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DLE-XP Bug Report Thread

Posted: Thu Mar 31, 2005 6:22 am
by Diedel
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DLE-XP Bug Report Thread

This thread is intended for DLE-XP bug reports. No suggestions and no questions here please.

Please keep this thread clean. In case some issue needs detailled discussion, I will open an extra thread for it.

Before reporting bugs here, please go to my Descent site's DLE-XP page and click on the version number displayed there to see the version history and check whether that bug has already been fixed and you need to download a new version of DLE-XP.

Diedel (a.k.a. karx11erx)

Posted: Sat Apr 02, 2005 3:15 pm
by Sirius
Now that I've managed to get back to it, I notice a couple things in the align all sides thing (which I probably pay way too much attention to but anyway):

Image

1 was the face used to do the aligning. Face 2 was aligned, but for some reason to the wrong edge; hence the metal is running the wrong way.

Face 3 was not aligned at all.

Posted: Sat Apr 02, 2005 4:36 pm
by Diedel
2ndary texture alignment doesn't really work too well (yet).

Posted: Sun Apr 03, 2005 5:18 am
by Sirius
I did secondary myself - that's not really the issue. (In that image everything you see there is set to 90 deg rotation.)

What's basically happening is that the underlying texture is getting aligned to a different side than the one that physically joins the two faces, and takes the secondary texture out of sync with it... it's mainly just to make stuff more obvious.

Posted: Sun Apr 03, 2005 9:55 am
by Diedel
Hm. Has something to do with how DLE-XP determines the "reference" corner of a side ... rather complicated to fix. :(

Posted: Mon Apr 04, 2005 8:36 pm
by Theftbot
What would be great is a place where you can view the volume of a mine(level).

Posted: Tue Apr 05, 2005 1:20 am
by Sirius
Volume as in the 3D counterpart of area? Interesting idea...

Wonder if I can figure out a formula for the volume of a cube... (no, not THAT kind of cube... an irregular cuboid... :))

Posted: Tue Apr 05, 2005 4:02 am
by Diedel
What should that be good for?

Posted: Thu Apr 07, 2005 12:04 am
by Sirius
...good point? ;)

Posted: Thu Apr 07, 2005 1:23 am
by Theftbot
Good for determining how big a level is or compare level sizes.

Posted: Thu Apr 07, 2005 3:49 am
by Diedel
And that would be good for ... what?

D2X-Entropy

Posted: Thu Apr 07, 2005 6:09 am
by Diedel
My site about the Entropy game mode in D2X-W32 is online. Click here to view it.

Posted: Thu Apr 07, 2005 11:42 pm
by Sirius
Comparing level sizes can be done by cube counts or by visual observation... obviously simple x * y * z cube volume calculations could be done but they'd be hideously inaccurate.

Posted: Sat Apr 09, 2005 3:40 pm
by Sapphire Wolf
Image
Diedel, everytime I open DLE-XP, the walls, special cubes, and lights are unchecked, and also the objects are unchecked. I tried check the walls, special cubes, lights, and all objects in the Preference toolbar and I clicked on the apply button and exit DLE-XP and re-open it, the walls, special cubes, lights, etc. are unchecked.
This is starting to annoy me

Posted: Sat Apr 09, 2005 5:30 pm
by Diedel
Yeah, that annoys me too. :)

I haven't yet added code to save and restore these settings, but I will do so now.

Posted: Sun Apr 10, 2005 10:35 pm
by Kyouryuu
Although I'm pretty sure it doesn't, has anyone tried to use WINE to make DLE-XP run in Linux? I know that DMB2 didn't, but now that DLE-XP is converted to Visual C++ 6, maybe there's a chance. I'll fiddle around with it when I get some time.

Posted: Wed Apr 13, 2005 1:44 pm
by Jeff250
When I open a hog file and accidentally press the delete button, the message warning me of the significance of deleting files from the hog seems incomplete without a "no", "whops", or "cancel" button. ;)

Posted: Wed Apr 13, 2005 3:24 pm
by Diedel
Jeff,

ROFL!

You are asked whether you want to delete the file and left no choice! Hehehe!

I wonder whether I should simply leave this as it is ... :P

Posted: Wed Apr 13, 2005 4:41 pm
by Diedel
Jeff,

fixed.

Sirius,

I have managed to improve the primary texture alignment across side planes. 2ndary doesn't work too well though. Re your example: The textures in the left segment don't get aligned because DLE-XP doesn't consider that segment a direct neighbour of the aligment operation's source segment. These two segments are only joined at one edge. Segment neighbourhood consists of sharing a whole side.

This would be very hard to change. DLE-XP keeps track of each segments side neighbours (calls it 'children'), but not of segments sharing a line with the 'reference' segment.

Posted: Fri Apr 15, 2005 12:22 am
by Sirius
Ah, ok. Maybe someday. Alignment across faces in the same cube is half of the hassle anyway.

Posted: Sun Apr 17, 2005 4:01 pm
by Kyouryuu
1. Started DLE-XP (15 Apr. 2005)
2. Went to Preferences
3. Set the Descent 1 PIG directory to the right place.
4. Set the Descent 2 PIG directory to the right place.
5. Set the Descent 2 missions directory.
6. Checked on the "Tools on left, textures on bottom button."
7. Hit Apply.
8. Closed and restarted DLE-XP
9. Program halts on startup with multiple errors of "An unsupported operation was attempted," window appears, but crashes.

How do you remove all traces of DLE-XP to start again (i.e. reset preferences, or where does it read preferences from?).

Posted: Sun Apr 17, 2005 4:03 pm
by Diedel
Booyah. Could be due to the new light color controls, which are only available in standard layout. I hadn't really tested that. :oops:

Posted: Sun Apr 17, 2005 8:20 pm
by Kyouryuu
I figured out how you set a light color, but can you preview it in the main window?

EDIT: I was playing Entropy Experiment and I found a feature I had never seen before. A "Teleport" trigger. See entropy.hog, entropy2.rl2, cube 153, side 5. Looks like DLE-XP has a field for Teleport on the Triggers "Descent 2 types" menu, but you can't select it.

Posted: Mon Apr 18, 2005 7:49 am
by Diedel
Kyo,

I already wrote that I have implemented a new trigger type "Teleport" allowing you to immediately displace a player to another location in the same level. The target side of the teleport trigger's target cube denotes the direction the player will face when he appears. Teleport triggers work complete with visual and audio effects (disappearing echo effect and appearance lighting flash effect).

This feature is only available in levels of type "D2X-W32" created with DLE-XP. These levels can only be read by D2X-W32. If this trigger type appears in some non D2X-W32 level I will need to check DLE-XP for problems in this area. I have checked the level and cube you've mentioned: DLE-XP shows an open wall trigger here.

More D2X-W32 features are
  • Team-specific segments (type "Blue Team" and "Red Team"). These are meant for team games and will enforce players only spawning in segments marked for their team.
  • Segment types "Water" and "Lava". D2X-W32 will simply create a submersion effect for segments of these types by coloring them appropriately.
  • Segment ownership and grouping. This feature serves to support D2-Entropy.
  • Colored lights.
Check my Descent site for a complete list of D2-Entropy information.

Posted: Mon Apr 18, 2005 6:51 pm
by Sirius
Lava doesn't drain your shields?

It never did in the original game, though.

Posted: Mon Apr 18, 2005 9:05 pm
by Kyouryuu
Strangely enough, Teleport does appear (and work!) in Entropy Level 2, which is at best a version 7 RL2 file. Even though DLE-XP identifies it as an Open Wall, it's definitely a Teleport in-game. Not really sure how it was done. Maybe some early version of DEVIL that Luke used had exposed this, but even I don't remember DEVIL having this trigger type.

If it's not that trigger, it's a trigger in that vicinity. I know what I saw when I was playing it, and I shot a control panel, "TELEPORT!" appeared on the HUD, and I was on the other side of the level.

How can you see colored lights in the real-time view of the editor?

Posted: Mon Apr 18, 2005 10:38 pm
by Kyouryuu
Hmm, playing Europa Glacier Mine (http://kyouryuu.furvect.com/levels/eglacier.zip), fight your way to the Blue Key. When you get the Blue Key, descend downward and you'll get warped to a corner of that room, overlapping a Diamond Claw.

There are two triggers here. The first, located at cube 86, side 4 (86, 4), is "Light On" to (83, 2), (84, 2), (82, 2). The second, just below, is "Open Wall" on (66, 1), (69, 3), (64, 2). I think the first is probably the culprit because when the player is warped, you get stuck behind one of the walls that would have opened on the second trigger. Maybe there is something wrong with "Light On" triggers? Perhaps D2XWin32 in Entropy Level 2 was equating a "Light On" with your new "Teleport" message.

Also, suggestion. If the user goes to File and selects a HOG file with multiple missions from the "last five opened" region, and that HOG is already being read, DLE-XP should open the HOG as usual and present a listing of missions in the HOG. Currently, as DMB2 did, if you opened some level in descent2.hog, and then tried to open descent2.hog again from the File menu, nothing would occur.

Posted: Tue Apr 19, 2005 2:39 am
by Diedel
Kyo,

I will check the trigger code. Maybe I have chosen a trigger id that is already in use.

There is no way to show colored lights in DLE-XP (yet).

The re-opening file problem is due to MFC handling of unaltered files - the document manager assumes it can simply keep the current file if you haven't changed it. As it doesn't know a hog file is rather a folder in terms of functionality, it won't reopen it. I don't know how to tell the doc manager to open the file anyway.

But there's a more convenient way to handle multi-level hog files anyway: Switch to the mission manager and double click at the mission you want to load in the mission list box.

Diedel

Edit: The teleport trigger was activated due to a bug in D2X code, falling through from light on trigger code to teleport trigger code (missing break in case statement).

Posted: Wed Apr 27, 2005 9:19 pm
by Sapphire Wolf
DLE-XP crashes when adding a door

Posted: Thu Apr 28, 2005 4:00 am
by Diedel
Oops.

Posted: Thu Apr 28, 2005 10:59 pm
by Theftbot
A complete level texture switcher would be great. For example: what if I wanted to change rock313 in Minerva3 with a few clicks of the mouse. Also it might be handy if you could do it with only marked cubes. Just a suggestion.

Posted: Fri Apr 29, 2005 2:43 am
by Diedel
That's already possible. Copy the new texture, select a side with the texture to be replaced, click on replace. Works on all marked sides, and if none marked, the entire mine.

Posted: Fri Apr 29, 2005 4:46 pm
by Sapphire Wolf
Also, the program crashes when you change the cube type. I.E: If you change a normal cube into a fuel center.

Posted: Sun May 01, 2005 4:33 pm
by Sirius
Couple things I've just noticed.

Firstly, when you change a cube's type, although it doesn't change textures, it does reset their brightness and texture alignment. Although I can re-do this each time I have to change it it eventually gets annoying. :)

Which reminds me, I should check the other six cubes I might have changed...

Oh, second thing. It does appear DLE-XP doesn't allow you to pick a secondary texture the same as the primary texture any more. While this might seem pointless, the Parallax designers frequently used it so that blue/red flag goals didn't appear to change the texture of that side. (Check Pandemonium level 1 if you want to see what I mean...)

If this is too annoying to alter or causes other nasty side-effects, I can always adapt by picking the primary texture, aligning, picking another primary texture and choosing the original texture as secondary... that'd work...

Maybe that'd be the better solution actually. Just putting stuff on the table. :)

Lightmap settings are awesomely useful. Makes setting light values to what I actually WANTED them to be much, much easier...

Edit: You know... I think this was fixed, but I've just realised perspective still isn't being properly set on start-up - I have to switch to the preferences tab. Strange.

Posted: Sun May 01, 2005 4:37 pm
by Diedel
Sirius,

I have noticed the preferences bug, but was too lazy to fix it ... which I will do some time this week. ;)

You never could have a secondary texture if it was identical to the primary one, not even in DMB2.

I will look into the issue of cube properties being reset when changing the cube type.

Edit: Bugs fixed (not the 2ndary texture stuff, that's intentional).

Posted: Tue May 03, 2005 2:25 pm
by Astroxslurg
I cant make an Secret Exit in Descent 1 :S :x

When i press on the add secret exit in "walls" it didnt work, so i tried the secret exit button in "Triggers" but that did neither work! it just pops back :( i have taken a few screenshots... i dont know how to post them tho :S

Another bug is that the newest version of DLE-EXP crashes when i start it... :roll: :|

one other thing: to allign 2. textures like lava falls i simply let the lava falls be 1. texture, allign them then make them secondary again :wink:

Posted: Tue May 03, 2005 2:33 pm
by Diedel
What do you mean with 'it just pops back'? The trigger type is reset or what?

Posted: Thu May 05, 2005 7:00 pm
by [DWL]Punk
Diedel, i downloaded it, unzipped it, installed it. but it won't start up. just crashes.

p4 3.2
1gb ram
9800 pro
win xp sp1 1/2

Posted: Thu May 05, 2005 11:45 pm
by Sirius
"Illegal operation" crash? Missing DLL crash? Crash doesn't really help him so much :)

Edit: Or maybe it does!

Posted: Fri May 06, 2005 12:23 pm
by Diedel
It would be a good idea to post the program version, too.

v1.3.4 crashed when first started and not yet knowing the proper texture file (descent.pig, descent2.pig) folders.

This has been fixed in v1.3.5.