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Update coming! Brave testers needed!
Apjjm Offline
Is easy to say

Posts: 496
Threads: 18
Joined: Apr 2011
Reputation: 52
RE: Update almost ready! Brave testers needed!

The attach and replace crash seems to be totally fixed from what i have tested, as does the attach and break crash. Regarding attach-then-break props not being created bug i have been able to test it more now, and think the issue is actually in breaking props:
Spoiler below!

void OnStart()
{
    GiveItemFromFile("lantern","lantern.ent");
    SetLanternLitCallback("cbLamp");
}

void cbLamp(bool abLit)
{
    testAttachAndBreak();
}

void testAttachAndBreak()
{
    AttachPropToProp("barrel","toReplace","vase01.ent",1,0,0,0,0,0);
    SetPropHealth("toReplace",0.0f);
}
Firstly, the patch has fixed the game crashing when doing the above code and then moving the barrel. However, when spamming the lamp on and off the broken vase entities will stop spawning randomly after some point. Using the below code does not have this issue (as far as i can tell!):
void testAttachAndBreak()
{
AttachPropToProp("barrel","toReplace","vase01.ent",1,0,0,0,0,0);
ReplaceEntity("toReplace","","toReplace_broken","vase01_broken.ent",false);
}
However, adjusting the above code to the following still has the issue:
void testAttachAndBreak()
{
AttachPropToProp("barrel","toReplace","vase01.ent",1,0,0,0,0,0);
ReplaceEntity("toReplace","","toReplace_replaced","vase01.ent",false);
SetPropHealth("toReplace_replaced",0.0f);
}


----

Model editor import 2 meshes crash:
Spoiler below!

Model editor crashes after importing two meshes:

E.g.
1) open model editor
2) file->import mesh->"static_objects/castlebase/pillar/plain_decayed01.dae"
3) file->import mesh->"static_objects/castlebase/pillar/plain_decayed02.dae" crashes

Also
1) open model editor
2) file->import mesh->"static_objects/castlebase/pillar/plain_decayed02.dae" no crash
3) file->import mesh->"static_objects/castlebase/pillar/plain_decayed01.dae" crashes

Also has some strange behavior if you are inside the model test when importing meshes. E.g.

1) open model editor
2) file->open->"entities/lamp/bridge_torch/bridge_torch.ent"
3) Start model test (double cogs)
4) file->import mesh->"static_objects/castlebase/pillar/plain_decayed01.dae"
5) file->import mesh->"static_objects/castlebase/pillar/plain_decayed02.dae"
6) file->import mesh->"static_objects/castlebase/pillar/plain_decayed03.dae"
7) end the model test (double cogs again) crashes with no stack trace in module <unknown>.

Model editor overzealous animation field validation:
Spoiler below!

Open "servant_brute" and go to the animations tab. Click OK and the editor raises and error due to "blank feilds", however, empty string is an acceptable entry for the value feild for "step":
<Animation File="servant_brute/animations/attack_run.dae_anim" Name="SwingLaunch" SpecialEventTime="0.45" Speed="1">
                <Event Time="0.1" Type="PlaySound" Value="brute/metal_run" />
                <Event Time="0.2" Type="PlaySound" Value="brute/attack_launch" />
                <Event Time="0.3" Type="Step" Value="" />
                <Event Time="1" Type="Step" Value="" />
            </Animation>
The above is some animation data taken directly from the brute entity file.


Level editor has issues when breaking large compounds. To test, load a map and select a large chunk of it and create & break apart the compound (B key twice). Creation is quick, but breaking the compound apart crashes or hangs.
(This post was last modified: 10-01-2013, 05:57 PM by Apjjm.)
10-01-2013, 05:23 PM
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Messages In This Thread
Update coming! Brave testers needed! - by Patrik - 09-25-2013, 08:28 PM
RE: Update almost ready! Brave testers needed! - by Apjjm - 10-01-2013, 05:23 PM



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