"PGE Default" config pack

Description: The place for custom configuration packages which contain graphics, music, sounds, settings, and scripts, which are required to create & play levels and episodes with the Moondust Project.
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Wohlstand M
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Post #1by Wohlstand » 25 Jan 2015, 17:09

Hello!

This is a WIP configuration package which making to be a default PGE config pack which will be available for everybody by default.

Configuration package available to download at GitHub:
https://github.com/WohlSoft/PGE-Default

How to install
  • Clone repo via Github into "configs" folder of PGE where you can get able test it with PGE (installation path should be "configs/<any name>/*.ini")
  • Run PGE Editor or PGE Engine and you should see the "PGE Default" configuration package in the list. In the PGE Editor if you wasn't enabled config pack selection dialog every startup, you can open that dialog in the Tools -> Global Configuration-> Change configuration.

This configuration package licensed with Creative Common, and I allowing to everybody contribute to it with graphics, sounds, musics and scripts!
How to contribute:
  • Clone repo via Github into "configs" folder of PGE where you can get able test it with PGE (installation path should be "configs/<any name>/*.ini")
  • Replace exist images with your own
    • fell free to use images of any size!
    • this config pack fully uses PNG images, if you was used a GIF+GIFm images, please convert them with GIFs2PNG tool
  • If you replaced NPC's, register your new GFX properties in the lvl_npc.ini file if you replaced NPC graphics:
    • gfx-width and gfc-height fields can be removed if you will correctly define framestyle and number of frames, target frames will be calculated automatically
    • You also can remove "grid-offset" values which will be calculated automatically too.
    • You have a flexible animator with support of bidirectional,reverse and special animations where you can define sequence of frames (counts from 0), etc.
    • Physical-width and physical-height to define hitbox size of NPC
  • If you wish to add your own music (you have able to use tracker music formats .IT, .MOD, .XM, .S3M, etc.), put them into data/music folder and please register it in the music.ini to get able play it in the PGE (replace one of old SMBX's musics which will have similar mood/genre with your music).

How to push
To get able push changes into common sandbox, please register on the http://github.com and ask me or Kevsoft to get write access into this repo. When you will got write access, please commit your changes (Write comment about your contribution and save it). After you should sync with main repo:
- get latest changes from remote repo
- merge your chages with latest
- send merged result to remote repo

Don't worry, GitHub registering ALL changes and if you accidentally damaged content, we have able to revert wrong commit to restore all damaged back!

If you have no able to use GitHub to push changes, pack them into ZIP file and attach them here or ask friend to help you with github push ;-)
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John Leagsdurg
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Post #2by John Leagsdurg » 25 Jan 2015, 22:37

This looks very great. So then when you get this done then we won't have to download an additional config pack required?

Wohlstand M
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Post #3by Wohlstand » 25 Jan 2015, 23:20

John Leagsdurg wrote:This looks very great. So then when you get this done then we won't have to download an additional config pack required?
This config pack will provide PGE specific stuff and yea, it will be included by default.

But to use old SMBX stuff anyway will be required additional SMBX config pack which includes necessary SMBX compatible stuff. Also SMBX will be success with "SMB Xtended" config pack which will not be compatible with some old SMBX stuff (PNG format of sprites, some NPC's will have more frames like big boo or SMW koopas where I wish to add "turning" animation which was in original SMW).

By anyway, now no config packs with any NPC algorithms because I wasn't implemented NPC AI into engine. When I will implement NPC AI, I will write LUA-algorithms which will be included into all configuration packages.
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Post #4by Jayce 777 » 8 Jun 2016, 21:57

An error comes up every time it loads. Here is the error:

"We're sorry, but PGE Editor has crashed. Reason: Wrong CPU Instruction [SIGFPE]



UnhandledExceptionFilter
LdrSetAppCompatDllRedirectionCallback
RtlUnicodeStringToInteger"

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Wohlstand M
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Post #5by Wohlstand » 8 Jun 2016, 22:16

1) Which version you have? I think you must update, because config packs of different versions are not compatible
2) Rename "__crashsave" folder and send it to me with all source stuff (original level/world with custom stuff) to let me find a reason of the crash. Editor must load correctly when you will rename that folder which has invalid data.
If you still has crashes, also try the laboratory build which also has important fixes of PGE File Library (to parse/generate file of specific formats)
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Post #6by Jayce 777 » 9 Jun 2016, 2:28

:facepalm:
Wohlstand wrote:1) Which version you have? I think you must update, because config packs of different versions are not compatible2) Rename "__crashsave" folder and send it to me with all source stuff (original level/world with custom stuff) to let me find a reason of the crash. Editor must load correctly when you will rename that folder which has invalid data.If you still has crashes, also try the laboratory build which also has important fixes of PGE File Library (to parse/generate file of specific formats)
I have no clue. Whatever is on the GitHub. :facepalm:

Added after 14 minutes 26 seconds:
I deleted the crashsave folder and it loads but is missing defined objects:
Blocks: 62 blocks missing
BGOs: 10 BGOs missing
NPCs: 8 NPCs missing
Terrain tiles: 72 missing
Path tiles: 78 missing
Level entrance tiles: 77 missing.
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Wohlstand M
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Post #7by Wohlstand » 9 Jun 2016, 18:48

Oh, I think, data/graphics folder lacks of extra image files, wait when I will come to home to let me pack them (I think, I'll upload fresh config packs include SMBX Integration where I made updated tool which fills those images automatically into SMBX's graphics folder (to allow see a dummy elements which are been used from PGE Editor, but without custom graphics)
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Post #8by Jayce 777 » 10 Jun 2016, 19:40

Wohlstand wrote:Oh, I think, data/graphics folder lacks of extra image files, wait when I will come to hole to let me pack them (I think, I'll upload fresh config packs include SMBX Integration where I made updated tool which fills those images automatically into SMBX's graphics folder (to allow see a dummy elements which are been used from PGE Editor, but without custom graphics) )
That is reasonable. When this gets fixed, it will be much easier to use. :crazy: :windows: :angel:
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Post #9by kenedy » 25 Apr 2017, 10:08

Great post...well done.
http://www.soran.edu.iq

Wohlstand M
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Post #10by Wohlstand » 15 Nov 2018, 3:53

A minor announcement about this config pack:
After two years of some sort of hiatus (Which have caused a strong incompatibility with recent PGE toolchain. There are lot of updates done on PGE side are wasn't announced in any news yet), I have boostrapped it to make it support the latest PGE toolchain correctly. So, this config pack have came back alive again! ;-) :fox-comando:

Anyone who want to contribute it will have no any issues with it now.
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