English Amiga Board


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

 
 
Thread Tools
Old 04 October 2023, 22:26   #461
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
Roger. I'll probably update that in a bit.
Karlos is offline  
Old 05 October 2023, 13:42   #462
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
I've noticed something odd. If I change a wall texture override on disk while the editor is loaded and has seen the previous version, reloading the level triggers a lot of amber warnings. This is true even if the currently loaded level at the time is not the one that has the affected override.

It's not a big issue, it just means having to quit leveled while making changes to any assets.
Karlos is offline  
Old 05 October 2023, 20:46   #463
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
Quote:
Originally Posted by Karlos View Post
I've noticed something odd. If I change a wall texture override on disk while the editor is loaded and has seen the previous version, reloading the level triggers a lot of amber warnings. This is true even if the currently loaded level at the time is not the one that has the affected override.

It's not a big issue, it just means having to quit leveled while making changes to any assets.
I have not been able to reproduce this behaviour
abu_the_monkey is offline  
Old 05 October 2023, 20:50   #464
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
Quote:
Originally Posted by abu_the_monkey View Post
I have not been able to reproduce this behaviour
It's an odd one. On my 3.9bb2 the following steps reproduce.

1. Load level A of the mod (which has overrides).
2. Load level B (no overrides yet)
3. Use 256WallChunk to convert a suitable 32-colour iff wall and save as ab3:Levels/Level_A/wall_0 (the tool will add .256wad itself)
4. Load level A again...
Karlos is offline  
Old 05 October 2023, 22:48   #465
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
Quote:
Originally Posted by Karlos View Post
It's an odd one. On my 3.9bb2 the following steps reproduce.

1. Load level A of the mod (which has overrides).
2. Load level B (no overrides yet)
3. Use 256WallChunk to convert a suitable 32-colour iff wall and save as ab3:Levels/Level_A/wall_0 (the tool will add .256wad itself)
4. Load level A again...
this seems to work fine here, no obvious issues and new walls display ok
abu_the_monkey is offline  
Old 06 October 2023, 01:11   #466
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
what are the 'amber warnings' ?

is it a file not found or something else?

am I miss understanding, is it the editor giving amber warnings or the game engine?
abu_the_monkey is offline  
Old 06 October 2023, 08:54   #467
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
Quote:
Originally Posted by abu_the_monkey View Post
what are the 'amber warnings' ?

is it a file not found or something else?

am I miss understanding, is it the editor giving amber warnings or the game engine?
Recoverable alerts (yellow guru). I'll try to record a video later.

Last edited by Karlos; 06 October 2023 at 11:14.
Karlos is offline  
Old 21 November 2023, 11:21   #468
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
@abu_the_monkey

I have an issue in v3.9.1 that came to light when re-routing the control points for the simplified Level A. It appears I can no longer delete control points. There's no exception or crash, rather attempting to delete a point (already disconnected physically and visually) doesn't work. I have an upper zone point that I just can't delete.

I may just have forgotten - is it only deletable if there are absolutely no links / zone associations?
Karlos is offline  
Old 21 November 2023, 13:42   #469
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
I disabled the delete function for control points in 3.2 as it would sometimes cause a hard crash.

I will go back and look into it at some point, but I thought it better to have some extra unused control points in a level then to have hours of work lost.
abu_the_monkey is offline  
Old 21 November 2023, 14:47   #470
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
True that.
Karlos is offline  
Old 21 November 2023, 20:42   #471
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
If deletion is problematic, the ability to toggle the control point to lower or upper zone mode might be helpful. The two control points I have left over are both "upper" that I have no current use for.
Karlos is offline  
Old 21 November 2023, 21:59   #472
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
Quote:
Originally Posted by Karlos View Post
If deletion is problematic, the ability to toggle the control point to lower or upper zone mode might be helpful. The two control points I have left over are both "upper" that I have no current use for.
this is already possible, use the 'move control points' tool grab the point you wish to move 'g' point where you want it and place in lower zone with LMB or upper with RMB
abu_the_monkey is offline  
Old 21 November 2023, 22:03   #473
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
Quote:
Originally Posted by abu_the_monkey View Post
this is already possible, use the 'move control points' tool grab the point you wish to move 'g' point where you want it and place in lower zone with LMB or upper with RMB
Damn, why didn't I think of that?
Karlos is offline  
Old 07 December 2023, 12:05   #474
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
Teeny tiny request...

In the zone > control point association views, would it be possible to highlight the control point that the selected zone is associated with in a different colour? Something like the bright green that two level zones use, as this is nicely distinct from the black, white blue and magenta that tends to get used everywhere.
Karlos is offline  
Old 07 December 2023, 17:36   #475
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
Quote:
Originally Posted by Karlos View Post
Teeny tiny request...

In the zone > control point association views, would it be possible to highlight the control point that the selected zone is associated with in a different colour? Something like the bright green that two level zones use, as this is nicely distinct from the black, white blue and magenta that tends to get used everywhere.
yes that is not a problem. I really should look into making the colours customizable

I will post a build with this change in the next day or so.
abu_the_monkey is offline  
Old 07 December 2023, 20:31   #476
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
here is v3.9.3

just some extra Catalog stuff and the change you requested for zone > control point association colour

Last edited by abu_the_monkey; 17 January 2024 at 01:50.
abu_the_monkey is offline  
Old 07 December 2023, 21:16   #477
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
Epic, thanks!
Karlos is offline  
Old 08 December 2023, 01:42   #478
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
bumping this to v3.9.4

added key bindings for zoom and a bug fix to stop zooming out too far and causing a hard crash.

main keyboard '+' to zoom in
main keyboard '-' to zoom out
Attached Files
File Type: lha LevelED.LHA (240.2 KB, 41 views)
abu_the_monkey is offline  
Old 08 December 2023, 20:05   #479
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
Quote:
Originally Posted by abu_the_monkey View Post
bumping this to v3.9.4

added key bindings for zoom and a bug fix to stop zooming out too far and causing a hard crash.

main keyboard '+' to zoom in
main keyboard '-' to zoom out
Excellent!
Karlos is offline  
Old 11 March 2024, 20:53   #480
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,477
@abu_the_monkey

I am running into the corrupted wall texture bug on saving again. This time it's level C. I've overridden wall slots 2 and C with some the new replacement textures while I test them and saving is corrupting.

Last time, I think this was caused by some sort of buffer overrun.
Karlos 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 04:23.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.12252 seconds with 14 queries