Author Topic: Temporal Flux v3.00 Release  (Read 3675 times)

Geiger

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Temporal Flux v3.00 Release
« on: December 05, 2008, 05:06:02 pm »
Several massive code rewrites later...

Temporal Flux 3.02

From the release notes:
Quote
v3.00  (2008.12.05)
New
- Loc Events . Several events can be launched from the prompt.  Separate entries by commas, and sequences by dashes or colons.  Don't open too many (>80) at once though; it will use a lot of system resources.
- Loc Events, Loc Maps . When launched from a Location Map, event commands with map coordinates will display their location on the map.
- Custom Data . Users can now custom define data, which can be imported, exported, and mark off freespace appropriately.
- Saving . Mark All Modified added to File menu.  Use this to reseat data records in large patches.  Use sparingly though, as it takes 15+ minutes to save.
- Plugin System . See the Temporal Flux Plugin Architecture documentation for more information.

Fixed
- Loc Events . Cut (Ctrl+X) corrected for new string handling
- Loc Events . Dialogue could be displayed incorrectly in game due to spacing issues
- Compression . Compression tool no longer adds junk bytes onto end of data
- Strings . Setting all strings to dupes no longer crashes the program

Changed
- Loc Events . Decode for Draw Geometry
- Loc Events . Consistent decode between Textbox and Decbox
- Loc Events . MemCpy2E changed to ColorMath
- Loc Events . Partial editor rewrite, focusing on command display
- Overworld Events . PCSub (OEC 08) now decoded and updated to match moving code.
- Saving . Major rewrite of the save system, changing internal aspects of the entire program
- Treasure . Changing the treasure type is now considered a data-changing action.

Between the custom data and the plugin system, the future can only refuse to change for so long.
« Last Edit: December 19, 2008, 04:48:57 pm by Geiger »

Shinrin

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Re: Temporal Flux v3.00 Release
« Reply #1 on: December 05, 2008, 06:04:54 pm »
After having it crash after unpacking the TF300 .7z over my older install, i installed the program in it's own folder and now it works.. but the problem i'm having now is the plugins, they don't seem to work.

FaustWolf

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Re: Temporal Flux v3.00 Release
« Reply #2 on: December 05, 2008, 06:27:32 pm »
Suh-weeeet! :D

Geiger, have you implemented sprite insertion yet, or is that going to be a plugin feature or an integral part of the editor later on?


Vehek

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Re: Temporal Flux v3.00 Release
« Reply #4 on: December 05, 2008, 07:30:17 pm »
How does that feature work? So far, I can only get one object to show up when I select its SetCoordinates command.

Geiger

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Re: Temporal Flux v3.00 Release
« Reply #5 on: December 06, 2008, 12:36:21 am »
the problem i'm having now is the plugins, they don't seem to work.

Temporal Flux doesn't come with any plugins.  The two example plugins I wrote have nothing Flux doesn't already edit.  The monster stats plugin is still in very early development by JLukas and has no release date as yet.

How does that feature work?

It shows the coordinates of the command you currently have selected in the editor, though only if you launch it by clicking on the blue Events label.
« Last Edit: December 06, 2008, 12:38:26 am by Geiger »

Shinrin

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Re: Temporal Flux v3.00 Release
« Reply #6 on: December 06, 2008, 09:55:43 am »
the problem i'm having now is the plugins, they don't seem to work.

Temporal Flux doesn't come with any plugins.  The two example plugins I wrote have nothing Flux doesn't already edit.  The monster stats plugin is still in very early development by JLukas and has no release date as yet.

I should have mention i did get the plugins. Justin gave me the link to them yesterday after linking me to this thread.

Geiger

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Re: Temporal Flux v3.00 Release
« Reply #7 on: December 08, 2008, 10:55:30 am »
I should have mention i did get the plugins. Justin gave me the link to them yesterday after linking me to this thread.

The plugins would have to be compiled from the source in the TFPA; no binaries are available from me.  They work fine when I compile them, even when compiled in Visual C# Express 2008.

Rickets

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Re: Temporal Flux v3.00 Release
« Reply #8 on: December 09, 2008, 12:52:06 am »
Hey, I have a question about dialog editing, I open TF3 and load up CT and hit window>Strings and in the tab I see ages all the way to years, but there is now dialog selector... And I want to play with that and maybe put the CT DS translation into the SNES rom.

Could I be doing something wrong?

justin3009

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Re: Temporal Flux v3.00 Release
« Reply #9 on: December 09, 2008, 07:55:27 am »
You have to open up each individual location to edit the dialogue.  I think you click "Find String" and it'll throw you to the next string seen.

Rickets

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Re: Temporal Flux v3.00 Release
« Reply #10 on: December 09, 2008, 05:54:37 pm »
If you want we can PM from now on... So basically I have to go windows>locations like 200 times or something, and then open every single location within each of the tabs? And that will add the dialog options in the string tab?

Sounds a little iffy... is this correct?

justin3009

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Re: Temporal Flux v3.00 Release
« Reply #11 on: December 09, 2008, 06:07:32 pm »
Go one location or so at a time.  Don't do it all at once, just go slow with it.

Geiger

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Re: Temporal Flux v3.00 Release
« Reply #12 on: December 12, 2008, 04:26:42 pm »
Bugfix release

Temporal Flux 3.01

From the release notes:
Quote
v3.01  (2008.12.12)
Fixed
- Loc Events . Destination tried to pack memory with the wrong data.
- Loc Events . Draw Geometry used wrong operator for assignment.
- OW Exits . Location name sorting caused errors in name picking for exits.

Rickets

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Re: Temporal Flux v3.00 Release
« Reply #13 on: December 13, 2008, 12:02:15 am »
Sorry... I can't figure out how to get dialog to show in the strings window.
I did find some way of editing text, but it isn't what is used - or is it?
In location editor I can click "Find Text" and it shows the next text line, but it's crazy out of order...

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Agent 12

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Re: Temporal Flux v3.00 Release
« Reply #14 on: December 13, 2008, 02:10:28 am »
Thanks for the quick turnaround Geiger!

Rickets that is how you edit dialogue with TF.  Find Text is in the order that the text appears in the events not necessarily in game.

--JP