super pro editor tip

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minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

super pro editor tip

Post by minmay »

You know how you can click on the orange dot next to a level in the editor to disable the level? And you can ctrl+click one to disable all levels except that one?
You can also quickly enable/disable a large number of levels by clicking and holding the mouse button down, and dragging it over all the levels you want to enable/disable.
It took me almost 2 years to discover this...
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Halluinoid
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Re: super pro editor tip

Post by Halluinoid »

what is the number of levels in the Editor that are needed to actually provide any benefit from this

for example, say you have 2 levels in your Editor, obviously none of this matters at all

say you have TEN ..... ok having ten levels is heavy, so the benefit then?
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Drakkan
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Joined: Mon Dec 31, 2012 12:25 am

Re: super pro editor tip

Post by Drakkan »

actually for heavy modders that depends a lot - one of the reasons is that disabled levels are not "executed" during preview, which will allow you to run more previews before editor memory-crash for example... (and it also make the preview to be more smooth and faster). It could also allow you track some issues.
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Isaac
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Re: super pro editor tip

Post by Isaac »

Halluinoid wrote:what is the number of levels in the Editor that are needed to actually provide any benefit from this

for example, say you have 2 levels in your Editor, obviously none of this matters at all

say you have TEN ..... ok having ten levels is heavy, so the benefit then?
It depends on how dense the levels are. It's a boon in the ORRR3; where it takes a while to start or stop the preview when all levels are enabled.

I just wish the editor had been setup to save what levels were enabled or disabled, and retain that information when reloaded.

*** BTW: Is it possible for us all to place any mission critical scripts on a utility level in the ORRR3, so that the game doesn't crash when mystery level X is disabled? If done, it would mean that each of us could edit our own levels, with just ours and the utility level enabled in the editor.
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akroma222
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Joined: Thu Oct 04, 2012 10:08 am

Re: super pro editor tip

Post by akroma222 »

I didnt know about the ctrl+click or the click+drag - Ta!

Youre right, the more levels - the more useful this feature will be
but even with fewer levels, as Drakkan said,
it is still a useful + flexible tool to help you filter out explanations for problems
Isaac wrote:I just wish the editor had been setup to save what levels were enabled or disabled, and retain that information when reloaded.
YES to this! Plz AH :mrgreen:
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Eleven Warrior
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Re: super pro editor tip

Post by Eleven Warrior »

This is good but......... If for example there are scripts on level 1 that are executed and you need them in any other levels then CRASH. If I turn level 1 of in my mod then a lot of scripts that are called from level 1 wont work and then a lot of errors come up. I have a lot of call-back functions in certain levels to scripts in level 1 so I can only turn of certain levels in my mod

This is just a warning when turning of levels that require call-back scripts from other levels :)
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