SMBX2 Beta 4
SMBX2 Beta 4
It's been 84 years, but it's time. Finally.
It's been a long time coming, but it's finally released! Get it while it's hot, and be sure to check out the changelog to see what's new since the last release. A lot has changed, so I hope you're all prepared!
If you've got any questions, either ask here or on the Codehaus Discord server. Have fun!
If you've got any questions, either ask here or on the Codehaus Discord server. Have fun!
- raocow
- the death of the incredible huge
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Re: SMBX2 Beta 4
feels like this should be a global message, so I'll do that
the chillaxest of dragons
- Rednaxela
- Maker of Shenanigans
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Re: SMBX2 Beta 4
I'm happy to see you release a new version of SMBX2.0 after a long time. Beta 3 and Beta 4 seem to have very different LunaLua systems. Games from Beta 3 are not played on Beta 4. A "Debug" error window pops up. Is there any way to play Level Contest Japan, MaGLX2 on Beta 4?
1. When I open MaGLX2, this msg pops up.
2. Ignore the error msg before the ship, and enter each level, I can get this pop-up.
3. When I Load Level Contest Japan 1.5...
Please tell me the solution. Thank you!
1. When I open MaGLX2, this msg pops up.
2. Ignore the error msg before the ship, and enter each level, I can get this pop-up.
3. When I Load Level Contest Japan 1.5...
Please tell me the solution. Thank you!
Re: SMBX2 Beta 4
MAGLX2 is not compatible with SMBX2 Beta 4. It's an extremely old episode and requires an older version of SMBX to run.
It seems LCJ has similar issues, but that one I believe will work on Beta 3, one version back, while MAGLX2 requires much, much earlier versions.
It seems LCJ has similar issues, but that one I believe will work on Beta 3, one version back, while MAGLX2 requires much, much earlier versions.
- SpoonyBardOL
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Re: SMBX2 Beta 4
Not to step on Enjl's toes (he made most of the map stuff, correct?) but I made some edits to the LJC episode during the PAL release because I wanted to use the world map stuff myself, and I kept tinkering with it till I got it working. You can download my changes here, just replace the lua files in LJC's world folder with these.
Though fair warning, I haven't played the episode extensively so I can't say whether individual levels might have code that breaks in Beta 4, this is just for the world map hub and the fixes to switch to SaveData (for the life and demo counter and such), but any level-specific lua code may still break.
(EDIT: fixed a couple small oversights, included the lua file for 00-House since it also affected the SaveData episode-wide)
Though fair warning, I haven't played the episode extensively so I can't say whether individual levels might have code that breaks in Beta 4, this is just for the world map hub and the fixes to switch to SaveData (for the life and demo counter and such), but any level-specific lua code may still break.
(EDIT: fixed a couple small oversights, included the lua file for 00-House since it also affected the SaveData episode-wide)
- Emral
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- https://enjl.talkhaus.com/
Re: SMBX2 Beta 4
Neat! If we can get to a point where the episode is guaranteed beatable without encountering crashes, I would like to put a link to your updated copy into the thread on the SMBX forums, to make it more easily available. I'm unfortunately not able to take sweeping looks over episodes these days, but don't hesitate to message me in case you wanna take a look and run into something you're unsure how to go about handling.SpoonyBardOL wrote: ↑4 years ago Not to step on Enjl's toes (he made most of the map stuff, correct?) but I made some edits to the LJC episode during the PAL release because I wanted to use the world map stuff myself, and I kept tinkering with it till I got it working. You can download my changes here, just replace the lua files in LJC's world folder with these.
Though fair warning, I haven't played the episode extensively so I can't say whether individual levels might have code that breaks in Beta 4, this is just for the world map hub and the fixes to switch to SaveData (for the life and demo counter and such), but any level-specific lua code may still break.
(EDIT: fixed a couple small oversights, included the lua file for 00-House since it also affected the SaveData episode-wide)
I do things. You can find them on my talkhaus site. https://enjl.talkhaus.com/
Here is another link. This one lets you draw.
https://enjl.talkhaus.com/draw.html
Here is another link. This one lets you draw.
https://enjl.talkhaus.com/draw.html
- Rednaxela
- Maker of Shenanigans
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Re: SMBX2 Beta 4
Patch 2 to SMBX2 Beta 4 has now been released! Release blog post here
You can download here. Fixes and improvements made in patch 2 can be seen at the top of the changelog ;)
EDIT: A hotfix to patch 2 has now been released to sort out some some early reported issues, same download location. For changes see here
You can download here. Fixes and improvements made in patch 2 can be seen at the top of the changelog ;)
EDIT: A hotfix to patch 2 has now been released to sort out some some early reported issues, same download location. For changes see here
Re: SMBX2 Beta 4
Layer attachment is still incorrectly works. If NPC with Layer2 attached to NPC from Layer1, which attached to another one NPC, then attached NPC with Layer2 will not move. Also some NPCs like bill blasters, tank fragments and even SML2 goombas ingnore attachment at all.
Re: SMBX2 Beta 4
That's always been the case, even in 1.3, and "fixing" it would break so many past levels that it's not going to happen.
Re: SMBX2 Beta 4
That's not. Till Beta 3 layer flipping were possible only when player raises or shinks and finite layer is attached to hidden one.
You may check this on the Goomba Boss in Mario Classic by zephyr (World1-castle2). Here's video:
https://www.youtube.com/watch?v=tEPYWIb7CEk
You also may check my old version of tank level which perfectly works (excluding flagpole) in versions till Beta 3, but causes layer's flip in Beta 4 because layers aren't attaching to current NPCs.
Re: SMBX2 Beta 4
It would be helpful if you sent a copy of the first level too, so we could test to see what's wrong. I suspect strongly that "NPCs aren't attaching to layers" is not the issue here.
EDIT: I tried out that autoscrolling level you linked to, and I couldn't see any issues with it. It seems to work just fine.
EDIT: I tried out that autoscrolling level you linked to, and I couldn't see any issues with it. It seems to work just fine.
Re: SMBX2 Beta 4
Okay
UPD: moved start location in the room before the boss fight.
I don't think it's fine:
Also there are cannons which should shoot spiny eggs, but don't in Beta 4.
Last edited by litchh 4 years ago, edited 1 time in total.
Re: SMBX2 Beta 4
It has never been possible to change what cannons shoot.
Also, perhaps we could better observe issues if you would actually tell us what you're experiencing, rather than making an assumption as to what you think the problem is (which is incorrect).
Re: SMBX2 Beta 4
Did you actually launch the level in different versions of SMBX?
I'm speaking about these cannons:
These cannons should shooting, but they don't in Beta 4 because layers of its generators are flipping fucking away.
Re: SMBX2 Beta 4
Sigh. It'd be extremely helpful if you'd actually give details when reporting issues because it's extremely hard to guess what you're talking about.
Now that I have some information about what you're actually seeing, rather than what you assume the problem to be, I can more closely see what's going on, but it's still very difficult to discern what's happening.
Also, those tank treads that don't move? That's not an engine bug. You put those on a different layer and never told them to move.
Re: SMBX2 Beta 4
OMG
Okay.
Here's 5 problem layers. First three are spiny eggs generators. I could just give them common tank layer, but then they will suddenly shoot at player before he even understand that here's a cannon. So, all generators have different layers for them and they are hidden before current tank appears. Every generator is attached to the nearest tank engine like this:
The same thing for Gun2 & Gun3.
'
I need tank to stop, isn't? So that's how it should stop.
Since all object which has attached layer is object of the moving tank layer, they should move attached objects as well. And they moved in previous versions of SMBX.
The boss from Mario Classic is simple. There are just several layers attached one to another. I hope there's no need in further explanations.
Okay.
Here's 5 problem layers. First three are spiny eggs generators. I could just give them common tank layer, but then they will suddenly shoot at player before he even understand that here's a cannon. So, all generators have different layers for them and they are hidden before current tank appears. Every generator is attached to the nearest tank engine like this:
The same thing for Gun2 & Gun3.
'
They are attached to the Bill Cannons:Hoeloe wrote:Also, those tank treads that don't move? That's not an engine bug. You put those on a different layer and never told them to move.
I need tank to stop, isn't? So that's how it should stop.
Since all object which has attached layer is object of the moving tank layer, they should move attached objects as well. And they moved in previous versions of SMBX.
The boss from Mario Classic is simple. There are just several layers attached one to another. I hope there's no need in further explanations.
Re: SMBX2 Beta 4
This is a much better explanation of what you're seeing, thank you. Explaining the symptoms you experience, rather than taking a guess at the diagnosis yourself, is substantially more likely to get you a reasonable result. Now that we have information, we can look into this.
Re: SMBX2 Beta 4
Another thing to mention.
After Patch 2 the game ignores global txt-files for NPCs if level folder of episode has insider file for the same NPCs.
For example if episode contents global file npc-229.txt to make it fireproof (nofireball=1) in directory like this:
worlds\Episodd
Then it would be ignored if insider level folder has another npc-229.txt (for example with command noblockcollision=1) in directory like this:
worlds\Episodd\Lev
So current npc would be fireproof in level "Lev" in SMBX versions before Beta 4 with Patch 2, but it loses these characteristics in current SMBX2 version.
After Patch 2 the game ignores global txt-files for NPCs if level folder of episode has insider file for the same NPCs.
For example if episode contents global file npc-229.txt to make it fireproof (nofireball=1) in directory like this:
worlds\Episodd
Then it would be ignored if insider level folder has another npc-229.txt (for example with command noblockcollision=1) in directory like this:
worlds\Episodd\Lev
So current npc would be fireproof in level "Lev" in SMBX versions before Beta 4 with Patch 2, but it loses these characteristics in current SMBX2 version.
- Rednaxela
- Maker of Shenanigans
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- Rednaxela
- Maker of Shenanigans
- Posts: 897
- Joined: 10 years ago
- Pronouns: they/them
- https://rednaxela.talkhaus.com
- Emral
- Posts: 949
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- https://enjl.talkhaus.com/
Re: SMBX2 Beta 4
I do things. You can find them on my talkhaus site. https://enjl.talkhaus.com/
Here is another link. This one lets you draw.
https://enjl.talkhaus.com/draw.html
Here is another link. This one lets you draw.
https://enjl.talkhaus.com/draw.html
- Rednaxela
- Maker of Shenanigans
- Posts: 897
- Joined: 10 years ago
- Pronouns: they/them
- https://rednaxela.talkhaus.com
Re: SMBX2 Beta 4
A hotfix to SMBX2b4 patch 4 has now been released.
The download is at the usual download place
and the list of changes is here.
Many of the fixes in this came up in connection with MaGLX3.
(I personally didn't quite get all the changes I originally hoped to in this hotfix, but will likely be a "hotfix 2" a bit down the line for some things I couldn't quite get around to by the time this needed to go out.)
The download is at the usual download place
and the list of changes is here.
Many of the fixes in this came up in connection with MaGLX3.
(I personally didn't quite get all the changes I originally hoped to in this hotfix, but will likely be a "hotfix 2" a bit down the line for some things I couldn't quite get around to by the time this needed to go out.)