Humanzee wrote:Hello. I tried to start the program. Unfortunately, this message appeared.
"Failure Setting Windowed Graphics Mode
Unable to find a suitable graphics driver"
I am running the program on an INSPIRON Windows 7 computer. Any solutions?
Hack was succesfully saved to: ".ups"
Multiple of 4 huh? I'll throw in a:Allegro Manual - GFX_DIRECTX_WIN wrote:The regular windowed DirectX driver, running in color conversion mode when the color depth doesn't match that of the Windows desktop. Color conversion is much slower than direct drawing and is not supported between 15-bit and 16-bit color depths. Note that, mainly for performance reasons, this driver requires the width of the screen to be a multiple of 4. This driver is capable of displaying a hardware cursor, but there are size restrictions. Typically, the cursor image cannot be more than 32x32 pixels.
I go by that moniker on Twitter and YouTube, since my name was already taken by the time i got there (for whatever reason).WAZ__Up wrote:Also, as a side note to Qyzbud, you wrote Zimion32 instead of Simion32 up in the top news updates.
Not a glitch. Check your view settings. If the object is set not to view, it will disappear as soon as you click off of the object.WAZ__Up wrote:One thing i noticed when messing with the Scripts and other odd objects (Dk isle)
Trying to set one doesnt work. It just deletes itself from the map.
Simion32 wrote:Not a glitch, check your view settings.
Blue/Teal/Green means the camera acts normally. Yellow/Orange/Red means that the camera will move to that area a bit faster. Right-click a focus area to change the speed.WAZ__Up wrote:Question: I know you mentioned this once before, but what do the different color overlays in the camera editor mean? I.E Red, blue, and green.
For this release, it was the only way. Copy and paste and object selection would have taken way too much time and the release would not be here right now.Markster wrote:Null objects suck, i hope you get rid of them soon
That is already planned, as part of the copy and paste code. These kinds of controls do not work very well with the current "edit only what's there" way of doing things, which is why multi-selection is not in the program yet. It could have been in, but I wanted this to release as fast as possible, so the feature was ultimately dropped from v0060. But don't worry, it will be in v0070 once that version comes around.Markster wrote:why not make it where you can drag and drop multiple objects at a time (like that feature in windows, where you can highlight multiple objects at a time.)
Simion32 wrote:It's great to hear that my little truncation thing fixed the issue! I honestly didn't think it would!
Exactly as I expected! Just open up the Configuration.INI and remove the Window positions section, and the FS=1 line. Then it should re-put whatever settings it needs upon the next start.WAZ__Up wrote:Now it wants to always start the program in full-screen and crash it. Thanks simion...
Yeah, I also realized that I truncated it the wrong way. I should actually have done:WAZ__Up wrote:maximizing the screen leaves about 2 pixels all down the farthest right of my screen with my background
It only opens the help file right now. It was supposed to be for the about dialog, but i didn't take the time to painstakingly layout the dialog (you have to get the design right the first time, otherwise it basically means starting the layout over again).WAZ__Up wrote:Pressing the "Info" button up at the top (next to the minimize) freezes DKCRE and makes it unresponsive to everything. It opens the help file but thats pretty much ALL it does at that point...
No, there is only one Donkey Kong object allowed by the game engine of DKC. Doing so would be a very painstaking and monumental ASM hack.WAZ__Up wrote:Can you insert a Donkey kong object into the game? As in I can choose to put 3 DKs in one level like i would with a gnawty?
Again, no. You'd have to do such things manually anyway, as there is no easy way to just have DKCRE interpret what the ASM code (we're talking hardware byte code instructions here) might "do".WAZ__Up wrote:also, Can you edit the ASM scripts?
I guess I can change that in v0062, I didn't think it would be an issue as I was never hitting the key twice. I'll make it Ctrl+Shift+ESC or something more obscure.WAZ__Up wrote:Is there an option to turn off the ESC key exit without warning? Because when you exit ZSNESW, the only way to do it is to press ESC, and usually it lags when closing, so I double tap the ESC key and accidently lose about 2 hours of work on a level.
Simion32 wrote:I'll make it Ctrl+Shift+ESC or something more obscure.
kingizor wrote:Also, a confirmation warning when exiting the program would be nice, something along the lines of "You will lose unsaved data blah blah blah"...
Well drat. I don't ever use windows shortcuts, so I thought it was free! And it looks like Ctrl+ESC is taken too, for the Windows Key or something. The reason I chose ESC is because it's so easy to just press ESC when you want to exit the program, and it will obey without complaint (it is faster). DELTA will definitely have this behavior as an option.kingizor wrote:Simion32 wrote:I'll make it Ctrl+Shift+ESC or something more obscure.
You do know that's a windows shortcut to bring up the task manager? Is there any reason why anything other than Alt + F4 is needed?
You attempted to use SaveAs without specifying the extension. It probably saved out to ROM format, I would think. But yeah, very minor bug.WAZ__Up wrote:It only saves as a file, without the .smc extension.
At one time DKCRE extracted DKC2 levels (it was v0.0.5.0), but the extraction was not dynamic. DKCRE v0.0.6.0 dropped the DKC2 extraction because it did not have a method of dynamically extracting things (and v0.0.6.0 was a bit rushed, I'll admit). Editing still would not have been possible, as that would require re-compression of data - and at that, it would still be problematic.Vincent wrote:Of course, I understand, but you said "most of which were DKC2-related in some way" so I wanted to be sure...
DKEdit DOES NOT EDIT VERTICAL LEVELS. Not even the latest v0.05 release of DKEdit can do this. It does display tiles, but no objects and no bananas.aperson98 wrote:Oh and I feel that I should warn you guys about editing Coral Capers edit anything and I mean anything in the level and it WILL corrupt meaning most of the objects will dissapear and never come back even if reset them back to thier original settings.
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