| b Member Level: 15 ![]() Posts: 52/53 EXP: 13418 For next: 2966 Since: 12-31-18 Pronouns: she/her From: about 2 minutes ago Since last post: 2.5 years Last activity: 2.5 years |
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So, I found a few things in the Marble Blast Ultra PC port. Namely, the fact that once you install it, it comes with a zip named Level Building Tools, which includes a QuArK (quake army knife, never heard of it before but apparently it's a level editor?) addon, and a few convertors and such. But also, it comes with the "marble" folder. At first, I figured the fact that all the files ending in .cs was probably something like "compiled script." They wouldn't've included the full source code, right? But they did. In all its commented, welldocumented, ticket referencing, dummied out code including glory. Now, this build is NOT the XBLA build, and there are multiple instances where a comment is about a change from XBLA to PC. The scope of the code in here is ridiculous to the point where I don't think I can't document it without help. ...Anyway, other than that, here are a few of my favorite things: tools/editor/editor.cs: //XMessagePopupDlg.show(0, "The Mission Editor is buggy in this build! Please do not use the Shipping Build to edit the missions.", "Just Do It Nike", "if($Game::Running){if(!isObject(Editor)){Editor::create();MissionCleanup.add(Editor);}if(Canvas.getContent()==EditorGui.getId()){$infinitetime=1;toggleCamera(1);Editor.close(\"PlayGui\");Canvas.setContent(RootGui);RootGui.setContent(PlayGui);moveMap.push();}else{$infinitetime = 1;toggleCamera(1);Editor.open();}}", $Text::Cancel, ""); This is a commented out dialog that lets you run the "mission editor" on the shipping build. Notably, the OK button is set to be replaced by "Just Do It Nike". However, this is replaced by a dialog that simply tells you off and doesn't let you do it (nike), meaning you have to use the non-shipping build/designer's build...which we also have! (marbleblast_dev.exe) There are also a few things uncommented: marble/client/defaults.cs: // how did this get in here, and why is it false when it's always true $pref::Input::AlwaysFreeLook = false; This is still set as it is, and I'm not sure of the answer to those questions. Anyway, here's a patch to reenable the level editor in case anyone wants to fly around and look for unused objects? I dunno. I feel like this might be a group effort and I dunno if others would be interested... ____________________ |






