[PSX/PC] Field Editor - Makou Reactor (2.1.0)

  • Thread starter Thread starter myst6re
  • Start date Start date
Status
Not open for further replies.
I'm trying to compile this with Qt Creator on Mac OS X 10.7.5. The only issues with it is that I've had to replace every reference to <GL/glu.h> with <OpenGL/glu.h>, it keeps giving me warnings that "This version of Mac OS X is not supported", and I'm getting a fatal error:
Undefined symbols for architecture x86_64:
  "_gzclose", referenced from:
      GZIP::decompress(QByteArray const&, int)in GZIP.o
      GZIP::compress(QByteArray const&) in GZIP.o
  "_gzopen", referenced from:
      GZIP::decompress(QByteArray const&, int)in GZIP.o
      GZIP::compress(QByteArray const&) in GZIP.o
  "_gzread", referenced from:
      GZIP::decompress(QByteArray const&, int)in GZIP.o
  "_gzwrite", referenced from:
      GZIP::compress(QByteArray const&) in GZIP.o
ld: symbol(s) not found for architecture x86_64
collect2: ld returned 1 exit status
make: *** [Makou_Reactor.app/Contents/MacOS/Makou_Reactor] Error 1
make: Leaving directory `/Users/[My Username]/Downloads/Makou_Reactor-build-desktop-Desktop_Qt_4_7_4_for_GCC__Qt_SDK__Debug'
The process "/usr/bin/make" exited with code 2.
Error while building project Makou_Reactor (target: Desktop)
When executing build step 'Make'
 
Replace:
Code: [Select]
Code:
macx:ICON = images/Makou_Reactor.icns
By:
Code: [Select]
Code:
macx { ICON = images/Makou_Reactor.icns LIBS += -lz}
In Makou_Reactor.pro (line 167). Run qmake and retry.
 
Thank you! The build worked, but it won't let me switch to English.

EDIT: I managed to fix that, too. I copied some missing files from the 1.5.1 Windows release of Makou Reactor to the new build.

I assume the fact that there is no model viewer is just an inevitable problem with the Mac version.

If anyone else wants this app, I have the finished 1.5.1 build at: http://www.mediafire.com/?9fdta5521o6kgm9
 
Last edited:
Thank you! The build worked, but it won't let me switch to English.

EDIT: I managed to fix that, too. I copied some missing files from the 1.3 Mac release and 1.5.1 Windows release of Makou Reactor to the new build.
No no no, use the qm files from the last windows build archive.

I assume the fact that there is no model viewer is just an inevitable problem with the Mac version.
For the PC version of FF7? Makou Reactor needs the char.lgp file, you can specify its path in the config window. If it is to edit an ISO, it should work....

If anyone else wants this app, I have the finished 1.5.1 build at: http://www.mediafire.com/?9fdta5521o6kgm9
Ok, thanks! I may add it on sourceforge if you will.

Edit: I've tagged the 1.5.1 version in tags/1.5.1
 
Last edited:
To clarify, the language files are from the latest 1.5.1 Windows build. The files I copied from the Mac 1.3 build are probably cosmetic. If Makou Reactor ever updates again, I'd be fine making a new build.
Also, the char.lgp viewer works now, thanks for the instructions! Now I have a FF7 model viewer I don't need to boot from Parallels or Bootcamp to use.
A final thought; could Makou Reactor be used to re-insert the deleted scenes back into the game, like Sephiroth explaining Summon Materia at the Temple of the Ancients, if I get them flagged?
 
A final thought; could Makou Reactor be used to re-insert the deleted scenes back into the game, like Sephiroth explaining Summon Materia at the Temple of the Ancients, if I get them flagged?
If these scenes are disabled, it is possible by changing some variables or in the worst case, some script lines. But if these scenes are completely removed, it's harder because you must recreate some scripts... But possible nonetheless.




Small request...  the "labels" font colour being red instead of grey.
Ok
 
Last edited:
Another request... that the scripts can stay expanded after you have expanded them rather than keep closing.  And an option to auto expand ALL expandable lines.

Bug:  Mass export of backgrounds into jpg does not place files in target folder.

Bug2: "Random" crashes. When saving then opening another flevel, generally some crash.  When going through lots of maps, generally some crash.  When editing values after it says I need a long jump, crash.  Not sure if there's any relation, but program (and it is an awesome program despite this) seems unstable.

Bug3:  Program said that I needed to use a valid label but I had... so I saved and reloaded and now there is no error.
The label went out of range because it was a short jump but it should still warn me when I reload and doesnt.  The label also changed to "Forward 12 bytes"

Dan
 
Last edited:
Another request... that the scripts can stay expanded after you have expanded them rather than keep closing.
I do not quite understand, this is not already the case?

And an option to auto expand ALL expandable lines.
Mokay, added to the TODO list.

Bug:  Mass export of backgrounds into jpg does not place files in target folder.
I have not been able to reproduce this bug. Is the fields that you want to export are selected in the list on the left?

Bug2: "Random" crashes. When saving then opening another flevel, generally some crash.  When going through lots of maps, generally some crash.  When editing values after it says I need a long jump, crash.  Not sure if there's any relation, but program (and it is an awesome program despite this) seems unstable.

Bug3:  Program said that I needed to use a valid label but I had... so I saved and reloaded and now there is no error.
The label went out of range because it was a short jump but it should still warn me when I reload and doesnt.  The label also changed to "Forward 12 bytes"
I'll look at it, thanks for the report.
 
Yup.  It exports png but not jpg. It still has the progress bar but did not place them in the target folder.  I have no idea where they ended up.  :-D

As for expandables... no.. when I edit script, they automatically collapse.  They also dont auto expand when I open a script (perhaps some sort of option?)
 
@myst6re
Is it possible that you create a 'Mass Export fields' and a 'Mass Import fields' same powerful as the
'Export current field' and 'Import current field'? I manly need this function to patch the model loader of the english flevel.lgp with my tweaked one from my german flevel.lgp. It would be a pain to do it manual for every field. My second reason is to make my german flevel.lgp workable with toughscript again.
 
bug:

Displays the dialog (No text) in the window #0

This appeared in all the text box parts of the lines in my map (jetin1). When I went out of the map and clicked back in, the correct entries were again shown.
 
bug:

Displays the dialog (No text) in the window #0

This appeared in all the text box parts of the lines in my map (jetin1). When I went out of the map and clicked back in, the correct entries were again shown.
This can happen when you export texts or when you import texts of one PC field. Is it one of these cases?

@myst6re
Is it possible that you create a 'Mass Export fields' and a 'Mass Import fields' same powerful as the
'Export current field' and 'Import current field'? I manly need this function to patch the model loader of the english flevel.lgp with my tweaked one from my german flevel.lgp. It would be a pain to do it manual for every field. My second reason is to make my german flevel.lgp workable with toughscript again.
Mass import is in my todo list.
 
Last edited:
Mystery, I have some questions,

This program does configure automatically the FIELD.BIN in the psx version?
And the other question and I think I said before,
it could be edited the "ASCII table" of this program? I want to
edit the "size" and the "space".

Regards.
 
This program does configure automatically the FIELD.BIN in the psx version?
Sure.

And the other question and I think I said before,
it could be edited the "ASCII table" of this program? I want to
edit the "size" and the "space".
This is in my TODO-list. (and yes, already asked before)
 
Question so I am trying to make a mod where Sephiroth has his own story which will be completely different than the core story.  Well not a hundred percent but close enough to be fresh and hopefully fun.  So anyway I plan to replace Biggs, Wedge and Jessy to Shinra soldiers.  I also plan to change Cloud into a completely new character since his combat model match what I want the new guy's to be.  So can I edit where his model shows up on the map threw Makou or do I also need something else?  I know that I need to edit the model through Kimera so I got that part covered.
 
Your gateway destination point data shows X Y and Z.  In fact these are X Y and T (Triangle).  Z is probably calculated by FF7 and not needed.  There are numerous examples of where Z is simply ignored in script. The world map script (prob in the .ev files in World_us) decides the destination point when entering from world map.

Your gateway data shows 1 Unknown.  This is the direction the model will face at the destination point.  It is the model direction.  It should be ONE byte, but yours shows 4?  For example, the model direction when exiting the Costa Del Sol Pub is 20202020.  In fact this is just 20 (model direction 32).
 
Last edited:
Was the directed to me because it seemed like it was kinda generic.  I was thinking you where giving me an answer in a technical way but not to sure.  Sorry still kind of a noob to this stuff.
 
Status
Not open for further replies.
Back
Top