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Server Help Community forums for Subgame, ASSS, and bots
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Katie Required materials: Hulk
Gender: Joined: Dec 02 2002 Posts: 586 Location: Wherever the fuck I choose. Offline
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Posted: Fri Sep 09, 2005 8:49 pm Post maybe stupid Post subject: |
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*Edit*
Too many eff-words... so I removed it.
What I meant to say was, if you can't run lvz, you should be making a zone... you ##%#@%!
Last edited by Katie on Fri Sep 09, 2005 8:54 pm, edited 1 time in total |
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Katie Required materials: Hulk
Gender: Joined: Dec 02 2002 Posts: 586 Location: Wherever the fuck I choose. Offline
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Posted: Fri Sep 09, 2005 8:50 pm Post maybe stupid Post subject: |
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*cough*
Ahem. |
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KomodoDragon Novice

Age:46 Gender: Joined: Sep 02 2005 Posts: 76 Location: Newfoundland, Canada Offline
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Posted: Fri Sep 09, 2005 9:10 pm Post maybe stupid Post subject: |
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First THanks for removing the filth>....
Second. If you read the post above, you'd notice that I said, "I can now make lvz files": Why? Because I actually found a help file that actually helped my understand how they work!
Now if I was to have respect based on the number of posts you've made I'd say that I should be on my knees, However, based on the fact that you don't seem to be able to read, you'll have to better at earning my respect.
All I was saying is that I don't nessesarily have the time I should put into the lvz graphics making as I would like to. So I was asking (politly) for some kind soul to help me. If I don't get Help I'll still do it. It just might take a bit longer.
Next time please take time to really read what is being posted. Thanks. _________________ There is more to life than gain, and more to gain than life. ~ FJG |
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Katie Required materials: Hulk
Gender: Joined: Dec 02 2002 Posts: 586 Location: Wherever the fuck I choose. Offline
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Posted: Sat Sep 10, 2005 12:04 am Post maybe stupid Post subject: |
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Ok, you're really starting to bother me...
Quote: | ; OutFile specifies lvz file data is written into and it is overwritten if already present
OutFile=example.lvz
; With File= you can specify files that are placed into Continuum's zones\<zone name>
; directory or zones\<zone name>\arenaname directory if lvz file is used in subarena.
; As Continuum looks for graphics and sound files from zones\<zone name>\arenaname,
; zones\<zone name> you can customize all graphics and sounds
File=ships.bm2
File=bomb3.wa2
File=Commands.hlp
; [objectimages] section specifies images used by [mapobjects] and [screenobjects]
; section later. Syntax of image is following:
; IMAGE<number>=<filename>,<x tiles>,<y tiles>,<anim period>
; where <number> is 0-255, <x tiles>,<y tiles>,<anim period> are optional parameters
; that are used to specify animated images. if <x tiles> and <y tiles> present,
; image file is treated as collection of x*y images. <anim period> is given in 1/100th
; seconds and determines speed of animation
[objectimages]
IMAGE0=ssshield.bm2,10,1,100
IMAGE1=b_ad0.bmp
IMAGE2=medal.bm2
; [mapobjects] section specifies object locations on map. Syntax of mapobject
; specification is following
; <x coord>,<y coord>,<image>,<layer>,<mode>,<display time>,<object id> where
; <x coord> and <y coord> are where upper left pixel of the image is placed on map.
; center is 8192,8192, top left 0,0, bottom right 16384,16384. <image> specifies what
; images is displayed from [objectimages] section and has format IMAGE<number>.
; <layer> is one of following: BelowAll,AfterBackground,AfterTiles,AfterWeapons,
; AfterShips,AfterGauges,AfterChat,TopMost and specifies when the image is displayed
; ie if ships go behind or above it on user screen
; <mode> is one of following: ShowAlways,EnterZone,EnterArena,Kill,Death,ServerControlled
; and specifies when the object is displayed.
; ShowAlways: is default and means that this object is visible.
; EnterZone: object is displayed to players who enter zone for <display time>
; EnterArena: object is displayed to players who enter arena for <display time>
; Kill: object is displayed to players who kill somebody else for <display time>
; Death: object is displayed to players who die else for <display time>
; ServerControlled: object is displayed when moderator issues *objon for <display time>
; <display time> is given in 1/100th seconds
; <object id> is optional number that specifies object id, so that object can be
; turned on and off with *objon and *objoff server command or moved around by bots
[mapobjects]
8192,8192,IMAGE0,AfterTiles,ServerControlled,500,1
0,0,IMAGE2,AfterTiles
; [screenobjects] section specifies object locations on user's screen. Syntax is following:
; <x coord>,<y coord>,<image>,<layer>,<mode>,<display time>,<object id> where
; <image>,<layer>,<mode>,<display time>,<object id> are same as in mapobjects
; <x coord> and <y coord> are coordinates on screen relative to reference points:
; no prefix - upper left corner of screen
; prefix C - screen center
; prefix B - bottom-right corner
; prefix S - stats box lower right corner
; prefix E - below energy bar/spec data
; prefix G - top right corner of specials
; prefix F - bottom right corner of specials
; prefix W - top left corner of weapons
; prefix V - bottom left corner of weapons
; prefix T - top left corner of chat
; prefix R - top left corner of radar
; prefix O - top left corner of radar text
; note that x and y can have different prefixes, R-10,B-10 for example
; see also refpoints.gif
[screenobjects]
C-146,29,IMAGE1,AfterChat,EnterZone,3000
12,12,IMAGE0,AfterTiles,ServerControlled,100000,1000
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Cut and paste which parts are honestly that difficult to understand. |
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Katie Required materials: Hulk
Gender: Joined: Dec 02 2002 Posts: 586 Location: Wherever the fuck I choose. Offline
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Posted: Sat Sep 10, 2005 12:10 am Post maybe stupid Post subject: |
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KomodoDragon wrote: |
Now if I was to have respect based on the number of posts you've made I'd say that I should be on my knees, However, based on the fact that you don't seem to be able to read, you'll have to better at earning my respect.
Next time please take time to really read what is being posted. Thanks. |
First, thanks for making this really easy to sum up for you.
I'm quite literate, and yes, in a perfect world you should be on your knees.
Secondly, earn your respect? RESPECT? I hate to break your fairy tale harmonic bubble of peace, but this is the internet. I'm obligated to do nothing. If I should feel so inclined as to respect you, then you'll know. If I don't know, well, you'll know that just as easily. (Can you guess what the case is here?)
Lastly, I make it my upmost priority to read carefully what people write. I'm not some babbling fool such as newb or donk or quan. I fully read and understood everything you wrote. I am just saying that I don't believe it's possible for the lvz help to not be as straight-forward as necessary (as is the first goal of all readme.txt files). I don't see how in the above post, anything is written in C++ that would actually confuse you. |
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Quan Chi2 Member of "Sexy Teenagers that Code" Group

Age:34 Gender: Joined: Mar 25 2005 Posts: 860 Location: NYC Offline
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Posted: Sat Sep 10, 2005 12:56 am Post maybe stupid Post subject: |
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katie..you're on some other world where ur the smartest person alive..arent you..? |
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Donkano Server Help Squatter
Gender: Joined: Jul 02 2003 Posts: 763 Offline
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Posted: Sat Sep 10, 2005 1:25 am Post maybe stupid Post subject: |
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Katie wrote: | Lastly, I make it my upmost priority to read carefully what people write. I'm not some babbling fool such as newb or donk or quan. |
Babbling fool? You're dispickable. |
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Katie Required materials: Hulk
Gender: Joined: Dec 02 2002 Posts: 586 Location: Wherever the fuck I choose. Offline
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Posted: Sat Sep 10, 2005 2:49 am Post maybe stupid Post subject: |
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Quan Chi2 wrote: | katie..you're on some other world where ur the smartest person alive..arent you..? |
quan..you're on some other world where ur the smartest person alive..arent you..? |
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KomodoDragon Novice

Age:46 Gender: Joined: Sep 02 2005 Posts: 76 Location: Newfoundland, Canada Offline
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Posted: Sat Sep 10, 2005 9:10 am Post maybe stupid Post subject: |
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Katie this is just for you:
Quote: |
.lvz File format description for Continuum .38
Description written by Ryan Murphy (aka Mine GO BOOM) on 02/12/2002, updated 03/16/2003
This is a quick decription of the current .lvz format for continuum .38. Please safely handle the differences of the Types foreach section, since newer continuum version will add newer sections.
The first 8 bytes of every .lvz file:
4-len str Type - Should always be 'CONT'. This varifies you have a .lvz. If not, don't continue on. This string is not NULL ended.
i32 Count - How many compressed sections are in this .lvz.
After this, if the count is > 0, there should be a compressed header:
4-len str Type - Should be 'CONT' also. If not, the compression header is bad, and do not use.
i32 Decompress Size - The size of the data after it would be decompressed. This is the value you should set your out-buffer for the zlib's compression call.
i32 File Time - This can either be a file time, if this compressed section is a file, or it could be 0. If 0, then is a special compressed section. The file time is the standard time_t format used by windows/unix.
i32 Compressed Size - The size of the compressed data in the .lvz. This is how many bytes you'll need to read to get your required data.
Null-end str File Name - This string is always null ended. If no file time, the File Name should be blank (just the 0x00), but do not always count on it.
* data * Compressed data - This should be the length of the Compressed size. Read this all in, and then run it through zlib's decompress function.
Once you have the decompressed data, you can take action on it, or store it for later use. The compressed header with the compressed data at the end will repeat till the number of headers equals the count (if the .lvz is made correctly), or till the end of the file.
The decompressed data can be 1 of two types for the current .lvz format. The first type is more often found in .lvzs, and this is the file type. Files are determined by having a File Time not equal to 0, and having a File Name length not being 0. Please be warned, future formats of .lvz's may change one or the other of these checks, so a good safety feature would be that files require both of these to be true. Files are normally just saved to the proper folder and the correct file time set to it. If you do not know how to set file times, its is not 100% important for most DeBuildLevel like programs.
The only other current decompressed data type is the Object section. The object section is determined by having a File Time equal to 0 and the File Name length being 0.
***Object section can now have two different types, though only the Screen Objects are changed***
Object Section always starts with this 12 byte header:
4-len str Type - Can be 'CLV1' or 'CLV2'.
i32 Object Count - How many object definitions are in this Object Section.
i32 Image Count - How many image definitions are in this Object Section.
*** For both of CLV1's Screen/Map object, or CLV2's Map object ***
After the Object Section header, you would loop through the Object Count reading 10 bytes at a time till you hit the Object Count. Each of these 10 byte sections are the Object definitions:
i1 Map Object - A bool-like value. If true, this is a Map Object. If false, then is a Screen Object.
i15 Object ID - The value for this object id, for use with *objon for example.
i16 X Coord - The X coord value, in pixels, this object will be displayed on. More info later.
i16 Y Coord - The Y coord value, in pixels.
i8 Image Number - Which of the Image Definitions this object will use for its graphic.
i8 Layer - Which layer it will be displayed on. Values for this later,
i12 Display Time - How long will display for, in 1/10th of a second.
i4 Display Mode - Which display mode this object uses. Values later.
*** CLV2's Screen Object ***
i1 Map Object - A bool-like value. If true, this is a Map Object. If false, then is a Screen Object.
i15 Object ID - The value for this object id, for use with *objon for example.
u4 X Type - Which part of the screen the X coord is offset from (see OffsetTypes lower down)
i12 X Coord - The X coord value, in pixels, this object will be displayed on. More info later.
u4 Y Type - Same as for X
i12 Y Coord - The Y coord value, in pixels.
i8 Image Number - Which of the Image Definitions this object will use for its graphic.
i8 Layer - Which layer it will be displayed on. Values for this later,
i12 Display Time - How long will display for, in 1/10th of a second.
i4 Display Mode - Which display mode this object uses. Values later.
After finish looping through the Object Count, you now would loop through for the Image Count. The Image Definition are not pre-determined lengths though. Image Definition:
i16 X Count - How many columns are in this image. Used for animations.
i16 Y Count - How many rows are in this image.
i16 Display Time - How long to display each frame for. This is in 1/10th of a second.
Null-end str File Name - This will be null ended. This is which file this image uses. The file name is not required to be included with the .lvz, and maybe in another .lvz package, or a non-zone downloaded image that users place in their folders themselves. So do not expect this file to always be in this .lvz or to be in the folder.
And thats it. That is all that a .lvz can be. If you wish to test your program for creating a .lvz, I have created a DeBuildLevel program that follows these guidelines above to be pretty strict to how continuum will load from it. It will also stop at the first sign of trouble, and print a debug message for you to be able to use.
Layer Values:
0 = BelowAll
1 = AfterBackground
2 = AfterTiles
3 = AfterWeapons
4 = AfterShips
5 = AfterGauges
6 = AfterChat
7 = TopMost
Display Mode Values:
0 = ShowAlways
1 = EnterZone
2 = EnterArena
3 = Kill
4 = Death
5 = ServerControlled
Types for X/Y's (CLV2 ScreenObjects Only):
0 = Normal (no letters in front)
1 = C - Screen center
2 = B - Bottom right corner
3 = S - Stats box, lower right corner
4 = G - Top right corner of specials
5 = F - Bottom right corner of specials
6 = E - Below energy bar & spec data
7 = T - Top left corner of chat
8 = R - Top left corner of radar
9 = O - Top left corner of radar's text (clock/location)
10 = W - Top left corner of weapons
11 = V - Bottom left corner of weapons
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This is the specific document in the lvz toolkit that i was having trouble understanding. If you notice at the top portion of the text. (first like25-40 lines) its all tech c++ jargon. If you want me to understand the formate of the lvz then don't use this file, because for some of us geniuses this would be absolutely crazy.
Thanks for you time once again Kate. Do you realize that not once have you even remotely tried to help me? This forum is meant for people to find help not a bunch of people stuck on themselves and are not willing to put for some mental capacity to help there fellow earthlings.  |
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Katie Required materials: Hulk
Gender: Joined: Dec 02 2002 Posts: 586 Location: Wherever the fuck I choose. Offline
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Posted: Sat Sep 10, 2005 1:25 pm Post maybe stupid Post subject: |
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Then you're using the wrong LVZ program.
Oh and I never help anyone, haven't you realized that by now?
I'm taking over Grav's position baby so you can just like it or leave it. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Sep 10, 2005 2:15 pm Post maybe stupid Post subject: |
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KomodoDragon wrote: | This is the specific document in the lvz toolkit that i was having trouble understanding.... | That document describes how a lvz file is encoded. |
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Katie Required materials: Hulk
Gender: Joined: Dec 02 2002 Posts: 586 Location: Wherever the fuck I choose. Offline
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Posted: Sat Sep 10, 2005 2:26 pm Post maybe stupid Post subject: |
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You don't really need to know HOW it's encoded, right? Hmm... |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Sep 10, 2005 2:37 pm Post maybe stupid Post subject: |
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KomodoDragon doesn't need to know for what he wants to do, but all those other lvz tools out there like LIE and CLIT wouldn't have been possible if the internal workings of .lvz files weren't known. |
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