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Editor Button Fixer Thingy [SE]

Posted: 31 Mar 2014, 23:45
by MagicPillow
This will fix the glitch where buttons are clicked outside of the menu.
All credit goes to Alesan99. They did everything in this mod.

Re: Editor Request

Posted: 31 Mar 2014, 23:58
by alesan99

Re: Editor Request

Posted: 01 Apr 2014, 01:40
by MagicPillow
It doesn't seem to work...
Just in case I wasn't clear enough, I mean the random level selecting outside of the menu that makes you lose your work.

Re: Editor Request

Posted: 01 Apr 2014, 02:25
by SauloFX
oh yeah,i know what causes this,i wish i know coding to help you.

Re: Editor Request

Posted: 01 Apr 2014, 02:35
by alesan99
MagicPillow wrote:It doesn't seem to work...
Just in case I wasn't clear enough, I mean the random level selecting outside of the menu that makes you lose your work.
That's what it fixes. Works for me...
Did you replace it correctly?

Re: Editor Request

Posted: 01 Apr 2014, 03:02
by MagicPillow
I removed the old editor.lua and put the new one in it's place.
Image
The map changes whenever I click where a level select button would be.
Does this happen to anyone else with the new editor?

Re: Editor Request

Posted: 01 Apr 2014, 03:07
by zorua7551
MagicPillow wrote:I removed the old editor.lua and put the new one in it's place.
*Place Image Here*
The map changes whenever I click where a level select button would be.
Does this happen to anyone else with the new editor?
Nope, Doesn't happen to me. Also, in what way does the map change?
Does it switch to another map or map level? or do the tiles (or enemies) get screwed up?

Re: Editor Request

Posted: 01 Apr 2014, 03:09
by MagicPillow
zorua7551 wrote:
MagicPillow wrote:I removed the old editor.lua and put the new one in it's place.
*Place Image Here*
The map changes whenever I click where a level select button would be.
Does this happen to anyone else with the new editor?
Nope, Doesn't happen to me. Also, in what way does the map change?
Does it switch to another map or map level? or do the tiles (or enemies) get screwed up?
It switches to another level...
Is there a version of SE that I missed or something?

Re: Editor Request

Posted: 01 Apr 2014, 03:10
by alesan99
You seem to have replaced it wrong.
Try again and if that doesn't work for some reason then open up the editor.lua, go to line 1109 and replace the tab functions with these

Code: Select all

function maintab()
	if _G["from" .. editorstate .. "tab"] then
		_G["from" .. editorstate .. "tab"]()
	end

	editorstate = "main"
	for i, v in pairs(guielements) do
		v.active = false
	end
	for i, v in pairs(mapbuttons) do
		v.active = false
	end
	
	guielements["tabmain"].fillcolor = {0, 0, 0}
	guielements["tabtiles"].fillcolor = {63, 63, 63}
	guielements["tabtools"].fillcolor = {63, 63, 63}
	guielements["tabmaps"].fillcolor = {63, 63, 63}
	guielements["tabanimations"].fillcolor = {63, 63, 63}
	guielements["tabmain"].active = true
	guielements["tabtiles"].active = true
	guielements["tabtools"].active = true
	guielements["tabmaps"].active = true
	guielements["tabanimations"].active = true
	
	guielements["colorsliderr"].active = true
	guielements["colorsliderg"].active = true
	guielements["colorsliderb"].active = true
	for i = 1, #backgroundcolor do
		guielements["defaultcolor" .. i].active = true
	end
	
	guielements["autoscrollcheckbox"].active = true
	guielements["musicdropdown"].active = true
	guielements["spritesetdropdown"].active = true
	guielements["timelimitdecrease"].active = true
	guielements["timelimitincrease"].active = true
	guielements["portalgundropdown"].active = true
	guielements["savebutton"].active = true
	guielements["menubutton"].active = true
	guielements["testbutton"].active = true
	guielements["widthbutton"].active = true
	guielements["intermissioncheckbox"].active = true
	guielements["warpzonecheckbox"].active = true
	guielements["underwatercheckbox"].active = true
	guielements["bonusstagecheckbox"].active = true
	guielements["custombackgroundcheckbox"].active = true
	guielements["customforegroundcheckbox"].active = true
	guielements["scrollfactorscrollbar"].active = true
	guielements["fscrollfactorscrollbar"].active = true
	guielements["backgrounddropdown"].active = true
	guielements["foregrounddropdown"].active = true
	guielements["levelscreendropdown"].active = true
end

function tilestab()
	if _G["from" .. editorstate .. "tab"] then
		_G["from" .. editorstate .. "tab"]()
	end

	editorstate = "tiles"
	for i, v in pairs(guielements) do
		v.active = false
	end
	
	guielements["tabmain"].fillcolor = {63, 63, 63}
	guielements["tabtiles"].fillcolor = {0, 0, 0}
	guielements["tabtools"].fillcolor = {63, 63, 63}
	guielements["tabmaps"].fillcolor = {63, 63, 63}
	guielements["tabanimations"].fillcolor = {63, 63, 63}
	guielements["tabmain"].active = true
	guielements["tabtiles"].active = true
	guielements["tabtools"].active = true
	guielements["tabmaps"].active = true
	guielements["tabanimations"].active = true
	
	guielements["tilesscrollbar"].active = true
	
	guielements["tilesall"].active = true
	guielements["tilessmb"].active = true
	guielements["tilesportal"].active = true
	guielements["tilescustom"].active = true
	guielements["tilesanimated"].active = true
	guielements["tilesentities"].active = true
	guielements["tilesenemies"].active = true
	
	for i, v in pairs(mapbuttons) do
		v.active = false
	end
end

function toolstab()
	if _G["from" .. editorstate .. "tab"] then
		_G["from" .. editorstate .. "tab"]()
	end

	editorstate = "tools"
	for i, v in pairs(guielements) do
		v.active = false
	end
	
	guielements["tabmain"].fillcolor = {63, 63, 63}
	guielements["tabtiles"].fillcolor = {63, 63, 63}
	guielements["tabtools"].fillcolor = {0, 0, 0}
	guielements["tabmaps"].fillcolor = {63, 63, 63}
	guielements["tabanimations"].fillcolor = {63, 63, 63}
	guielements["tabmain"].active = true
	guielements["tabtiles"].active = true
	guielements["tabtools"].active = true
	guielements["tabmaps"].active = true
	guielements["tabanimations"].active = true
	
	guielements["selectionbutton"].active = true
	guielements["lightdrawbutton"].active = true
	guielements["edittitle"].active = true
	guielements["editauthor"].active = true
	guielements["editdescription"].active = true
	guielements["savesettings"].active = true
	
	guielements["livesdecrease"].active = true
	guielements["livesincrease"].active = true
	
	for i, v in pairs(mapbuttons) do
		v.active = false
	end
end

function mapstab()
	if _G["from" .. editorstate .. "tab"] then
		_G["from" .. editorstate .. "tab"]()
	end

	editorstate = "maps"
	for i, v in pairs(guielements) do
		v.active = false
	end
	
	guielements["tabmain"].fillcolor = {63, 63, 63}
	guielements["tabtiles"].fillcolor = {63, 63, 63}
	guielements["tabtools"].fillcolor = {63, 63, 63}
	guielements["tabmaps"].fillcolor = {0, 0, 0}
	guielements["tabanimations"].fillcolor = {63, 63, 63}
	guielements["tabmain"].active = true
	guielements["tabtiles"].active = true
	guielements["tabtools"].active = true
	guielements["tabmaps"].active = true
	guielements["tabanimations"].active = true
	guielements["mapscrollbar"].active = true
	
	for i, v in pairs(mapbuttons) do
		v.active = true
	end
end

function animationstab()
	if _G["from" .. editorstate .. "tab"] then
		_G["from" .. editorstate .. "tab"]()
	end

	editorstate = "animations"
	for i, v in pairs(guielements) do
		v.active = false
	end
	
	guielements["tabmain"].fillcolor = {63, 63, 63}
	guielements["tabtiles"].fillcolor = {63, 63, 63}
	guielements["tabtools"].fillcolor = {63, 63, 63}
	guielements["tabmaps"].fillcolor = {63, 63, 63}
	guielements["tabanimations"].fillcolor = {0, 0, 0}
	guielements["tabmain"].active = true
	guielements["tabtiles"].active = true
	guielements["tabtools"].active = true
	guielements["tabmaps"].active = true
	guielements["tabanimations"].active = true
	
	guielements["animationsscrollbarver"].active = true
	guielements["animationsscrollbarhor"].active = true
	guielements["animationsavebutton"].active = true
	guielements["animationselectdrop"].active = true
	guielements["animationnewbutton"].active = true
	
	generateanimationgui()
	
	for i, v in pairs(mapbuttons) do
		v.active = false
	end
end

Re: Editor Request

Posted: 01 Apr 2014, 03:24
by MagicPillow
Still no.
This is so weird...

Re: Editor Request

Posted: 01 Apr 2014, 03:31
by alesan99

Re: Editor Request

Posted: 01 Apr 2014, 03:33
by MagicPillow
It still doesn't work...
I am so confused...

Re: Editor Request

Posted: 01 Apr 2014, 03:35
by alesan99
Ok so the problem is that you can still press the map buttons even if the map menu isn't up, right?

Re: Editor Request

Posted: 01 Apr 2014, 03:43
by MagicPillow
Yes, that's the problem.
I've tried using the new editor.lua, replacing the text in the old one, and opening the new .love file.
I have no clue why this happens. It does it on every mappack.

The strange thing is that before, in previous SE versions, you could change the background color outside of the menu.
Now that doesn't happen. Maybe this has something to do with it?

Re: Editor Request

Posted: 01 Apr 2014, 03:51
by alesan99
Ohhh I see what's happening. You can't press the buttons when the editor menu is open but when it's closed you can.
Fixed
https://www.dropbox.com/s/19oqhehijd2eqrt/editor.lua

Re: Editor Request

Posted: 01 Apr 2014, 03:54
by MagicPillow
Uhh... The map now crashes whenever I try to edit a level...

Re: Editor Request

Posted: 01 Apr 2014, 03:58
by alesan99
Hooray for untested code
Fixed now
https://www.dropbox.com/s/19oqhehijd2eqrt/editor.lua

Re: Editor Request

Posted: 01 Apr 2014, 03:59
by SauloFX
Maurice Just created:Master Glitch

But yeah,that's exactly what happens to me,at the same time were in any other tab,were in the map tab too,i suggest making a map preview made 2X2 so you have less chance in clicking in the map preview

Re: Editor Request

Posted: 01 Apr 2014, 04:01
by MagicPillow
THANK YOU!!!
Now I can finally continue working on my mappack without that annoying glitch...
I'll edit the first post so that anyone who wants the new editor can find it easily.

Re: Editor Button Fixer Thingy [SE]

Posted: 01 Apr 2014, 04:03
by SauloFX
Thank you Alesan!

Re: Editor Button Fixer Thingy [SE]

Posted: 03 Apr 2014, 06:08
by Superjustinbros
If I ever experiment with Mari0's editor, I'll be sure to download this.

Re: Editor Button Fixer Thingy [SE]

Posted: 05 Apr 2014, 22:14
by Turtle95
Well, since it's also annoying the editor crashes because the maps are not made until you open the editor/maps tab, here's a fix for that which includes Alesan's editor button fix:

http://www.mediafire.com/view/mjh8bbcey ... EBeta.love

Re: Editor Button Fixer Thingy [SE]

Posted: 05 Apr 2014, 22:34
by MM102
does anyone else get the map reset bug when you use the ceiling entity?

Re: Editor Button Fixer Thingy [SE]

Posted: 11 Apr 2014, 18:50
by Turtle95
MM102 wrote:does anyone else get the map reset bug when you use the ceiling entity?
I don't think so. It could still be something else that is causing it.

https://www.dropbox.com/s/i138zmbn3svzt ... EBeta.love

I also fixed the link to the fix just now.

Re: Editor Button Fixer Thingy [SE]

Posted: 26 Jul 2014, 21:27
by Danny
i found the most annoying error, if you edit a level text file in any way (even if you revert to the old changes) the level you edited crashes upon load, even deleting the file and recreating the level doesnt fix this error

Re: Editor Button Fixer Thingy [SE]

Posted: 26 Jul 2014, 21:42
by MagicPillow
Danny wrote:i found the most annoying error, if you edit a level text file in any way (even if you revert to the old changes) the level you edited crashes upon load, even deleting the file and recreating the level doesnt fix this error
This is what's been happening to me too!
I find it's best to keep a backup of the mappack.

Re: Editor Button Fixer Thingy [SE]

Posted: 26 Jul 2014, 21:45
by Danny
MagicPillow wrote:
Danny wrote:i found the most annoying error, if you edit a level text file in any way (even if you revert to the old changes) the level you edited crashes upon load, even deleting the file and recreating the level doesnt fix this error
This is what's been happening to me too!
I find it's best to keep a backup of the mappack.

so its not just me then


i tried deleting the entire se folder and nothing changed, i have deleted the level files themselves and still crashes

Re: Editor Button Fixer Thingy [SE]

Posted: 26 Jul 2014, 21:50
by MagicPillow
Hmm... well I don't know. If you deleted the level txt file and it still crashes, it's probably something else making it crash.

Re: Editor Button Fixer Thingy [SE]

Posted: 26 Jul 2014, 22:15
by Danny
maybe, what do you think it is?

Re: Editor Request

Posted: 03 Aug 2014, 03:55
by GreenScreenBot
alesan99 wrote:Replace the editor.lua with this
https://www.dropbox.com/s/19oqhehijd2eqrt/editor.lua
Image
And that?!?

Re: Editor Button Fixer Thingy [SE]

Posted: 03 Aug 2014, 04:01
by MagicPillow
Why would you try to use a mod that fixes the level editor in the version where the level editor isn't broken?

Re: Editor Request

Posted: 30 Oct 2014, 23:45
by JohnHOne
GreenScreenBot wrote:
alesan99 wrote:Replace the editor.lua with this
https://www.dropbox.com/s/19oqhehijd2eqrt/editor.lua
Image
And that?!?
problem? you are not using love 0.9.0(you can use love 0.9.1 too)
if its still happening,try turtle's fix of the crash(includes alesan's fix)