Unidentified exception thrown in LoadMap()
when i try to load a map from D#1
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Unidentified exception thrown in LoadMap()
when i try to load a map from D#1
hmm... it's close! hehe
I admire the amount of work you're putting into something essentially useless. I really do.
Shh!! don't ruin it for us!!!
Quote:
Originally Posted by wossname
Hehehe...I did the same last night..:D
BTW Guys. I have still things to fix in the camera class. So please don't think that any map you will make before the weekend is over will work next week. Please don't but to much effort into making a FULL blown map. Because I can't guarenty it will work next week..:(
Quote:
Originally Posted by CornedBee
Was that to D#?
Read post #1001 again :DQuote:
Originally Posted by timeshifter
Since we are changing the core classes so often versions soon become obsolete, as soon as we settle upon a class structure that we are satisfied with I can upgrade the serialization to include backwards compatibility but this is almost impossible to do at this stage and would slow down development to a crawl.
I realise it must be frustrating for you testers, but understand that we only wanted you to test the editor as it stands.
Testers: What do you think of the revamped mouse interface? Do you like the cube painting features? Comments please.
I have now fixed so you can move back and forth with the camera. I found a bug in the culling class. So if you move towards the edge of a map, then you will get an error.
I have started on the strafing code. But it is not moving right at the moment. It is turning around the Y axis as well as strafing at the moment.
- ØØ -
BTW cat...did you find out what was wrong with my map yesterday?
I used 64pix textures, I stared in the lower right corner of the map editor..what can have gone wrong?
- ØØ -
Was it an image you made yourself? If so, was it saved in 256 color?
256 color images used a palletized (indexed) color set and GDI plus doesn't like that sometimes, depending on what you are trying to do. 24bit color is safe I think. Try re-saving as 24 bit. The readme file has something to say about this too. Please read it.
I will read it now.:D..but for your info...I only used the textures in the texture folder where it said 64pix..:)
- ØØ -
AHHHHH wait. I just remembered!! Yes that bug is fixed now.
Just had a thought about the camera class...if i call InitCamera() just before I save the map file then you won't have to call it in the game when you load the map there. Might make it tidyer, one less thing to remember in the game form.
What do you think?
Hehe...ok...:)...good...hope I didn't find an other one here though. Hope it is just me ****ing up everything as usual..:)
- ØØ -
Quote:
Originally Posted by wossname
Yeah, might be better. But lets not do that right now. Lets do that when I can manage to get anything then blackness on the screen..:D
- ØØ -
Can you show me a screenshot of the map editor when you have your map loaded?
I thought you would never ask, old mate..:)
I am incometent ain't I...:)
http://www.noteme.com/doomsharp/img/img076.jpg
Hmm, well it looks fine to me. Try pulling the camera back to z = -2.
By the way, did you click the About menu yet? :D
It didn't help. I must have broken something. Not sure what. And I think it will be faster to just roll over to the old version that you uploaded last night, and then apply the changes again. So I will go that way.
- ØØ -
How come the camera has anything to do with the saved maps, anyway?
Quote:
Originally Posted by CornedBee
Because wossy is using serialisation so you can set a deafult starting point and direction and so on on the map.
Wossy. Can you explain this? I have now rolled back to the version you uploaded to the server. I made my own map (picture 1). And then when I start the engine, the width and height doesn't seem correct (picture 2). What can have gone wrong.
- ØØ -
Can't you control serialization better? There's a code attribute that you can use to prevent serialization of most members. That would prevent useless information from introducing version incompatibilities.
Hey i saw that there are beta testers for this project! I have been trying to keep looking at the changes u guys make and keep track of this post but this thread is updated so fast that it is nearly impossible to keep track of everything specially as i can get online from friday to sunday! Neways if u guyz r ready for beta testers i will love to participate!
Hmm, you need to be calling...
...before you call InitAbstractMap. It worked when I uploaded it last night, puzzling.PHP Code:map.GetExtents(out mapWidthX, out mapDepthZ)
We're only testing the map editor at the moment. I'd wait a few days though if I were you, we're experiencing some turbulence :)Quote:
Originally Posted by RapchikProgrammer
*Please return your seats to their full upright and locked positi....*
We've got it covered, thanks for the suggestion. We are altering some major members and that is causing the incompatibilities. We just have to live with it until we get something we can lock down. Hence asking for map production to stop. :)Quote:
Originally Posted by CornedBee
Quote:
Originally Posted by RapchikProgrammer
I am about to fix a web page for this project. Will be easier to keep track of the project there, since it won't contain noise. WIll give you a wink when it is up and ready.
http://www.noteme.com/doomsharp
Quote:
Originally Posted by wossname
I should shoot you, you know..:D..give me one good reason why you did this before uploading the code yesterday. Are you trying to be funny..:D..
[Removed because of frustration]
OMG you are such a complete NøøB. :lol:
It took you that long to work that out.
Sure dude! I always check on this thread wen i get online! But i only get online from fri-sun as i said! So will wait till next week! Its really gud 2 see that some one went throught with this! I personally think i never could have! Great work u guyz!Quote:
Originally Posted by wossname
Quote:
Originally Posted by wossname
How the hell should I find that out. It rendered on your map, but not my map. And it got random out of range errors. Yeah, really easy to find...I should have shot you when I had the possibility...:D:D:D
- ØØ -
Fixed it.
We now have a camera that is able to go back and forth and strafe left right. It is working 100%.
Now wossy. Give me some code please. We need to fetch how far the mouse has moved since last frame. And then set it back to the center of the screen. We should also probably hide the cursour. But I guess we can set that code in a #if (!debug) directive, so we won't have too look for it every time our app crashes during testing..:)
PS: when is next time you have time to work on this? When do I have to have the new version uploaded?
Are you happy with me?
- ØØ -
I'm always happy with you, you make my life worthwhile darling. :p
I can have a crack at the mouse thingy now, not sure how to hide the cursor but I'll suss it. How about turning the camera, does it still crash at certain angles? Have you tried setting an up vector of something like (1, 5, 1).
I really MUST get some work done on the book tonight so you can keep the project until saturday morning if you like. I want to write the blitter this weekend (I feel like a LONG hacking session :D)
"Good to know...cos I really wanted to ask you something"....hehe..now it really sounds like an old married couple..:DQuote:
Originally Posted by wossname
OK, no need to hurry up on the mouse, if you have nothing cracked up by the end of this working day, then I will have a go at it after hours.Quote:
Originally Posted by wossname
Tested with 1,5,1 now for you darling. Didn't crash. No idea what directoin it was looking either. But then again. the up vector is not someting you want to mess with in an FPS game. At least not for the init part. Let my mouse update code fix the up vector..:)
Quote:
Originally Posted by wossname
Sounds ok. Then we can do it as last weekend. I'll give you the code before noon tomorrow...probably earlier...:)
- ØØ -
Cool.
This bloody book will be the death of me.
Not if I can get my hands on you first..:)
Give me a wink next time you pick up the files. And I will rapidly move on to get that web page up and running..:) Easier to advertise then...:)..unless I get banned for it..:)
- ØØ -
Just forget about what I said about read only properties. Some people just can't read the manual..:D
- ØØ -
OK, we have a small milestone here now. I have fixed it so you can use your mouse now. But of course some other problems turned up..sig....
- If you look at a wall nearby, then turn the view around so the distance darkening will go all the way to 1.0f then it looks like it doesn't draw anything on top of the black. Ehh..kind of hard to describe. Look at the picture, and see that the distance darkening to the right have left overs from the wall we where looking at on the left side.
- If you tilt the camera too much up or down, then you will see that we are not actualy rendering those wallparts at the moment....grr...that sucks..need to find a solution for that. But to be honest. I have NO idea right now what to do about it.
- SOME few times I get the random triangle in front of the camera. So I guess that is an other few hours of debugging.
http://www.noteme.com/doomsharp/img/img077.jpg
Say that again and I will hunt you down and kill you in your sleep. :eek:Quote:
Originally Posted by CornedBee