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Old 12-20-11, 01:16 PM   #301
Trevally.
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Originally Posted by TheDarkWraith View Post
Advanced German technology:

Able to get away in a hurry...


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Old 12-20-11, 05:07 PM   #302
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Originally Posted by TheDarkWraith View Post
Anything change in your system since then? DirectX updated? Microsoft .NET 3.5 installed?

I have now tried it on another PC and get the same error. Did notice that the meshes are loaded but nothing is being displayed. The error multiplies as I move the cusor (presumably controlling the camera) within the screen after trying to load the GR2 file.
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Old 12-20-11, 07:11 PM   #303
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I have now tried it on another PC and get the same error. Did notice that the meshes are loaded but nothing is being displayed. The error multiplies as I move the cusor (presumably controlling the camera) within the screen after trying to load the GR2 file.
I'll add some debug output to the render function that will spit out some stuff if it encounters any errors. This way I can see what's going on
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Old 12-21-11, 01:53 AM   #304
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I'll add some debug output to the render function that will spit out some stuff if it encounters any errors. This way I can see what's going on
That would be good. Thanks.

MLF
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Old 12-21-11, 02:04 AM   #305
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That would be good. Thanks.

MLF
Added


v1.0.450.0 available for testing: http://www.gamefront.com/files/21105..._1_0_450_0_zip

You cannot save anything to the files - it won't let you. This is just to test all the new features and the ability to move objects/vertices around with mouse. I haven't coded in the ability to move bones yet. Need to know this is working ok for everyone before proceeding on
Working on a 'reset' for the mesh/verticies so you can 'reset' them back if you don't like what you did currently...

Looking to know if there are any errors/bugs, typos, whether the movement of the objects with mouse is smooth or jerky, when you edit the item's parameters and it 'rebuilds' the mesh does it take forever or not, when selecting verticies does it take forever to 'register', etc...

Any changes you make are not automatically saved to the file anymore. I have an ingenious way of doing this now.

Last edited by TheDarkWraith; 12-21-11 at 02:25 AM.
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Old 12-21-11, 02:43 AM   #306
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Downloading now
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Old 12-21-11, 03:14 PM   #307
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Have downloaded and tried loading the Fletcher class. Same error. I'm starting to wonder whether its my SH5 install that's up the creek.
Think I will re-install SH5

Where is the de-bug stuff saved?

MLF
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Old 12-21-11, 06:38 PM   #308
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Originally Posted by MLF View Post
Have downloaded and tried loading the Fletcher class. Same error. I'm starting to wonder whether its my SH5 install that's up the creek.
Think I will re-install SH5

Where is the de-bug stuff saved?

MLF
You can use the DbgView app found in my UIs mod.
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Old 12-21-11, 09:11 PM   #309
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I just tried v1.0.450.0

Agian I tried to move node and in the GR2 Exporter View it is Moved but when loaded in GoblinEditorApp the node is still at original location.
What am I actually moving when moving a Bone?


REPRO STEPS:
  1. Used Hex Editor to rename cfg#C02 to cfg#SNK on Conning_7B_00.GR2 and save.
  2. Start GR2 Editor and Load Conning_7B_00.GR2 file. GR2 Editor correct CRC error from Step 1 above. (Very Cool BTW)
  3. Located Bone for cfg#SNK and change position from Deck Watch location to just below Main Deck, just foreward of Conning Tower and to Port.
  4. Verify Bone is moved and exit GR2 Editor.
  5. Start GoblinEditorApp and load Conning_7B_00.GR2
RESULT:
cfg#SNK is still located up at original location.
Start GR2 Editor, load Conning_7B_00.GR2 and cfg#SNK is location where I put it.

What did I actually move?
What am I missing?
I even tried this without renaming cfg#C02 with same results.

Regards!
TheBeast
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Last edited by TheBeast; 12-21-11 at 09:27 PM.
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Old 12-21-11, 09:33 PM   #310
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Originally Posted by TheBeast View Post
I just tried v1.0.450.0

Agian I tried to move node and in the GR2 Exporter View it is Moved but when loaded in GoblinEditorApp the node is still at original location.
What am I actually moving when moving a Bone?



REPRO STEPS:
  1. Used Hex Editor to rename cfg#C02 to cfg#SNK on Conning_7B_00.GR2 and save.
  2. Start GR2 Editor and Load Conning_7B_00.GR2 file. GR2 Editor correct CRC error from Step 1 above. (Very Cool BTW)
  3. Located Bone for cfg#SNK and change position from Deck Watch location to just below Main Deck, just foreward of Conning Tower and to Port.
  4. Verify Bone is moved and exit GR2 Editor.
  5. Start GoblinEditorApp and load Conning_7B_00.GR2
RESULT:
cfg#SNK is still located up at original location.
Start GR2 Editor, load Conning_7B_00.GR2 and cfg#SNK is location where I put it.

What did I actually move?
What am I missing?
I even tried this without renaming cfg#C02 with same results.

Regards!
TheBeast
No changes are being written to the file in this version. I disabled it. I made too many changes in this version and before I re-enable the ability to save changes to file I need to know there are no major issues. I didn't see any problems when I tested it but you all always seem to find those that I miss/overlook
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Old 12-21-11, 10:03 PM   #311
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Quote:
Originally Posted by TheDarkWraith View Post
No changes are being written to the file in this version. I disabled it. I made too many changes in this version and before I re-enable the ability to save changes to file I need to know there are no major issues. I didn't see any problems when I tested it but you all always seem to find those that I miss/overlook
Thats what testers are for
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Old 12-22-11, 09:44 AM   #312
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Thanks

@TheDarkWraith

I would like to thank you for all this work. Thank you for sharing all that with us.

Perhaps, most of us, we stay silent ("only" 311 post in 3 months), but we follow your effort, here and in other areas of SH-5 or SH-3/4.

I wish you merry Christmas and a peaceful new year 2012.

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Old 12-22-11, 03:38 PM   #313
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@TheDarkWraith

I wish you merry Christmas and a peaceful new year 2012.
Me too
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Old 12-23-11, 04:58 PM   #314
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I'm so aggravated right now The TreeView control in Visual Studio 2008 is bugged badly. If you enable checkboxes for the treenodes and you hook the event aftercheck according to the documentation it's supposed to fire when you change the checked state (either by code or by mouse click or keyboard). That all works. What isn't supposed to happen is this aftercheck event being fired when you select a treenode with the mouse. Which is exactly what's happening Now I have to find a different solution and change a huge amount of code
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Old 12-23-11, 05:05 PM   #315
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TreeView has been a problem from 2005 to 2008 for C# as I understand?
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