English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Language > Coders. AMOS

 
 
Thread Tools
Old 30 September 2023, 19:17   #441
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
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
abu_the_monkey is offline  
Old 30 September 2023, 19:25   #442
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Quote:
Originally Posted by abu_the_monkey View Post
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
I noticed that a lot of the original red hullmetal does that, despite the additional red textures I included in the same file being fine.

I look forward to being able to give it a proper test later.
Karlos is offline  
Old 30 September 2023, 19:48   #443
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
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.
abu_the_monkey is offline  
Old 30 September 2023, 19:51   #444
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Quote:
Originally Posted by abu_the_monkey View Post
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.
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.
Karlos is offline  
Old 01 October 2023, 20:19   #445
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
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.
Karlos is offline  
Old 01 October 2023, 21:04   #446
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
Quote:
Originally Posted by Karlos View Post
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.
good to hear it works

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 .
abu_the_monkey is offline  
Old 01 October 2023, 22:16   #447
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Quote:
Originally Posted by abu_the_monkey View Post
good to hear it works

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 .
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
Karlos is offline  
Old 01 October 2023, 22:27   #448
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
Quote:
Originally Posted by Karlos View Post
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
not the game engine, I had it in the editor, I was changing wall textures and it crashed when switching between zones.
abu_the_monkey is offline  
Old 01 October 2023, 22:44   #449
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Quote:
Originally Posted by abu_the_monkey View Post
not the game engine, I had it in the editor, I was changing wall textures and it crashed when switching between zones.
Oh. I've never had that.
Karlos is offline  
Old 01 October 2023, 22:50   #450
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
it could just be an emulator version thing, running 5.0.0 (2023.05.31) 64-bit currently.
abu_the_monkey is offline  
Old 02 October 2023, 01:58   #451
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
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.
Karlos is offline  
Old 02 October 2023, 23:00   #452
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
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 ) and annoying.
abu_the_monkey is offline  
Old 03 October 2023, 23:00   #453
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
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.
abu_the_monkey is offline  
Old 03 October 2023, 23:35   #454
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Quote:
Originally Posted by abu_the_monkey View Post
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.
You know what they say, the hardest 3 things in software engineering is naming stuff properly and off-by-one errors.
Karlos is offline  
Old 04 October 2023, 00:02   #455
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
Quote:
Originally Posted by Karlos View Post
You know what they say, the hardest 3 things in software engineering is naming stuff properly and off-by-one errors.
when I read this home alone popped into my head
A. naming stuff properly
2. off-by-one errors and
D.???
abu_the_monkey is offline  
Old 04 October 2023, 01:41   #456
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Quote:
Originally Posted by abu_the_monkey View Post
when I read this home alone popped into my head
A. naming stuff properly
2. off-by-one errors and
D.???
Karlos is offline  
Old 04 October 2023, 17:20   #457
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
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.
abu_the_monkey is offline  
Old 04 October 2023, 18:45   #458
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
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.
Karlos is offline  
Old 04 October 2023, 18:48   #459
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
Quote:
Originally Posted by Karlos View Post
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.
yes that's fine with me
abu_the_monkey is offline  
Old 04 October 2023, 22:03   #460
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
@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.
abu_the_monkey is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
RemApollo Help required please. Pollock support.Hardware 2 20 September 2019 21:30
Help required with A1500 Hoops support.Hardware 7 05 August 2008 20:46
Required? girv project.SPS (was CAPS) 1 24 December 2006 15:47
Required ICONS... nikvest request.Other 2 10 July 2006 02:23
More help required Galahad/FLT request.Demos 2 16 August 2002 21:08

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 08:26.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.11439 seconds with 14 queries