I need to know all mod tools bugs (also new features) [message #86883] |
Wed, 12 May 2004 05:30 |
|
I am working on binary patches to fix as many of the mod tools bugs as it is possible to fix via binary patches.
So far, the bugs to investigate are:
Leveledit doesnt load always2.dat
Tooltips for buttons under the preset tree window are wrong
Clicking the little close box in the mod package window causes leveledit to output garbage files to its own folder
Sometimes when you switch back to leveledit, it doesnt repaint properly
Pressing the "play" button for sound presets doesnt play any audio
If you are running at 800x600, you get graphics errors in the Vechicle Transition and Door Trigger editors
If leveledit tries to load a w3d file and cant, you get a crash
If you dont fill in all the fields for the parameters to a script, leveledit will crash when saving the level
Clicking on a mesh of type "skin" in w3dview mesh drop-down crashes w3dview
w3dview crashes when you exit
Enhancements to look into:
Fix the menu to have the best set of options (i.e. not have all the stuff one doesnt need but have all the stuff one does including "export mod package" and "export mix map"
Clean up objects.ddb and remove all the old unused stuff to make it easier to find what you want
Creating a new mod package should copy scripts.dll and scripts2.dll to the mod folder
Exporting a mod package should not export scripts.dll
Make exporting a *.mix map not modify always.dbs and such unless you tell it to.
What I need to know is any and all other reproducable bugs (crashes especially) in the mod tools, so I can look into fixing them as part of my binary patch update.
But they need to be reproducable. Just saying "Leveledit crashes a lot" doesnt help.
Also, I need to know any feature requests that I can look into implementing.
And anything else I should look into regarding the mod tools.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
|
|
|
|
I need to know all mod tools bugs (also new features) [message #86934] |
Wed, 12 May 2004 11:29 |
KIRBY098
Messages: 1546 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
In the games there were boxes that did various things.
Chemical Clouds
Missile strikes
Chemical Missile strikes
Money
Explosion
Free vehicles
Could we get something like that back into C&C's universe here?
Also has an airstrike feature been discussed for GDI?
Overall though, the only thing I really want to see implemented are the following:
Destroyable Buildings like NeoSaber's
Vehicles remain where they are destroyed, and don't just *POP* out of sight. A destroyed Mammy can provide good cover for infantry.
Deleted
|
|
|
|
Re: I need to know all mod tools bugs (also new features) [message #86940] |
Wed, 12 May 2004 11:57 |
KIRBY098
Messages: 1546 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
jonwil | I am working on binary patches to fix as many of the mod tools bugs as it is possible to fix via binary patches.
So far, the bugs to investigate are:
Leveledit doesnt load always2.dat
Tooltips for buttons under the preset tree window are wrong
Clicking the little close box in the mod package window causes leveledit to output garbage files to its own folder
Sometimes when you switch back to leveledit, it doesnt repaint properly
Pressing the "play" button for sound presets doesnt play any audio
If you are running at 800x600, you get graphics errors in the Vechicle Transition and Door Trigger editors
If leveledit tries to load a w3d file and cant, you get a crash
If you dont fill in all the fields for the parameters to a script, leveledit will crash when saving the level
Clicking on a mesh of type "skin" in w3dview mesh drop-down crashes w3dview
w3dview crashes when you exit
Enhancements to look into:
Fix the menu to have the best set of options (i.e. not have all the stuff one doesnt need but have all the stuff one does including "export mod package" and "export mix map"
Clean up objects.ddb and remove all the old unused stuff to make it easier to find what you want
Creating a new mod package should copy scripts.dll and scripts2.dll to the mod folder
Exporting a mod package should not export scripts.dll
Make exporting a *.mix map not modify always.dbs and such unless you tell it to.
What I need to know is any and all other reproducable bugs (crashes especially) in the mod tools, so I can look into fixing them as part of my binary patch update.
But they need to be reproducable. Just saying "Leveledit crashes a lot" doesnt help.
Also, I need to know any feature requests that I can look into implementing.And anything else I should look into regarding the mod tools.
|
Deleted
|
|
|
I need to know all mod tools bugs (also new features) [message #86950] |
Wed, 12 May 2004 12:49 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
|
Colonel |
|
|
KIRBY098 | In the games there were boxes that did various things.
Chemical Clouds
Missile strikes
Chemical Missile strikes
Money
Explosion
Free vehicles
Could we get something like that back into C&C's universe here?
Also has an airstrike feature been discussed for GDI?
|
You mean Airstrike beacons like renalert will have them? if so, i think it`s a GREAT idea!
Anyway, there are some objects that don`t work in LE, a lot of tree`s and other objects just don`t show up after pressing "make".
Beter known as "raapnaap".
www.apathbeyond.com
|
|
|
I need to know all mod tools bugs (also new features) [message #86999] |
Wed, 12 May 2004 16:30 |
|
Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
|
General (1 Star) |
|
|
I don't know what you would have to mod to do this, but it would be nice if each level could have its own custom strings, instead of people haveing to fight over which strings people are useing, they could just put it in their mix and have the game use those ones. Which doesn't work right now, you can put them in the mix, but the game ignores them.
-->
|
|
|