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Agreed.
After two weeks of work, I just finished the latest version of PointEdit. It adds entity textures (finally), undos with Ctrl+Z, and a whole lot of improvements and fixes. I hope you'll like it!
Download link in the first post.
A feature often requested by users regarding the level editor is the ability to set up custom circuit connections in their levels, instead of the default light switch > light, camera > alarm, motion detector > door, etc. I myself always assumed that Gunpoint had some sort of internal dev system to set up personalised connections, and that a separate, more restrictive system existed solely for the level editor in order to make it easier to use.
In my quest to try to find a way to communicate custom connections to Gunpoint's editor, I examined all the official campaign levels, and noticed that all circuits in all levels follow the same exact default rules than in the level editor. Actually, the only place in the whole game where a connection that deviates from the default rules exists is Gessler's office in the last level, with a link between a light switch and a door. This means that, apart from this one single occurrence, the entirety of the native campaign levels function in pretty much the same way as any custom level, and that there is probably no sophisticated custom circuit system in the game's engine, let alone in the level editor.
But such a system exists in some form, since it has been used in the last level. And after a good bit of fiddling, I found that not only was this system based on actual entities instead of inaccessible code like I first thought, but that those entities can actually be placed and saved in a .lvl file like any other entity.
TL;DR: PointEdit now allows one custom circuit connection to be made. You can find the two new entities "Source marker (435)" and "Target marker (436)" under the "Circuits" icon in the editor. Simply place the source marker on the object you want to make as the source of the signal, and the target marker on the receiving object. But remember that all source markers will only ever target the most recently placed target marker in the level, which means that you cannot set up more than one custom connection per level.
PointEdit 1.5 Changelog
- Added entities 435 & 436, allowing one custom circuit connection
- Added entity 125 (Glass fragment)
- New entity creation menu with large thumbnails
- Sorted entity lists
- More accurate depth values (all entities are now drawn in the correct order)
- Drop-down menus will open without clicking if there is already an opened menu
- Auto-save option
- Auto-load last opened level on startup option
- Various other additions and fixes that would really make this message too long.
If you like this editor, feel free to spread the word if you have the occasion. There isn't really any official Gunpoint community forum apart from here, and threads can get buried quite quickly, so it always helps.
That's all, I hope you'll find it useful! As always, see the first post for the download link.
If memory serves, it was extremely limited to only kind of modifying the existing storyline dialogue, and not being able to be applied to custom levels.
All we have access to is entity #178, which allows to display the PDA background in a custom level, and can be found in PointEdit under the "Miscellaneous" category. Though it's practically useless by itself.