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Halloween4
07-19-2005, 02:37 PM
Here's a strange problem that keeps reoccuring to me when using MaxEd.

When I place a Character entity in my MaxEd Level & then place some instruction codes on any of it's tabs i.e. Activation & Death tabs & then I export the Level, well thats all fine & the coding works fine.

The problem occurs when I decide I want to remove or replace some of coding, as a lot of the time when I remove coding from a characters Tabs & then re export the Level the character still acts as though the previous codings still in place. This is most noticable when you've removed some MPHM PrintTip message coding as the message will still appear, & at the same time any New coding won't be executed.

The only way I've found around this is to remove the Character completely & then re do the character with the New coding. But this can be very annoying if you've coded referances to the character in many other different places as you have to go back & recode all the links again. ( & yes I do compile the Level to a mod file after export, before anybody asks).

Am I not doing something properly or is this a bug?

I'd be gratefull for any Help,

Theonewayman
07-20-2005, 08:40 AM
Do you need to compile the level to a mpm file, if you need to see it in game http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif.

I never used maxEd 1 but in the 2š version you donīt need to, you just replace the exempleLevel(not in the original game, but in the MaxPayne2Dev\Game\data\database\levels\work foulder created by the max2 tools) by your on and it will show in game. If you make some changes in your map you just nedd to export it again and reload the level again for the changes to show.


P.S- I donīt know if this will help because iīm talking about MaxED2 and MaxP2, and perhaps they work diferently. But maybe your problem lies in the mpm that you creat, is the first time that this apen did it worked well befor?

Halloween4
07-20-2005, 04:26 PM
Do you need to compile the level to a mpm file, if you need to see it in game



Yes I did ( just like it says in the original message above), which I put in because I just knew some joker was going to ask me that one.
Or are you just joshing with me, & no this problem is not new & does happen quite regular when I'm using MaxED.

Theonewayman
07-24-2005, 07:45 AM
WTH http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif, iīm not joking with you, what make you think that? I was just trying to help, and yes i didnīt knew that you needed to make a mpm to see the level( as i said in my post because i never maped for Max1) and if this is the way you treat peaple that trys to help you will find your self alone in no time.

About your problem unfortenaly i canīt help you, because i also donīt know what is causing your problem, is best if you try to find help in the Max2 forums, because all the old max1 modders are there and they maybe will help you.

Corwin
07-25-2005, 04:32 AM
Theonewayman said: I was just trying to help, and yes i didnīt knew that you needed to make a mpm to see the level( as i said in my post because i never maped for Max1) and if this is the way you treat peaple that trys to help you will find your self alone in no time.



You don't have to compile a mpm to play a level, the database kinda works like in MP2.

About the problem, never heard about that or encountered that when I was mapping for MP1, and it's pretty strange.
You mean that for example if in a fsm you add a line to give a weapon and a line to give ammo, and if you suppress the ammo line, the weapon won't be given neither ?

Halloween4
07-26-2005, 07:52 PM
I'm sorry Theonewayman but you did ask me weither I did something that I'd already stated I do in my original post & when your trying to sort a problem out & people are asking you weither you've done things you've already told them you've done it can get pretty frustrating as you feel like your getting no where.

Ho well, Perhaps you didn't read my post to clearly in the first place.

Anyway I didn't mean to offend.

All the best,

Theonewayman
07-27-2005, 11:14 AM
Ok no problem and all the best to you to, and donīt loose hope on your mod it will be a good adition for the Max1 mod scene.

theHunted
08-25-2005, 12:47 PM
you should place your mod database folder in the main max payne folder and call it data. now whenever you start max payne with no mod selected, it'll load the mod from the data folder. this way you don't have to compile a .mpm file everytime.

anyway, the only thing i'd propose is to make sure that you have saved the map-file before exporting. and to check twice that the fresh and newly exported .ldb file is absolutely in the right place. i don't think there's a bug that would cause you problem. i rather think you're still running an old version of the mod or the level. maybe put a hudprint message to the startup tab of some DO or character and put a unique text just to be sure it is the right version of the map that is loading. actually, creating a new random object (like a cube) in a room should do the same.