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 Post subject: Re: Modding and map editor bug hub
 Post Posted: Thu Sep 21, 2017 8:44 am 
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Ronimo Team Member
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Looks like I've got some work to do... :GnawShock: Thanks for reporting, Blatoy! :ayla:


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 Post subject: Re: Modding and map editor bug hub
 Post Posted: Thu Sep 21, 2017 11:14 pm 
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Joined: Mon Jun 15, 2015 11:27 am
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- It's possible to create particles in a map that isn't in a mod => the particle isn't saved when you reload it
- The "Particles" folder isn't automatically created in older mods so custom particles won't be saved when you leave the map
- We can't use addTeamPostfix without editing manually the XML because the asset browser doesn't allow us to remove "_0" and "_1" from textures names

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Map editor clipboard sharer

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 Post subject: Re: Modding and map editor bug hub
 Post Posted: Fri Sep 22, 2017 12:37 pm 
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Thanks for reporting! Looking into these issues right now. :ayla:

Blatoy wrote:
- It's possible to create particles in a map that isn't in a mod => the particle isn't saved when you reload it ...

How do you do this? I just tried in the beta and when I edit a map that's not in a mod I can't open the particle editor. The top left of the screen says "Particle editor disabled: map not part of a mod."


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 Post subject: Re: Modding and map editor bug hub
 Post Posted: Fri Sep 22, 2017 5:10 pm 
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Another small one:
- Setting a negative value for "emitPerSecond" / "lifeTimeMax" will crash the game

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Modders tools:
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List of useful AI for the map editor
Map editor clipboard sharer

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 Post subject: Re: Modding and map editor bug hub
 Post Posted: Sat Sep 23, 2017 1:43 pm 
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Ronimo Team Member
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Blatoy wrote:
Another small one:
- Setting a negative value for "emitPerSecond" / "lifeTimeMax" will crash the game

I can't seem to reproduce this one, but in any case setting negative values there makes no sense so I've just limited them to not be able to do that anymore.


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 Post subject: Re: Modding and map editor bug hub
 Post Posted: Sun Sep 24, 2017 10:12 pm 
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Blatoy wrote:
...

mfw


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 Post subject: Re: Modding and map editor bug hub
 Post Posted: Sun Oct 01, 2017 2:20 am 
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minor, but "toggle visuals that show current selection" turns it self on whenever you enter/exit map editor mode.

also the grid snapping continues to frustrate me... im thinking it ties into the precision at which coordinates are stored and unseen rounding type stuff? i waste so much time because that 0.2 x 0.2 block i put just slightly off the nice clean coords I wanted (random, but x2.0, y4.0 for example) decides to change into 0.200001 x 0.2 or into 2.0 x 1.99999 when i actually do nudge it over the that (2,4) origin. maybe a little petty of me and i should try to get less irked about it, just venting...

eh just noticed too that it might be mainly for textures so maybe competition between grid snapping and texture trying to keep its ratio. was there every an exact conversion given for ronimeters to pixels? i mean .1 ronimeter was always about 1 gnaw minus some tail iirc... not that it would help much


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 Post subject: Re: Modding and map editor bug hub
 Post Posted: Tue Oct 03, 2017 10:35 am 
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Ronimo Team Member
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The snapping system is mostly intended and used for gameplay objects, especially Obstacles. The pixel size snapping on Texture object is not an automatic thing: it only happens when you click that snap button.

The point with 0.200001 instead of 0.2 is that under the hood computers never store decimal numbers precisely. A computer generally won't store 0.2 and will instead store something near (like 0.2000001 or 0.199999). Usually tools and editors hide this from the user and pretend it's 0.2. That pretense is the only thing that's lacking here in the Ronitech I think, unless I'm misunderstanding you. And yes, I can totally get why 0.2000001 irks you. :ayla:


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 Post subject: Re: Modding and map editor bug hub
 Post Posted: Sat Nov 04, 2017 7:53 pm 
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Location: Switzerland
I've encountered a bug that crashes the game every time I load my map, I've been able to load it by editing the XML and disabling "allowProceduralLevelArt".

This obstacle is causing the issue: https://i.imgur.com/TFXCYQ5.png if I move the small part somewhere else it does work as intended.

I tried to replicate the bug in an empty map by recreating what I sent but it doesn't always crash. If it doesn't crash moving the small obstacle around and putting it in place again may trigger it.

Also I found this in the ApplicationOther5.log that may be relevant:

Code:
2017-11-04 Sat 19:51:06   6062   LevelEditor constructor starts
2017-11-04 Sat 19:51:06   6063   LevelEditor constructor ends
2017-11-04 Sat 19:51:06   6064   DynamicTextureStreamer deletes texture needing rendering "CH_BLINKER001_0"
2017-11-04 Sat 19:51:13   6098   ERROR: PLAPolygonEdge::getNextEdge is called from an edge that is nullptr.
2017-11-04 Sat 19:51:13   6099   ERROR: Tried to count circulair configuration of PolygonEdges, but PolygonEdges are not circulair.
2017-11-04 Sat 19:51:13   6100   ERROR: Found a polygon borderEdge that is not cirulair while composing collision check list. returning.

_________________
Tools:
NautsBuilder V2
Replay finder
Modders tools:
AI Editor block documentation
List of useful AI for the map editor
Map editor clipboard sharer

:tongue: :party:


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