Magma the Fox said:
Wah! I found a bug!
If you highlight a sector and then click the "FOF Setup" button,
it gives you an error message:
Runtime error '339':
Component 'COMDLG632.OGX' or one of its dependencies not correctly registered: A file is missing or invalid
I first thought this was just because I was highlighting multiple sectors, but I tried again, and it comes up for just 1 (one)! Am I missing something? I have r18...
COMDLG
632.OCX? Are you sure it isn't COMDLG32.OCX? Why this is misbehaving, I don't know, but running the following at the command line might fix it:
Magma the Fox said:
EDIT: Y'know, come to think of it, even in regular DB, FOFs don't really work correctly on my map. Is there something I'm missing??
Depends on how you define 'working': If you mean they don't work correctly in-game, then yes, you are doing something wrong. :P Take a look at a441's tutorial. If, on the other hand, you mean they don't appear in 3D mode, then you're probably not doing anything wrong, since vanilla DB has no notion of FOFs and so doesn't render them.
JJames19119 said:
I like all those. :D Can't wait for those features to be released.
I'd caution observance of the following before indulging in excessive optimism:
I said:
I would hope to get most of them in, though, eventually. The least likely is the use of the MDI.
JJames19119 said:
I might make a documentation for it sometime once this finally reaches some form of beta rather than alpha. I'm really into this. (If you haven't guessed.)
Thank you, that would be very helpful.
FoxBlitzz said:
Here's something that should keep you busy:
[Eyeball-twisting image.]
Making the renderer stable. I swear, its glitchy polygon mess sometimes obstructs the entire screen, at worst. I tried turning off FOF previewing, but that doesn't fix the problem.
Yeah, this is a pain in the neck. It has been reported in vanilla DB, though:
see this thread at DoomWorld (the last image, not the first two), where CodeImp himself suggests:
CodeImp said:
I think the polygon across the screen in the first screenshot are caused somewhere in the pipeline between DB and your screen (directx -> video driver -> video card). DB definitely does not make these polygons (you can tell because the texture is all streched out and DB uses a simple linear formula for texture coordinates related to map coordinates). I'm afraid there is nothing I can do about that.
It does seem to occur rather more frequently in DBSRB2, though, so I'll see whether I can't at least reverse that trend.
Sonict said:
I think this is a bug:
When you test a map (Test.wad), it creates a map called (tempmap.wad) and then plays it.
Is this a bug, or has it always been there?
Another bug: In the testing dialog, No character was selected so when it tried to run the game, SRB2Builder crashed with a runtime error. I don't remember the error code, I think it was 13?
Sonict
JJames answered your first point. As to the second: my intention was to force the user to select a character, but I must've forgotten either to set a default character or to read in the last-used character. Once a character's selected, there's no problem, since you can't clear the selection in a simple combobox. /me adds the bug to his list.
Sonict said:
Hi, Oogaland. I am running into trouble here.
1) I know that you are working on the "convert to stairs" option to make it better. Could you maybe put on a higher priority after you fix the annoying bugs? I'm trying to use this function, but its buggy. (Can't select flat, can't select direction, and can't have a start height and a end height)
Yeah, CtS needs lots of work. I'll try to do something about that in the not-too-distant future.
Sonict said:
2) Is there an ML_BLOCKSOUND flag in SRB2builder? If so, where is it? I need to know so I can try out something and maybe able to report a bug (for SRB2).
Yes: it's the "no climb" flag.