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#hskal

pegperegogaucho
It's fake water
pegperegogaucho
Fata morgana :Obelul:
adrientd
hesopesomeso
After all, hsk won't be able to work with all sectors at once (for the live feature to work [testing, editing, viewing]). Simply because several objects (in different sectors) can map to the same object (for instance, sector roots).
pegperegogaucho
If a node references the sector root, then it must be the sector root of the sector the node is in
hesopesomeso
Yeah, but each sector root, deserialized from sector, requests a sector root with ID 1. (If the sector is not common, ie. 0)
hesopesomeso
This is because the level buffer contains only 2 sector root objects (the second gets overwritten by the new sector root, on sector load).
hesopesomeso
So, if I were to load all sectors, each sector would have a sector root pointing to the one with ID 1 (except sector 0). And sure, I could manually overwrite them, but there could be more of such instances + the K code is in the hands of the user.
pegperegogaucho
You are trying to keep it unmodified?
hesopesomeso
I'd say compatible?
hesopesomeso
I call these sector objects, which get requested while reading the level file, *sector dependent*
pegperegogaucho
I don't think it's impossible to figure out the *sector dependent* references and the benefit is that you can edit multiple sectors at once. Also, what if you are editing sector, but want to copy an object of or look at another sector, then what would happen in hsk? :FrogThinking:
pegperegogaucho
In the XXL-Editor, if there is a reference that is *sector dependet* its binding (figuring out the object) is postponed and pretty much all objects can be figured out, but I can understand if it breaks compatability
pegperegogaucho
Note that you will have to patch the level files anyway to move the "DRM" values back into them, maybe you could also implement a new referencing system?
hesopesomeso
Yeah, I can't do that- because the game could access some of those objects, and the references would be invalid. And besides, what would be the "current sector"?
hesopesomeso
Not that I'm trying to make the editor "live", that is, you can edit while essentially playing the game. If it were static, nothing would access the references, one could fix it the same way as the XXL-Editor.
hesopesomeso
That won't be a problem, one just replaces the values. Right?
hesopesomeso
It's possible, by patching the whole level file & replacing every sector dependent object ID with its proper ID.
hesopesomeso
This breaks compatibility though.
hesopesomeso
I guess what I could do, is read it, patch it like so, and if the user desires, output a compatible version? Maybe that's what the devs did too?