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Re: [1.0] Track Modifiers - Editor Plugin by BigBang1112

Posted: 23 Jan 2017, 06:49
by Florenzius
I put it in the folder, nothing more
The first thing ingame was the 30 planets pay-screen. In the editor i activated it without error

Re: [1.0] Track Modifiers - Editor Plugin by BigBang1112

Posted: 23 Jan 2017, 11:50
by BigBang1112
Oh, I remember I had to reupload the pack just after I did the forum post, as I forgot to include BigBang1112.png or something.
It was also saying some maniapackage error when I tried to pack the plugin first, but second time I did it it was packed successfully. weird

Re: [1.0] Track Modifiers - Editor Plugin by BigBang1112

Posted: 23 Jan 2017, 15:52
by Florenzius
I had the BigBang1112 logo ^^

Re: [1.0] Track Modifiers - Editor Plugin by BigBang1112

Posted: 23 Jan 2017, 16:02
by BigBang1112
can u send the pack pm please c:

Re: [1.0] Track Modifiers - Editor Plugin by BigBang1112

Posted: 23 Jan 2017, 17:09
by BigBang1112
Try the pack now guys. It's exact same file as Flor used

Re: [1.0] Track Modifiers - Editor Plugin by BigBang1112

Posted: 05 Feb 2017, 08:51
by Florenzius
Hey there,

I just wanted to open the Map-Editor, but Maniaplanet crashed multiple times. My UGCErrorsLog says that:

Code: Select all

<file> "Packs\TrackModifiers.Pack.Gbx", file "TrackModifiers.Script.txt": Failed to load.
Something must cause an error in your script. Did you remove/change something online, which links into the script? Because my version worked yesterday.

Re: [1.0] Track Modifiers - Editor Plugin by BigBang1112

Posted: 06 Feb 2017, 11:58
by BigBang1112
Yeah, I have also a theory that it only works for Valley editor. The pack building was overall broken, so the plugin was included damaged or something. The packaging system in Maniaplanet is super weird. Open source works though, I'll put it later this day. :roll:

Sorry everyone for confusion.

Idea about Track Modifiers 2

Posted: 08 Dec 2017, 09:27
by BigBang1112
I will get back to this project with a whole new way as the Track Modifiers 2.
The point with the second version is that I want to include custom programmable modifiers, so that your ideas can be done by anyone, not just me!

I would love to see it this way:
You would write some script (most likely in JS) which would be uploaded into my database using editor plugin. In the script, you would be able to access all positions and blocks in the map and use functions like RemoveBlock, all thanks to the library I'll make (which you will be able to use as a reference).
EDIT: It will be Lua in the end. It suits this situation better.

Progress will be shown here and on my YT channel BigBang1112tm. :yes:

Re: [1.0] Track Modifiers - Editor Plugin by BigBang1112

Posted: 08 Dec 2017, 14:56
by Miss
In.. Javascript?

Re: [1.0] Track Modifiers - Editor Plugin by BigBang1112

Posted: 08 Dec 2017, 20:03
by BigBang1112
The modifier results should be done on the server side, using requests. Client would send map data and server would return commands to execute by the editor plugin.
Now here comes the question about how it will be calculated and processed. JavaScript can sort of run when I tell PHP to do so.
Although that's just a theoretical thing. I just need a language that can be processed server side right after it's uploaded to the database.