DLE-XP Bug Report Thread
Moderator: Aus-RED-5
DLE-XP Bug Report Thread
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)
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):
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.
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.
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.
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.
D2X-Entropy
My site about the Entropy game mode in D2X-W32 is online. Click here to view it.
- Sapphire Wolf
- DBB Admiral
- Posts: 1463
- Joined: Mon Nov 24, 2003 3:01 am
- Location: Nope.avi , gender: male
- Contact:
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
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.
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.
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?).
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?).
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.
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.
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
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.
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?
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?
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.
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.
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).
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).
- Sapphire Wolf
- DBB Admiral
- Posts: 1463
- Joined: Mon Nov 24, 2003 3:01 am
- Location: Nope.avi , gender: male
- Contact:
- Sapphire Wolf
- DBB Admiral
- Posts: 1463
- Joined: Mon Nov 24, 2003 3:01 am
- Location: Nope.avi , gender: male
- Contact:
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.
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.
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).
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).
-
- DBB Cadet
- Posts: 2
- Joined: Tue May 03, 2005 2:02 pm
I cant make an Secret Exit in Descent 1 :S
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...
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
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...
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