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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6216
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Posted: Sat Jan 30, 2010 8:33 am Post subject: |
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| Oops good catch, accidentally was using bmp height instead of width for v, give beta another whirl |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jan 30, 2010 8:42 am Post subject: |
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Looks to be working right now, and really good timing with this fix. I've been working on a little background for Wreck, and now I can do some really nice lighting instead of basically recoloring the walls. I hadn't even noticed the problem until you mentioned it, probably because I never got too in-depth with any of my test imports, since I didn't want to have to redo it all again.
Any chance of implementing an auto-backup for project mode? Like move the files that will be overwritten to a "backup" folder in that same directory? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6216
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Posted: Sat Jan 30, 2010 8:45 am Post subject: |
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| How long does it take to save now? It took a long time before, if it's quick, it can be added. And lots of files too. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jan 30, 2010 8:48 am Post subject: |
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| Doesn't seem too bad with my tests, but I know it still took a long time when I saved one of the GE stages with rooms. Maybe make the backup optional, like the slower compression method? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jan 30, 2010 9:10 am Post subject: |
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| Not sure what the issue is, but the destructible pillars are way too big in Skedar Ruins (not a new development, they've always been this way). I originally thought they were large parts of the background intended to be seen from other parts of the stage, but they're definitely the destructible pillar objects. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6216
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Posted: Sat Jan 30, 2010 1:01 pm Post subject: |
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| Dragonsbrethren wrote: | | Doesn't seem too bad with my tests, but I know it still took a long time when I saved one of the GE stages with rooms. Maybe make the backup optional, like the slower compression method? |
I gave it a shot, but it's just way way too slow. It's alas unmanageable. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jan 30, 2010 1:02 pm Post subject: |
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| Okay, I'll just keep backing them up myself before saving. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6216
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Posted: Sat Jan 30, 2010 1:04 pm Post subject: |
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| Wait maybe I misunderstood. I was doing Undo/Redo functionality, did you just mean every time you save a project keep a copy in autobackup area? |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6216
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Posted: Sat Jan 30, 2010 1:05 pm Post subject: |
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| Dragonsbrethren wrote: | | Not sure what the issue is, but the destructible pillars are way too big in Skedar Ruins (not a new development, they've always been this way). I originally thought they were large parts of the background intended to be seen from other parts of the stage, but they're definitely the destructible pillar objects. |
Fixed pillar sizing, it accidentally wasn't using its bitflags. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jan 30, 2010 1:56 pm Post subject: |
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| SubDrag wrote: | | Wait maybe I misunderstood. I was doing Undo/Redo functionality, did you just mean every time you save a project keep a copy in autobackup area? |
Yeah, just a copy of the last good save, in case something goes wrong (like the time my vertex coloring test "exploded"). |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6216
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Posted: Sat Jan 30, 2010 2:10 pm Post subject: |
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OK it's in, every time you save copies result to backup folder, called
autobackupbgfileXXXXXXXX.bin
Counter starts each time you load editor, and all backups are cleared when you restart setup editor. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jan 30, 2010 7:44 pm Post subject: |
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| Cool, thanks. I've run into another odd issue. I imported clipping from obj, used the option to grab the tri colors from the background, and saved as a project with rooms. The clipping works fine, but if I reopen the project, only two tris show. The rest of the tiles are still there, they can be clicked on, and the clipping is fine in-game, it just isn't showing in the editor. I can send the files over if you need them. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6216
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Posted: Sat Jan 30, 2010 7:51 pm Post subject: |
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That sometimes happens if room #s are incorrect. Did that somehow get messed up via tri coloring? Send it over. Try showing all rooms.
Last edited by SubDrag on Sat Jan 30, 2010 8:03 pm; edited 1 time in total |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6216
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Posted: Sat Jan 30, 2010 8:00 pm Post subject: |
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| I noticed copy/paste in PD for objects/pads was very wonky, so I fixed the behavior to work correctly. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Jan 30, 2010 8:01 pm Post subject: |
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I'm not sure, I only have the one room. I'm working on it now; I'll save and send you a PM with everything shortly. Need to make you a patch for the textures this time, too.
Edit: All of the tris I looked at are assigned to room 01, so that doesn't seem to be the problem.
Last edited by Dragonsbrethren on Sat Jan 30, 2010 8:12 pm; edited 1 time in total |
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