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Posted: Wed Sep 27, 2006 2:49 am
It was a render depth prob.
I moved the slide to Max and then back to Min and now all cubes show up like they should.
Maybe something wrong with that?
I've never touched it before.
Posted: Wed Sep 27, 2006 6:24 am
I'm just wondering, are there certain robots that object triggers can't be attached to? I tried attaching one to a mini reactor, and it doesn't work.
DLE is 1.5.50, D2X is 1.7.10.
Posted: Sat Sep 30, 2006 5:20 pm
Afaik a mini reactor is not handled like a robot in Descent.
Posted: Sat Sep 30, 2006 6:58 pm
That explains it. Thanks.
Posted: Sun Oct 08, 2006 12:53 pm
Is there a limit on how many colored lights can be in a level? DLE 1.5.50 won't create any more colored lights in my level after a point.
Posted: Sun Oct 08, 2006 6:55 pm
Chaos Death Saurer wrote:Is there a limit on how many colored lights can be in a level? DLE 1.5.50 won't create any more colored lights in my level after a point.
This is more of a question then a bug report, don't you think?
There is a Q&A thread for DLE-XP.
Posted: Mon Oct 09, 2006 5:38 am
Aus-RED-5 is right.
Maybe you get some lighting overflow (see the status bar for a message saying something like that). If so, try to decrease light and blinking light ranges.
Posted: Mon Oct 09, 2006 8:05 am
It doesn't say anything about a light overflow.
Although now it won't apply lighting settings.
Posted: Tue Oct 10, 2006 4:33 am
Make sure not to have marked cubes or vertices, or only these will be lit.
Posted: Tue Oct 10, 2006 4:37 am
Updated to 1.5.51, seems to work fine now.
Can only select fire palette
Posted: Sun Oct 29, 2006 7:47 pm
I noticed that, in the newest version of DLE-XP, you can only use the \"Fire\" palette setting. I want to use the \"GroupA\" palette, but it's not letting me. Could this be a bug?
Posted: Sun Oct 29, 2006 8:08 pm
Fascinating. I never noticed any difference between palettes.
Yet another thing to fiddle with.
EDIT: And palettes seem to work fine for me.
Posted: Sat Nov 18, 2006 10:09 pm
In regards to DLE-XP as it applies to D1. If you give a robot a special texture, it appears differently in the actual game than it does in the editor.
Posted: Sun Dec 03, 2006 2:26 pm
DLE isn't saving .hxm files with levels. And I have robots in those levels.
DLE is 1.5.52, OS is Windows XP.
Posted: Sun Dec 03, 2006 6:37 pm
Posted: Sun Dec 03, 2006 7:08 pm
Any level that has robots in it has a .hxm file with it. DLE usually creates an hxm for any level with robots in it. I can create a test level, put a few robots in it, and there would be no hxm with it.
Posted: Tue Dec 05, 2006 5:37 am
HXM files are only created for custom
robots. Change some features of a bot inside a mine (e.g. the weapon), and there will be a hxm file.
Posted: Mon Jan 01, 2007 10:54 am
I noticed that DLE-XP eats a lot of memory. I watched it with the Taskmanager opened:
For each cube i add it takes about 4 MB of RAM.
For each cube i delete it takes about 4 MB of RAM.
For changing, adding, deleting, etc.. Walls, Textures, etc... the same.
It seems to me there´s some issue regarding the Undo/Redo-list. Slows down my computer terribly, and its not nice to have 300MB or more memory allocated by DLE-XP...
DLE-XP Version is 1.5.55.
Posted: Mon Jan 01, 2007 4:14 pm
Here´s a screenshot i took right after adding and deleting a few cubes:
That can´t be right..
Posted: Mon Jan 01, 2007 5:44 pm
do you think I can reproduce this bug? I can't.
Yes, the undo list eats a lot of memory, because it simply copies the entire level. Everything else was just too complicated and error prone. But didn't I add an option to turn it off?
Posted: Sun Feb 11, 2007 10:59 am
I think I am having a problem similar to Kyo's.
I start up DLE 1.6.8 and set the preferences.
All I can remember was that I set D1's pig correctly, and D2's pig incorrectly (by accident).
DLE then crashes and refuses to start again. (Can see the windows appear, but an \"x has encountered a problem and needs to close\" arises.
I tried moving DLE into its own subfolder already.
Posted: Mon Feb 12, 2007 4:08 pm
Find dle-xp.ini in the windows folder and edit it.
Negative Shield Triggers from DMB
Posted: Wed Jun 17, 2009 5:36 pm
Mind if I bump in here for a bug report?
As far as I know, this hasn't been addressed yet, and I have reviewed all 16 pages to see if it has, and it has not. Perhaps I am the only level author to use it, but...
DLE does not allow me to set negative values for shield drain triggers in D1. DMB allowed it. In fact, I have several famous levels noted for boosting the shields of players ships.
A Level for Opiate
I recently tried to create an IO sized level that gave the player 250 shields. I would set the shield trigger to be -150 (which when added to 100 shields, should come out to a player with 250 shields). But instead, when I played tested it, my ships shields dropped five points to 95 shields. This happened regardless of the negative value of the trigger.
I am now looking for DMB to reinstall it so I can make my levels the way I used to make them. Unless of course, you can fix this problem.
Posted: Wed Jun 17, 2009 7:18 pm
Bug reports are generally best reported to the D2X-XL bug tracker on SourceForge.net. I've added it for you here: https://sourceforge.net/tracker/?func=d ... tid=797586
You might just want to ensure your copies of both DLE-XP and D2X-XL (if you're using the latter; it occurs to me you might be using plain old D1/D1X) are up to date. If this still happens in the most recent version (might try to confirm myself later on) it seems to me it should be easy to fix. Lead developer is currently on vacation though so he might not get to it for a while. If DMB2 lets you get your work done in the meantime, then by all means.
Posted: Wed Jun 17, 2009 11:44 pm
Plus Diedel has been banned from this site.
So if you would like more info from him?
I'd suggest registering over at his forum
Posted: Thu Jun 18, 2009 12:57 am
How did that happen? Why?
Posted: Thu Jun 18, 2009 2:29 am
When Diedel gets into debates, they turn into flamewars real fast. Something lost in translation I reckon.
Posted: Thu Jun 18, 2009 11:06 am
No further discussion necessary. I have read all of the relevant data someone private messaged me about.
One thing solves most problems, one word:
Posted: Thu Jun 18, 2009 12:49 pm
in all honesty Lobber, you'll get more thorough support over at the XL site.
(link is on the forum index page at the end of the title)
Posted: Mon Jun 22, 2009 12:16 am