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#xxl

mr.rubinshtein
:pausechamp:
mr.rubinshtein
ah lol i thought you needed it very quick
pegperegogaucho
i have time :peepoHappy:
pegperegogaucho
still need to do greece and normandy anyways
mr.rubinshtein
:PES_ThumbsUp:
pegperegogaucho
:angrygif:
adrientd
Ah yes, my favorite country
adrientd
Hellvetia 😈
pegperegogaucho
you can also recreate the romaster :hmmKay:
pegperegogaucho
@adrientd Since you were able to create a completely new LVL, if you would add an object of a class, that is not present in the level, to it, is there anything you need to change except the startid and the count in the LVL header?
adrientd
There is also a byte (I believe I named it "info" in my editor) that indicates how the objects are loaded and how to interpret the IDs (if the sector objects share the same IDs as objects from other sectors, or if they are different).
adrientd
But for this byte just use the same value as used in existing levels
pegperegogaucho
is it the byte, that comes directly after the 2 shorts that indicate how many chunks are in the LVL and STR respectively?
adrientd
I guess yes
pegperegogaucho
im kind of having trouble adding a new class to a level, i use your createobject function (which i guess does everything correctly :PauseChamp:) and the level comes out just fine, but i noticed that the "info" byte is 0 and when i change it to 1, the lvl doesn't load anymore. Do i need to change it in the sectors too?
adrientd
not sure, but if the info is also present in the str, then you should change it there too
adrientd
also in case of my editor, change the info variable too
pegperegogaucho
will the editor only do it for the LVL or also the STRs?
adrientd
wdym?
pegperegogaucho
change the info variable (if those are even in the STRs)