(2008.09.08 08:59 PM)Kieranator Wrote: [ -> ]Sure thing Brian. Here is the Kastle of Freedom Data folder in it's current state:
http://files.filefront.com/Datazip/;1173...einfo.html
It's all saved with 2.5b9.

Thank you -- this is a pretty terrifying map -- it seems to cause all sorts of problems with dim3. I suspect it's a number of things I'm not checking for, so thank you very much, I'm going to spend a day or so tearing out each and everything that makes this map odd and make sure that dim3 handles it properly. That'll go a long way to making the mesh version a lot more stable.
Alex; I'm going to get to your new animator problem and a couple other quick fixes and put out another copy in just a few days when I sort this stuff out.
[>] Brian
(2008.09.08 11:19 PM)ggadwa Wrote: [ -> ]Thank you -- this is a pretty terrifying map -- it seems to cause all sorts of problems with dim3. I suspect it's a number of things I'm not checking for, so thank you very much, I'm going to spend a day or so tearing out each and everything that makes this map odd and make sure that dim3 handles it properly. That'll go a long way to making the mesh version a lot more stable.
Alex; I'm going to get to your new animator problem and a couple other quick fixes and put out another copy in just a few days when I sort this stuff out.
[>] Brian
Always happy to help.
P.S. You call that terrifying? I wanted to make everything bigger and more complex but I realized that I also wanted the game to be done before the end of the year! :P
Email me the model file [?] please. [slayer _ L _ P _ 5 _ at _ gmail _ . _ com]
Kieranator -- I know what's wrong with most of your maps. I'm glad I caught this. I need to (NOT an insult coming up

) -- "idiot proof" Editor. There are a number of places you can enter data that will cause the engine to have fits. This data isn't within expected boundaries, and this is bad design on my part.
It will also cause not end to trouble for newbies who don't understand what each number means. The old engine handled some of this stuff in a more forgiving but not as optimized way, and now when I try to optimize the drawing these kind of things will show up.
I'm going to make sure that when maps are loaded in data that doesn't make any sense is pushed back within boundaries and the input methods (dialogs) check these.
[>] Brian
(2008.09.09 09:10 AM)ggadwa Wrote: [ -> ]Kieranator -- I know what's wrong with most of your maps. I'm glad I caught this. I need to (NOT an insult coming up
) -- "idiot proof" Editor. There are a number of places you can enter data that will cause the engine to have fits. This data isn't within expected boundaries, and this is bad design on my part.
It will also cause not end to trouble for newbies who don't understand what each number means. The old engine handled some of this stuff in a more forgiving but not as optimized way, and now when I try to optimize the drawing these kind of things will show up.
I'm going to make sure that when maps are loaded in data that doesn't make any sense is pushed back within boundaries and the input methods (dialogs) check these.
[>] Brian
Alrighty then. I'm glad that my project was so far off the expectations that it helped you find this out.

What ccccc said. I absolutely hate animator flipping the models. It is extremely maddening. (When you got stuff on one side of a gun, that ain't on the other side, you have to remember to model it on the wrong side.)
(2008.09.09 05:05 PM)adobemedia Wrote: [ -> ]What ccccc said. I absolutely hate animator flipping the models. It is extremely maddening. (When you got stuff on one side of a gun, that ain't on the other side, you have to remember to model it on the wrong side.)
...or you can just flip it in the animator.
I agree though, that that should not be necessary.
(2008.09.09 05:05 PM)adobemedia Wrote: [ -> ]What ccccc said. I absolutely hate animator flipping the models. It is extremely maddening. (When you got stuff on one side of a gun, that ain't on the other side, you have to remember to model it on the wrong side.)
Which axis(es) are flipped, I'll get it fixed next time.
[>] Brian
It gets flipped over the x, it's been doing this since the first time I ever d-loaded dim3. :P
Also-I'm pretty sure, the engine moves things the opposite direction the animator move field does.
[EDIT]The moving problem only effects the x axis.