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#editor

adrientd
Yes, or maybe I think you should do is remove all Rocket Roman hooks except one, do modifications on it, and then duplicate them again.
adrientd
Maybe we could add a button in the Group to automatically do that (with the input box where you enter the number of enemies in the group, you click Apply and it duplicates automatically)
adrientd
For the sounds, the only hurdle would be to find default values for some the variables in the renderware sound structures. But I remember I did check not a long time ago, and it turns out a lot of them are unused anyway :Obelul:
adrientd
In the worst case I can always make it use values from the first sound in the LVL for example to use as default values, but then there's a problem if we have an empty level.
pegperegogaucho
My plan is to make the Rocket Roman in a different level, make one of him perfect and then export him to use in Rome!
pegperegogaucho
Then, in Rome I can just duplicate him a few times (How many Rocket Romans do even appear at once? 2? :pepegeHmm:)
forgotten_in_abyss
2, but from i saw he is a bit.. Fast?
pegperegogaucho
Is there really no option still to insert beacons into klusters? :Pauselix:
pegperegogaucho
I'm afraid I will hit the 255 kluster limit again
adrientd
Yeah, that's currently a big problem that needs to be addressed.
adrientd
We could make some way to move beacons to a specific kluster, but not sure how the UI would be.
adrientd
Like should the user move the beacon in the list by drag-drop? Though you would have to know where the beacon is in the list, which would be hard because beacons don't have names.
adrientd
And also I think what is done by the devs is that the clustering is automatically generated by a clustering algorithm, maybe during save.
adrientd
So that may be an option, or simplier would be when you move a beacon, the editor should automatically place it to the nearest cluster, unless it is very far (what should the min distance be?).
adrientd
Also another problem is that the order of beacons matter in the save, which are grouped by cluster, so if you change the beacon's cluster to another, the save might no longer be compatible. (though if you apply other changes to a level it probably already isn't compatible anymore anyway).
adrientd
And finally, not sure if that was the case with XXL1, but in XXL2+ beacons can be referenced, and the reference includes the cluster index, so again if you change the cluster of a beacon it might also break references. A solution would be to do something like what was done with the event sequences, where the editor generates its own unique IDs for the beacons, and replaces the references by these new IDs for use in the editor.
pegperegogaucho
Yes, I don't think you should have to worry about the klusters at all and it should just be grouped automatically. But of course the save problems make that kind of difficult... At least for now, you should be able to select a kluster and then insert a beacon into it
pegperegogaucho
Of course if we ever fully deserialize the save file in the future, maybe it can be changed as well to accomodate the changes? :FrogThinking:
pegperegogaucho
Although a feature like that may be separated so also players of mods can patch their save file :PogelixOkay:
pegperegogaucho
Anyways that is planning ahead too far, somehow being able to insert a beacon into a kluster should be fine for now 👍