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Old 10 July 2023, 20:59   #221
abu_the_monkey
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there also seems to be a bug in the add/delete zone function. adding zones increments the NZ variable but deleting a zone does not decrement it.
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Old 10 July 2023, 21:01   #222
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Damn, that might explain a few things.

I've had to delete zones, save, reload etc.
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Old 11 July 2023, 20:43   #223
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A possible fix for this is to run the zone optimize function after deleting a zone which should delete 'empty' zones and reshuffle everything. this could be made to be done done automatically every time a zone is deleted.
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Old 11 July 2023, 21:03   #224
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Quote:
Originally Posted by abu_the_monkey View Post
A possible fix for this is to run the zone optimize function after deleting a zone which should delete 'empty' zones and reshuffle everything. this could be made to be done done automatically every time a zone is deleted.
I have mixed feelings about this. For example, one of the benefits of the current implementation is that I can delete a zone, add or remove points, recreate the same zone and it will be the same zone, with all the same associated attributes it had before.

Perhaps what might be useful is a "collapse zones" feature that does what you suggest, but only when you request it.
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Old 11 July 2023, 21:43   #225
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Quote:
I have mixed feelings about this. For example, one of the benefits of the current implementation is that I can delete a zone, add or remove points, recreate the same zone and it will be the same zone, with all the same associated attributes it had before.
this is a neat feature I was unaware of. kind of explains the stats being off.

Quote:
Perhaps what might be useful is a "collapse zones" feature that does what you suggest, but only when you request it.
this should be doable
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Old 12 July 2023, 22:19   #226
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Originally Posted by Karlos View Post
There seems to be a correlation with being at this 250 zone limit and the generated graphics file for a level getting corrupted. If I make any changes at all to level A now, I get thr weird wall texture corruption guaranteed.
I can't help but think that the 220000 byte work buffer is the cause of some of these issues.
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Old 12 July 2023, 22:21   #227
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Quote:
Originally Posted by abu_the_monkey View Post
I can't help but think that the 220000 byte work buffer is the cause of some of these issues.
Time to throw some more sacrificial RAMs on the heap?
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Old 14 July 2023, 21:37   #228
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I might even get round to trying this over the weekend, been a busy week lol
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Old 14 July 2023, 21:45   #229
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I might even get round to trying this over the weekend, been a busy week lol
Tell me about it. Just been rammed.
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Old 15 July 2023, 00:58   #230
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@Karlos
I just finished a mod to the original level A with 255 zones (think the check I put in to stop the zone count over running the max is off by 1) with the work buffer extended to 300000 bytes and all seems to work fine (no texture glitches and no 'new' pvs issues) though most of it was not physically attached to the main map.
I will do some more testing before I post a build here for you to test.
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Old 15 July 2023, 01:22   #231
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Nice work!
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Old 15 July 2023, 02:44   #232
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a quick vid of the level after connecting (most of) the zones to the main map.

[ Show youtube player ]

and a build with the extended work buffer for testing. it also includes the stats button and optional EditorGUI.IFF to change the buttons graphic

it has not been extensively tested so your mileage may vary

Last edited by abu_the_monkey; 04 August 2023 at 00:56.
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Old 15 July 2023, 10:16   #233
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Will give it a spin today, thanks!
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Old 15 July 2023, 13:50   #234
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Seems to be working so far. The stats button is much appreciated.
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Old 15 July 2023, 16:17   #235
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I've used this version to successfully build several levels that kept having this texture corruption issue.

I say ship it.

I also say, this should be v 305
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Old 15 July 2023, 16:53   #236
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Quote:
Originally Posted by Karlos View Post
I've used this version to successfully build several levels that kept having this texture corruption issue.

I say ship it.

I also say, this should be v 305
Nice

Have you tested it out to the max 255 (should be 256 but I made a
mistake and have not got round to fixing it) zones?

One small issue is that if you have created zone 255 and then delete it, you can not create another until you use the 'zone optimize' tool from the title bar menu.

And yes the version number should be different at this point but I am lazy
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Old 16 July 2023, 13:01   #237
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I have merged the changes into main as is.

Still as v304 cos like I said, I am lazy

With one minor addition of a check against NZ before defining a new zone to avoid a hard crash as it was only being checked just before a new zone was created, it also reports the correct "Zone limit exceeded" and not "Point limit exceeded" as it did previously.

edit: NZ (number or zones) gets checked against MZ (max number of zones) before starting a new zone definition.

Last edited by abu_the_monkey; 16 July 2023 at 18:50.
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Old 20 July 2023, 23:18   #238
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had a bit of time to prat about today so implemented the 'stats' in the top right corner of the main display.

Only the basic stats that were accessed through one of the buttons.

Currently it is not tied to the menu 'level->statistics' option but seems to work well, but, does mask a small section of the 'map'.

It could be rendered behind the other bits but would make it harder to read.

Still on top with a transparent background and outline for the text may be a better option?
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Old 22 July 2023, 22:40   #239
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@Karlos

here is a build of the editor with on screen stats which you can toggle with the Level -> Statistics menu option (default is off).
the check mark is not implemented to show the status of the option yet
also the grid 'lines' are now a lighter shade of grey and as a consequence I have set the 'zone highlight colour' to white all round
previously external 'walls' were a darker colour but made it difficult to see the selected zone

please, give it a spin and let me know what you think

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Old 23 July 2023, 02:00   #240
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Just got back from a big bash, it'll probably be tomorrow before i can test.
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