View previous topic :: View next topic |
Author |
Message |
Atan Moderator
Joined: 27 Jul 2001 Posts: 876
|
Posted: 20.10.2004, 20:18 Post subject: D3Edit Axx |
|
|
I was asked if Questions, BugReports about D3Edit could be done here at Descentforum.de
If Checkor allows, I would like to say: Sure, Descentforum IS the right place for this.
FYI:
//===========================================================
Still in Work: AI-Nodes... at Terrain
I don't want to tell about the planned things to come,
because it's not sure I'm really able to finish every idea.
//===========================================================
New Modifications in Version A03_3k
Fixed a lot errors in Bnodes and Rendering
LevelView:
a)
Added: Check for duplicated rooms ( yes we had such bugs
Move Mine:
a)
BNodes and Edges are moved with the mine now
b)
PathNodes and Path are moved with the mine now
EditorSettings
fixed a new bug.
ScriptCompile couldn't start without entering the setup before
//===========================================================
New Modifications in Version A03_3j
SettingsDialog:
a)
Added: Render > 100 Rooms On/Off
Added: Autoselect Mode On/Off
TerrainBar:
a)
Added: Checkbox for Damage On/off
Removed Input for Damage value, this is not suported by D3.
PathDialogBar:
a)
Added: Check RadioButton AI Node at Init
b)
Added: Cycle BNode
c)
Added: Cycle current BNodes Edge
d)
Added: Show BNodeNr and Edge Nr.
e)
Added: Show Portal flags and modify flags (Needed for working with BNodes)
f)
Creating AINodes will set BNodes to Portals if they own the 'Flythrough flag only
or if the flag is set by hand (Needed for Dallas and Forcefields)
LevelView:
a)
Added: Show current AINode-Edge in yellow
b)
Added: Show Path On/Off
c)
Added: Show AI-Nodes On/Off
d)
Added: Show current room AI_Nodes only
e)
Portal Texture is set to Palmleaf1 during Add Room, Add Group.. now
(this was needed for BNodes, only texture with FlyThrough flag set)
Make sure you don't replace Palmleaf1 with other texture which has this flag not set!)
f)
added: Move camera to current AI-Node
RoomView:
a)
Bugfix: Fixed a AINode-edge displaying bug
b)
Show current AI_Node-Edge in yellow
c)
Added: Show Path On/Off
c)
Added: Show AI-Nodes On/Off
e)
Added: Show current room AI_Nodes only
f)
added: Move camera to current AI-Node
//===========================================================
New Modifications in Version A03_3i
TerrainBar:
a)
Inserting Terrain Sounds added (5 max)
Added Add/Remove Sounds Buttons
Added Walkthrough TerrainSound Buttons
Added Soundselection Combobox
Added Input for Volume Bottom/Top
Added Input for Sound Height-position Bottom/Top
b)
Inserted changing Terrain-Fog RGB-Colors
c)
If TerrainSky is not textured
Choosing Sky RGB-Color
Choosing Horizon RGB-Color
d)
Reset to Defaults for Fog-Scalar, Fog, Sky, Horizon Colors
e)
Bug fixes:
Matcenter Dialog update fixed
d)
added some new Shortcuts to SC
//===========================================================
New Modifications in Version A03_3h
DALLAS:
a)
Script_Export Dialog
Scriptname is added into ExportDialog automaticly.
Dallas Window enlarged.
Increased some Dallas-Variables
b)
SoundDialog:
Changed Layout.
Soundname is deleted during 'Insert Sound'.
Sound Object is placed at the middle of the selected Face.
c)
Waypoint Object is placed at RoomsHeights/2 above the selected Face..
d)
Editor Settings:
Added 'FaceConcavitychecklevels' ( 0.05 Default )
Small Data => better Check (searches Holes in Levels)
e)
EditorStatusBar:
Added display of Face-Concavity Checklevel.
f)
Ortho-Views:
Enhenced AI-Nodes display, selected AI-Node is better shown now.
(function not ready yet!)
g)
Bug fixes:
Game-Nodes und AI-Nodes:
Removed fault at 'N' / Shift+'N'
AI-Nodes: Removed selecting der AI-Nodes fault.
h)
Perspektive-View:
Enhenced AI-Nodes display, selected AI-Node is better shown now.
(function not ready yet!)
Last edited by Atan on 20.10.2004, 20:22; edited 1 time in total |
|
Back to top |
|
|
Dark Falcon Forum-Nutzer
Joined: 19 Aug 2004 Posts: 8
Location: CA, USA, Gender: Male
|
Posted: 25.10.2004, 01:20 Post subject: |
|
|
can't wait for the new version!
BTW, when its going to be available for download?
Last edited by Dark Falcon on 25.10.2004, 01:24; edited 1 time in total |
|
Back to top |
|
|
Duper Forum-Nutzer
Joined: 04 Aug 2004 Posts: 32
Location: Beaverton, Oregon USA
|
Posted: 25.10.2004, 01:45 Post subject: |
|
|
when testing and modifications are done?
_________________ "Look up my nose and see your future..." Ed, Edd & Eddy
Last edited by Duper on 25.10.2004, 02:31; edited 1 time in total |
|
Back to top |
|
|
Dark Falcon Forum-Nutzer
Joined: 19 Aug 2004 Posts: 8
Location: CA, USA, Gender: Male
|
Posted: 25.10.2004, 01:55 Post subject: |
|
|
okay
|
|
Back to top |
|
|
Atan Moderator
Joined: 27 Jul 2001 Posts: 876
|
Posted: 25.10.2004, 09:03 Post subject: |
|
|
oh, you replied before I could.
Yes Dark Falcon, Duper is right.
There is a lot testing needed before this will be public released then.
and there are still some things which are not complete finished inside this alpha
they need to be done and tested (or removed again)
and the progress is a little slow.
|
|
Back to top |
|
|
Dark Falcon Forum-Nutzer
Joined: 19 Aug 2004 Posts: 8
Location: CA, USA, Gender: Male
|
Posted: 25.10.2004, 20:22 Post subject: |
|
|
I'll be patient
|
|
Back to top |
|
|
Dark Falcon Forum-Nutzer
Joined: 19 Aug 2004 Posts: 8
Location: CA, USA, Gender: Male
|
Posted: 02.12.2004, 01:38 Post subject: |
|
|
I Found a bug, If you place a room within a room or place it on the terrain and after that you grab a texture from a face and it crashes.
BTW, Sorry for the double post
|
|
Back to top |
|
|
Atan Moderator
Joined: 27 Jul 2001 Posts: 876
|
Posted: 02.12.2004, 17:31 Post subject: |
|
|
version of D3Edit you are useing?
Reproduceable always?
Last edited by Atan on 02.12.2004, 18:11; edited 1 time in total |
|
Back to top |
|
|
Dark Falcon Forum-Nutzer
Joined: 19 Aug 2004 Posts: 8
Location: CA, USA, Gender: Male
|
Posted: 03.12.2004, 02:03 Post subject: |
|
|
The Atan Version
|
|
Back to top |
|
|
Atan Moderator
Joined: 27 Jul 2001 Posts: 876
|
Posted: 03.12.2004, 16:05 Post subject: |
|
|
ok, I mean which Version Number from the Atan versions here.
Should be something like A03_3j
|
|
Back to top |
|
|
Dark Falcon Forum-Nutzer
Joined: 19 Aug 2004 Posts: 8
Location: CA, USA, Gender: Male
|
Posted: 04.12.2004, 03:45 Post subject: |
|
|
Thats the one!
|
|
Back to top |
|
|
Atan Moderator
Joined: 27 Jul 2001 Posts: 876
|
Posted: 25.12.2004, 12:56 Post subject: |
|
|
Quote: | I Found a bug,
If you place a room within a room
or place it on the terrain
and after that you grab a texture from a face
it crashes. |
Dark Falcon,
I couldn't reproduce that bug up to now.
There is no crash if I try to handle as you discribe.
Maybe the reason for this is because I use never versions,
or I did not the correct steps like you did to reproduce the fault.
One way to check this out could be
that you offer me a very small test level where you can reproduce that fault always.
If you have such a test level,
please stop excatly one step before the crash happens
and offer the level with a short note what I must do then
to let the thing crash.
|
|
Back to top |
|
|
|