add it on top of my todo list then, in the mean time use 1.4 ...

I might have to release a 1.6 after all, I kinda planned to release 2.0 as my next version...  rolleyes.gif
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Ops, you're right. tongue.gif

As for the version, this is a pretty serious bug, fixing it might warrant a jump to 2.0. wink.gif


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Braindead
post Feb 11 2005, 09:33 AM
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nah 2.0 is gonna have a random map generator smile.gif


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aardless
post Feb 11 2005, 09:55 AM
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Awww cooooool. w00t.gif I can't wait to see that one in action.


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BoBBer
post Feb 11 2005, 11:06 PM
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Hmmm sounds like a big update:) there will be alot of problems, with the random-editor not placing, chutes, teleporters, monsters or dead ends by the first stairs down from the town.

But there i seriously something to look forward to, for all of us who haven't got to work for it;) i know i'm looking forward to it:)


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fart642000
post Feb 12 2005, 04:13 AM
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QUOTE (Braindead @ Feb 11 2005, 04:33 AM)
nah 2.0 is gonna have a random map generator smile.gif
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*drools...* yahoo.gif

QUOTE (BoBBer @ Feb 11 2005, 06:06 PM)
Hmmm sounds like a big update:) there will be alot of problems, with the random-editor not placing, chutes, teleporters, monsters or dead ends by the first stairs down from the town.


don't think it will be too problematic with those (don't know programming but percents would probably be used so every other square isn't a rock or stairs up)

odds are you'll have to make some mods (to link up with other levels)

anyway i wish you luck with it Braindead (and i really should get working on that help file)


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Braindead
post May 15 2005, 06:40 PM
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no random map generator yet, but I won't be working on the editor in the coming months (other priorities) so therefore an update in between with some fixes. smile.gif

v1.6 Progress Report:
New functionality:
- Show Coordinates so you don't have to eyeball to see at which X,Y position you currently are

Bugfixes:
- When allow cursor movement is on, the left and right arrow moved one square up/down when at edge of screen, changed to stay at same Y-level.
- Setting Monster Lairs works again


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Braindead
post Jul 29 2005, 09:23 PM
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v1.7 Progress Report:
New functionality:
- Added feature groups. setting an item which is part of a feature group will cause unsetting of other items which are part of the same feature group. (Was harder to implement than it sounds)

There are 3 feature groups:
Group 1: Wall East, Door East, Secret Door East
Group 2: Wall North, Door North, Secret Door North
Group 3: Random Teleport (MordorII only feature), Chute, Rotator, Fixed Teleport/Mordor 1 Random Teleport, Stairs Down, Stairs Up, Face West, Face South, Face East, Face North


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Celes
post Feb 3 2006, 03:00 AM
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Hope you don't mind this here BD but I finally used your editor for the first time last night (you already got my result) and I must say I'm very impressed. It's so easy to use, I wish more game editors (in general) were as easy to use as this one is.

I'm definitely keeping this one. smile.gif
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