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

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Sorry to ask what people probably already brought to your attention.  It seems when I try to use windows 8 the models don't appear when you open the editor.  I ask for a solution because I have to leave soon because my grandma passed away and will be stuck on my laptop for 20 days that has windows 8.
Maybe that's because the char.lgp file is not found, go to the options and set the char.lgp path manually.
 
Random thought, would it be possible to transfer backgrounds/cameras/walkmesh from FF8/9 fields? Just a thought.
 
Yup, with time all is possible. And camera and walkmesh format is almost the same for FF7 and FF8.
 
I still need to get work done the world keeps on moving.  She wouldn't want me to be depressed 24/7.

Edit: Okay the models are unsupported with windows so you cannot view them at all.  Tested with Char thing in there and it did not solve the problem.  So you'd have to regress to windows 7 or wait until the update for windows 8 to allow for compatibility to be finished if it isnt already.
 
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Say, is it possible to add a patch file ability to Mokou Reactor? My idea is a comparison between an original flevel.lgp and another flevel.lgp, so the editor writes only the scripts in the patch which are changed. It would be really awesome to have a 'Create Patch' and an 'Apply Patch' button. I would like to ask you other things, but this needs to be the most urgent for me at the moment.

Thanks for taking the time to think over it.

Edit: Looks like Luksy is already planing a tool for this.
 
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Say, is it possible to add a patch file ability to Mokou Reactor? My idea is a comparison between an original flevel.lgp and another flevel.lgp, so the editor writes only the scripts in the patch which are changed. It would be really awesome to have a 'Create Patch' and an 'Apply Patch' button. I would like to ask you other things, but this needs to be the most urgent for me at the moment.

Thanks for taking the time to think over it.
there are tools for this look for a "binary diff" and "binary patch" programs many exsist already.
 
there are tools for this look for a "binary diff" and "binary patch" programs many exsist already.
My PC is now full with junk!  :-D
But WinMerge looks interessting.

Thanks!
 
Now, where Luksy is try to make a flevel patcher, I want to ask you for a comfort feature. It would be great if we could create and load script templates. My imagine of it is to select a script, right click on it and choose create template. A window will pop up and ask you for the name of the the template. After I named it, Makou Reactor should write a file in a template folder. Load a template should be as easy as paste a copied script, simply right click, choose load template, a window will pop a where you can choose a template.
It is a simple, but powerful feature, because the templates are separate files we could share with each other.

One last question: Is it possible to change the global light direction? I also would like to know, if it is possible to make local lights.
 
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Hi, we are having problems with the makou reactor.
We edited many maps which contain tutorials, but if you try in a PSP or PSX (No emulator) the game crashes when you enter in that map. When you edit a DAT the file becomes uneven and the original files are pairs, and PSX and PSP reads only archives pairs.
We added some bytes to the archives, but it doesn't work, any suggestion?
 
I am experiencing a bug. Whenever I change a jump type from 8-bit to 16-bit it crashes soon after. So if I try to save it or change something else it just crashes.
 
Yeah. And I tried with other flevel.LGPs and a PS IMG and I'm getting the same results. I decided to test on my laptop with 1.6 and the results seem to be the same.  Although the copy I have on my computer was transferred from my laptop so the problem could still potentially be on my end.
 
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I can confirm that this also happens to me
Changing the jump type from short to long ( 8 to 16 ) it crashes within seconds
 
Uh. not really. I'm on Windows 7.

Here's a sample from event log if it helps:
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Faulting application name: Makou_Reactor.exe, version: 1.6.0.0, time stamp: 0x51f42731Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000Exception code: 0xc0000005Fault offset: 0x080e0a54Faulting process id: 0x165cFaulting application start time: 0x01cf408097af3c3dFaulting application path: E:\User\Desktop\HAX\sware\Makou_Reactor-1.6\Makou_Reactor.exeFaulting module path: unknownReport Id: e38317d4-ac73-11e3-a360-001a7dda7113-----Fault bucket , type 0Event Name: APPCRASHResponse: Not availableCab Id: 0Problem signature:P1: Makou_Reactor.exeP2: 1.6.0.0P3: 51f42731P4: StackHash_0a9eP5: 0.0.0.0P6: 00000000P7: c0000005P8: 080e0a54P9: P10: Attached files:E:\User\AppData\Local\Temp\WER8681.tmp.WERInternalMetadata.xmlThese files may be available here:C:\Users\Username\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_Makou_Reactor.ex_85a23c99d238975d0fc898cf329663aadb1d3_0b838cd7Analysis symbol: Rechecking for solution: 0Report Id: e38317d4-ac73-11e3-a360-001a7dda7113Report Status: 1
And a slightly different one which I think happened for the same "change-jump to-16-byte" crash:
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Faulting application name: Makou_Reactor.exe, version: 1.6.0.0, time stamp: 0x51f42731Faulting module name: Makou_Reactor.exe, version: 1.6.0.0, time stamp: 0x51f42731Exception code: 0xc0000005Fault offset: 0x0015897aFaulting process id: 0x12b4Faulting application start time: 0x01cf40770497cd95Faulting application path: E:\User\Desktop\HAX\sware\Makou_Reactor-1.6\Makou_Reactor.exeFaulting module path: E:\User\Desktop\HAX\sware\Makou_Reactor-1.6\Makou_Reactor.exeReport Id: 778849b7-ac6a-11e3-a360-001a7dda7113--------------Fault bucket , type 0Event Name: APPCRASHResponse: Not availableCab Id: 0Problem signature:P1: Makou_Reactor.exeP2: 1.6.0.0P3: 51f42731P4: Makou_Reactor.exeP5: 1.6.0.0P6: 51f42731P7: c0000005P8: 0015897aP9: P10: Attached files:E:\User\AppData\Local\Temp\WERC766.tmp.WERInternalMetadata.xmlThese files may be available here:C:\Users\Username\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_Makou_Reactor.ex_737e2bcf71964924cbc10418c44f28cf34c2bd_1419cc46Analysis symbol: Rechecking for solution: 0Report Id: 778849b7-ac6a-11e3-a360-001a7dda7113Report Status: 1
I have Microsoft Visual C++ 2012 Redistributable (x64) and (x86) 11.0.60610 if hey mean anything. Also 2010 10.0.40219, 9.0.30729.4148, 9.0.21022, 9.0.30729.6161, and 9.0.30729.17.
 
I just took a quick look at this crash and the same thing happens to me in 1.5.1 and 1.6 and when i compiled 1.6.1 from source and the same crash happens on all versions.
Here is a video showing the crash while using the default debugger in QT

This seems to happen on Windows 7 but if you change the compatibility of the EXE to "Windows XP SP3" it doesn't appear to happen so to work around the problem you can just do that.
 
Thank you myst6re, i just saw 1.6.1 r260 code posted just now so i compiled it and it seems to be working now :), nice work thanks for this.
1 small thing though, when i use the English translation the text that is supposed to say "If $GameMoment" now says "Si $GameMoment" is this because the translation files haven't been updated yet ? (just letting you know, i know its probably because its a SVN and the default language is French but just incase it wasn't i thought i should say)
 
1 small thing though, when i use the English translation the text that is supposed to say "If $GameMoment" now says "Si $GameMoment" is this because the translation files haven't been updated yet ? (just letting you know, i know its probably because its a SVN and the default language is French but just incase it wasn't i thought i should say)
Yes, I don't update the translations files until the release.
 
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