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Tutorial: Add a Permanent Custom Map Slot


Cyrem
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Installing custom maps to play can be annoying because you have to alter original level's CFG to point to the new level. There is a way to add new levels which has been known for a while, but never really explained much. What this tutorial will guide you through is adding a permanent custom map slot to LRR where you can just slap in CFG code and run the game and not worry about having to change it back after to the original code. This level always remains unlocked and it does not effect your save games. I will also give you some extra files to make it display nicely on your level screen. I've used a worm hole, as you can see below:

 

gallery_1_1_86221.png

 

Setup

First, we will need to set up the level link so that it will display. Open your LEGO.CFG file and in the block Lego* > Main there is a property called "StartLevel" with the value "Levels::Level01". Change the value to " Levels::CustomLevel".

Lastly, go down to the Levels block. Above the "Tutorial01" sub-block paste in this:

 

    CustomLevel {
         ; CUSTOM CONFIG BELOW

         ; NEVER REMOVE THE BELOW PROPERTIES!
         MenuBMP                          InterfaceFrontEndCustomHi.bmp,InterfaceFrontEndCustom.bmp,InterfaceFrontEndCustomGrey.bmp
         FrontEndX                          72
         FrontEndY                          2            
         NextLevel                          Levels::Tutorial01
         LevelLinks                          Levels::Tutorial01
    }

This is pretty much a place holder until you put a level CFG in. The game will run fine like this. The properties under " ; NEVER REMOVE THE BELOW PROPERTIES!" Ensure that it will always show the wormhole correctly and that the levels stay linked.

If you would like the wormhole, Then download these images and put them in your "InterfaceFrontEnd" folder.

Thats it! The one and only problem is that the spoken level names when you hover are displaced by 1 level, but you don't really care about this ;)


I would recommend for the sake of ease and consistency that modders creating levels package their level in the level's own folder, so that it does not actually replace default levels.

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Awesome tutorial!! Thanks Cyrem!!

 

Edit:

Maybe you could sticky this topic, because it seems to be imprtant ;)

 

_______________________________________________________________________________

I just made the Planet on the top right linkable.

 

Screenshots:

yTy0VpS.jpg  uhLuYDv.jpg

 

Of course I added the coordinates on which the level has to be. (In download)

 

DOWNLOAD

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I thought about using the planet, but at last moment, I liked decided to replace the small planet on the left with the wormhole :)

 

Good job.

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  • 3 months later...
  • 1 month later...

And be sure to use the Data Method, for obvious reasons.

It's not obvious to me. I always use the WAD refinery to make sure I can back stuff up easier than I can with the data method. 
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  • 3 weeks later...

I am not a modder so bear with me on this. I replaced Tutorial01 with CustomLevels on the same line as StartLevel. Pasted the content above Tutorial01 which is located below ;;;;;;NEW STUFF;;;;;

 

Saved the the CFG and tested the game. Went to the game level selection, all levels are blacked out and cannot click them. All I have is a blueish wall of rock in the top left corner of the screen. I click it, takes me to loading screen then the game crashes. Is there something I did not add or do correctly or is it just my computer? (I am using a Windows 7)

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No, you have done something wrong. There must be something that messed up everything else. The best way to fix this is to copy (/send me) your Lego CFG text and a screenshot of all the files in the level's folder (with a view also on the directory).

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  • 1 month later...

(Sorry to bump a dead topic (don't yell at me for calling it dead))

 

I HAD THAT PROBLEM BEFORE!!

 

I figured it was somehow related to the fact that I did not use underscores in the level name. Instead, I used spaces.

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  • 5 months later...
  • 2 months later...
TheSmartOne

I copied and pasted the code into my CFG and added a level config. The level will not even show up. All others are fine, though.

Only thing I changed was the image filepaths (Custom to CRock).

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RockRaiderWolf

I copied and pasted the code into my CFG and added a level config. The level will not even show up. All others are fine, though.

Only thing I changed was the image filepaths (Custom to CRock).

Did you remember to change the StartLevel?and to download the images?

 

First, we will need to set up the level link so that it will display. Open your LEGO.CFG file and in the block Lego* > Main there is a property called "StartLevel" with the value "Levels::Level01". Change the value to " Levels::CustomLevel".

if you did then there is likely something you did wrong in your level config and you should copy and paste it as a spoiler so we can look and see what might be causing the issue. (Tempted to ask if you remembered to add your custom level map files but Pretty sure it would cause a crash if those were missing.)

You could also just try my alternative that is linked right above your post. in my alternative all you need to do to add your own custom level would be to add the files(duh) and then replace the Level26 config in Lego.cfg to that of your custom level. mine also doesn't mess up the spoken level names.

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TheSmartOne

 

I copied and pasted the code into my CFG and added a level config. The level will not even show up. All others are fine, though.

Only thing I changed was the image filepaths (Custom to CRock).

Did you remember to change the StartLevel?and to download the images?

 

First, we will need to set up the level link so that it will display. Open your LEGO.CFG file and in the block Lego* > Main there is a property called "StartLevel" with the value "Levels::Level01". Change the value to " Levels::CustomLevel".

if you did then there is likely something you did wrong in your level config and you should copy and paste it as a spoiler so we can look and see what might be causing the issue. (Tempted to ask if you remembered to add your custom level map files but Pretty sure it would cause a crash if those were missing.)

You could also just try my alternative that is linked right above your post. in my alternative all you need to do to add your own custom level would be to add the files(duh) and then replace the Level26 config in Lego.cfg to that of your custom level. mine also doesn't mess up the spoken level names.

 

 

 

Here's the code.

 

CustomLevel

{

; CUSTOM CONFIG BELOW

FullName The_Algorithm

AllowRename TRUE

RecallOLObjects TRUE

GenerateSpiders TRUE

DisableStartTeleport TRUE

Video Avilavacha1.avi

; Amount of time before an emerge trigger can be reused. 1500 specifies 1 minute.

EmergeTimeOut 3000.0

;;;;; SURFACE TYPE ;;;;;

BoulderAnimation ROCK

TextureSet Textures::Rock

RockFallStyle Rock

EmergeCreature RockMonster

;;;;; SURFACE TYPE ;;;;;

BlockSize 40

DigDepth 40

RoughLevel 6

RoofHeight 40

UseRoof YES

SelBoxHeight 10

FogColourRGB 149:29:1 ;Lava Fog

HighFogColourRGB 190:60:0 ;Lava Fog

FogRate 20

FallinMap LevelsGameLevelsLevel039Fall_.map

SurfaceMap LevelsGameLevelsLevel039High_.map

PredugMap LevelsGameLevelsLevel039Dugg_.map

TerrainMap LevelsGameLevelsLevel039Surf_.map

CryoreMap LevelsGameLevelsLevel039Cror_.map

ErodeMap LevelsGameLevelsLevel039Erod_.map

PathMap LevelsGameLevelsLevel039Path_.map

EmergeMap LevelsGameLevelsLevel039Emrg_.map

SafeCaverns TRUE

OListFile LevelsGameLevelsLevel039ObjectList.ol

PTLFile LevelsGameLevelsLevel03925.ptl

NERPFile LevelsGameLevelsLevel03925.npl

NERPMessageFile LevelsGameLevelsLevel03925.txt

ObjectiveText LevelsGameLevelsLevel039AlgorithmText.txt

ObjectiveImage640x480 InterfaceBriefingPanelBriefingPanel.bmp,76,100

ErodeTriggerTime 15

ErodeErodeTime 40

ErodeLockTime 300

OxygenRate 12

FrontEndOpen TRUE

Priorities {

AI_Priority_Recharge TRUE

AI_Priority_GetIn TRUE

AI_Priority_Repair TRUE

AI_Priority_Reinforce TRUE

AI_Priority_Destruction TRUE

AI_Priority_Construction TRUE

AI_Priority_Crystal TRUE

AI_Priority_Clearing TRUE

AI_Priority_Ore TRUE

}

Reward {

Enable TRUE

Modifier 5

Importance {

Ore 30

Constructions 10

Timer 30

Caverns 30

}

Quota {

Ore 1000

Caverns 15

Constructions 7

Timer 90000

}

}

; NEVER REMOVE THE BELOW PROPERTIES!

MenuBMP InterfaceFrontEndCRockHi.bmp,InterfaceFrontEndCRock.bmp,InterfaceFrontEndCRockGrey.bmp

FrontEndX 72

FrontEndY 2

NextLevel Levels::Tutorial01

LevelLinks Levels::Tutorial01

}

}

 

and then StartLeve  Levelsl::CustomLevel

Edited by TheSmartOne
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RockRaiderWolf

where did you put the startlevel levels::Customlevel?

 

did you do what it says and replace the old "        StartLevel                Levels::Tutorial01" with "        StartLevel                Levels::CustomLevel" ?

 

Did you copy and paste that directly from your lego.cfg? if so that appears to be out of format and might be causing the problem. what text editor did you use?

 

if i counted correctly you also have an extra } at the end and that coiuld be causing the game to think the level config is incomplete or something.

 

The code for fog types is wrong.

 

 

I used what you posted to create a code that should work. however sometimes the game seems to just dislike certain level maps for some reason and they fail to work regardless. I will doublecheck to see if I can get that level to work for myself since you seem to be using a map you downloaded,

        CustomLevel {

            FullName                                The_Algorithm
            
            AllowRename                        TRUE
            RecallOLObjects                    TRUE
            GenerateSpiders                    TRUE
      DisableStartTeleport                    TRUE        

            ; Amount of time before an emerge trigger can be reused.  1500 specifies 1 minute.
            EmergeTimeOut                            3000.0

            ;;;;; SURFACE TYPE ;;;;;
            BoulderAnimation                ROCK
            MenuBMP                            InterfaceFrontEndCRockHi.bmp,InterfaceFrontEndCRock.bmp,InterfaceFrontEndCRockGrey.bmp
            TextureSet                        Textures::Rock
            RockFallStyle                    Rock
            EmergeCreature                    RockMonster
            ;;;;; SURFACE TYPE ;;;;;

            BlockSize                                40
            DigDepth                                40
            RoughLevel                                6
            RoofHeight                                40
            UseRoof                                    YES
            SelBoxHeight                            10
            FogColourRGB                            110:110:155        // ROCK FOG
            HighFogColourRGB                        155:155:110        // ROCK FOG
            FogRate                                    20
            
      FallinMap                                LevelsGameLevelsLevel039Fall_.map
            SurfaceMap                                LevelsGameLevelsLevel039High_.map
            PredugMap                                LevelsGameLevelsLevel039Dugg_.map
            TerrainMap                                LevelsGameLevelsLevel039Surf_.map
            CryOreMap                                LevelsGameLevelsLevel039Cror_.map
      ErodeMap                                LevelsGameLevelslevel039Erod_.map
            EmergeMap                                LevelsGameLevelsLevel039Emrg_.map
            PathMap                                    LevelsGameLevelsLevel039Path_.map

            
            SafeCaverns                                TRUE

            OListFile                                LevelsGameLevelsLevel039ObjectList.ol.ol
            PTLFile                                    LevelsGameLevelsLevel03925.ptl
            NERPFile                                LevelsGameLevelsLevel03925.npl
            NERPMessageFile                            LevelsGameLevelsLevel03925.txt

            ObjectiveText                            LanguagesAlgorithmText.txt
            ObjectiveImage640x480                    InterfaceBriefingPanelBriefingPanel.bmp,76,100

            ErodeTriggerTime                        15
            ErodeErodeTime                            40
            ErodeLockTime                            300

            OxygenRate                                12

            NextLevel                                Levels::Tutorial01
            LevelLinks                                Levels::Tutorial01
            FrontEndX                                72
            FrontEndY                                2
            FrontEndOpen                    TRUE
      
            Priorities {
            
                
                
                AI_Priority_GetIn                    TRUE
                AI_Priority_Repair                    TRUE
                AI_Priority_Construction            TRUE
                AI_Priority_Destruction                TRUE
                AI_Priority_Reinforce                TRUE
                AI_Priority_Crystal                    TRUE
                AI_Priority_Ore                        TRUE
                AI_Priority_Clearing                TRUE
                AI_Priority_Recharge            TRUE

            }
            
            Reward {

                Enable                                TRUE
                Modifier                            5
                Importance {
                    Ore                        30
                    Constructions                    10
                    Caverns                        30
          Timer                        30
                }

                Quota {
                    Ore                    1000
                    Caverns                    15
          Constrctions                    7
          Timer                    90000
                }
            }
        }

 

 

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TheSmartOne

I had put the StartLevel in the Lego Main section where it should be.

 

Edit: Nope. Didn't work. Still not showing the custom slot.

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I had put the StartLevel in the Lego Main section where it should be.

 

Edit: Nope. Didn't work. Still not showing the custom slot.

 

But you know where the slot should be, right? Its coordinates are 

FrontEndX                      72
FrontEndY                      2

so it is in the top left corner of the level menu.

Also... are the file paths correct? They must match with what you have written down... I'd like to know what files you have put where...

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TheSmartOne

 

I had put the StartLevel in the Lego Main section where it should be.

 

Edit: Nope. Didn't work. Still not showing the custom slot.

 

But you know where the slot should be, right? Its coordinates are 

FrontEndX                      72
FrontEndY                      2

so it is in the top left corner of the level menu.

Also... are the file paths correct? They must match with what you have written down... I'd like to know what files you have put where...

 

I have all of The Algorithm's files in LevelsGameLevelsLevel039. The level image selector things are in InterfaceFrontEnd. They are the ones for the test levels that were left over.

 

Found 1 error: OL files was ObjectList.ol.ol

That didn't fix it, though.

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