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#441 |
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Join Date: Oct 2020
Location: Bicester
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tested with the latest build of the engine and all seems to work as expected
Some of the texture colours in the editor are a bit funky, but, eh. I call that a win ![]() |
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#442 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
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Quote:
I look forward to being able to give it a proper test later. |
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#443 |
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I will have to check, but, I think the very first time the editor is run, it creates the texture palette and just loads that there after.
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#444 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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Interesting. In my experience all the textures I've created and added have mostly rendered fine in the editor. It's the originals that look screwy. I've just learned to live with it.
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#445 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
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Just a note to say 3.9.0 works a charm for me.
I tried creating some new door textures for the sick bay at the start, which it picked up and rendered faithfully. Unfortunately, I can't pixel for s*** today, so they look bloody awful. Nevertheless, it works as intended. |
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#446 | |
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Quote:
![]() I did have a couple of odd crashes when running winuae in fullscreen (a divide by zero and an out of space) I didn't get these when in windowed mode ![]() |
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#447 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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The division by zero issue is not new. I just haven't pinpointed where it comes from. I got rid of a lot of integer division. I'm thinking to add a macro to replace it that can conditionally do the zero check first and perhaps bomb out with an indicator of which operation it was. My bet is on vector code still
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#448 | |
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#449 |
Alien Bleed
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#450 |
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it could just be an emulator version thing, running 5.0.0 (2023.05.31) 64-bit currently.
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#451 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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Not an editor but but I noticed that when using a wall texture override on a door, I got a weird vertical offset bug in the texture coordinate. The door has a four unit step at the bottom and normally, the door texture would start from the bottom of the door, no matter how open or closed it is. Except this time, when the door was fully closed, the final texture offset was off by four, making it seem as if the door was countersunk when in fact, it's the opposite. I've never seen that before, will have to try and reproduce. It could just be my game was confused by me changing the assets and restarting the level too many times.
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#452 |
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the divide by zero when texturing zones seems to happen if you click the mouse button to select a zone but miss and hit empty space outside.
I will have to look into this at some point as it is easy done (at least for me ![]() |
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#453 |
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I think the divide by zero when selecting empty space using the _m_defgfx tool was caused by the zoget procedure cycling through from 0 to NZ (number of zones) where it should have been to NZ-1.
why it didn't crash other tools in the same way when trying to select empty space I don't know. |
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#454 | |
Alien Bleed
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#455 |
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#456 |
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#457 |
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here is 3.9.1
small bugfix for the crash when selecting empty space when texturing zones. Last edited by abu_the_monkey; 11 March 2024 at 23:09. |
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#458 |
Alien Bleed
Join Date: Aug 2022
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I think I should start including these in the karlos-tkg mod. It has the binaries, so as long as you're cool with it, it makes sense to me to include the editor.
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#459 |
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#460 |
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@Karlos
for this to work 'out of the box' you need to include the following in your 'LevelEdit' directory with the LevelED binary easylife.library c/LHA3 c/LHACONV c/SBDepack else it will fail with either an 'out of memory' or 'OS : screen not opened' message. |
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