Editor Button Fixer Thingy [SE]

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MagicPillow
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Post » 31 Mar 2014, 23:45

This will fix the glitch where buttons are clicked outside of the menu.
All credit goes to Alesan99. They did everything in this mod.
Last edited by MagicPillow on 01 Apr 2014, 04:02, edited 1 time in total.


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MagicPillow
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Post » 01 Apr 2014, 01:40

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.

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SauloFX
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Post » 01 Apr 2014, 02:25

oh yeah,i know what causes this,i wish i know coding to help you.

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alesan99
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Post » 01 Apr 2014, 02:35

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?

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MagicPillow
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Post » 01 Apr 2014, 03:02

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?

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zorua7551
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Post » 01 Apr 2014, 03:07

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?

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MagicPillow
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Post » 01 Apr 2014, 03:09

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?

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alesan99
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Post » 01 Apr 2014, 03:10

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

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MagicPillow
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Post » 01 Apr 2014, 03:24

Still no.
This is so weird...


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MagicPillow
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Post » 01 Apr 2014, 03:33

It still doesn't work...
I am so confused...

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alesan99
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Post » 01 Apr 2014, 03:35

Ok so the problem is that you can still press the map buttons even if the map menu isn't up, right?

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MagicPillow
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Post » 01 Apr 2014, 03:43

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?

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alesan99
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Post » 01 Apr 2014, 03:51

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

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MagicPillow
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Post » 01 Apr 2014, 03:54

Uhh... The map now crashes whenever I try to edit a level...


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SauloFX
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Post » 01 Apr 2014, 03:59

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

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MagicPillow
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Post » 01 Apr 2014, 04:01

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.

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SauloFX
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Post » 01 Apr 2014, 04:03

Thank you Alesan!

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Superjustinbros
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Post » 03 Apr 2014, 06:08

If I ever experiment with Mari0's editor, I'll be sure to download this.

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Turtle95
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Post » 05 Apr 2014, 22:14

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

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MM102
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Post » 05 Apr 2014, 22:34

does anyone else get the map reset bug when you use the ceiling entity?

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Turtle95
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Post » 11 Apr 2014, 18:50

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.

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Danny
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Post » 26 Jul 2014, 21:27

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

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MagicPillow
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Post » 26 Jul 2014, 21:42

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.

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Danny
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Post » 26 Jul 2014, 21:45

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

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MagicPillow
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Post » 26 Jul 2014, 21:50

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.

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Danny
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Post » 26 Jul 2014, 22:15

maybe, what do you think it is?

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GreenScreenBot
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Post » 03 Aug 2014, 03:55

alesan99 wrote:Replace the editor.lua with this
https://www.dropbox.com/s/19oqhehijd2eqrt/editor.lua
Image
And that?!?

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MagicPillow
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Post » 03 Aug 2014, 04:01

Why would you try to use a mod that fixes the level editor in the version where the level editor isn't broken?

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JohnHOne
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Post » 30 Oct 2014, 23:45

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)

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