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IceBlinkEngine.com • View topic - Toolset Bugs

Toolset Bugs

Report any bugs or ideas/suggestions that arise during testing of the Alpha Build Version 2

Re: Toolset Bugs

Postby youngneil1 » Sat Mar 09, 2013 10:06 am

And another one just for the records (it's known iirc and will probably be rooted out with the update of the conversation editor): Sometimes the lines for actions and conditions in the conversations editor don't update properly or only do so after clicking them several times. It appears as if the conversation editor can load this info only in chunks (hard to express for me, sometimes just half of the line misses, like the name of the script to be triggered).
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Re: Toolset Bugs

Postby youngneil1 » Sat Mar 09, 2013 3:34 pm

Appears like the loop setting for idle actor animation in the animation editor in the toolset actaully triggers only one additional loop. Is this expected (I somehow thought of infinite looping)? No biggie at all though.
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Re: Toolset Bugs

Postby youngneil1 » Sat Mar 09, 2013 5:33 pm

Some possible bugs (and ideas) concerning animations:

1. Sprite category of props
I wonder what's the purpose of the "sprite" category belonging to prop objects. The data defined there seems to be within the .spt file already (defined in the sprite editor). Also, creatures don't have this "sprite" category. The whole "sprite" catregory seems to have no effect anyhow (override by .spt file?).

2. Display of multiple objects (props/creatures) on one square: vanishing player sprite
I just made some snow animation (like the donut, but with a snow flake field). It works surprinsingly well and is displayed on top of non-animated creatures beneath it (its alpha channel giving view to the creature below). The problem is the animated player sprite itself - this one vanishes completely when entering a field with the animated snow prop. Is this because only one animated sprite per square is allowed? Would be nice if the player sprite could be seen like all the other creatures under the snow prop.

You already mentioned z-coordinates. These will be helpful in this context to sort multiple props and creatures on one square.

3. Randomized starts/delays between animations
When placing several snow animations on squares next to each other they anmiate exactly in parallel (synchronous). It would be very cool if the module author could have individual delays and speeds for the animations (I thought the sprite category above would be helpful here, but it seems to have no effect). Obviously I can make different types of snow props and mix these to circumvent this problem (will do so for now).
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Re: Toolset Bugs

Postby slowdive » Sun Mar 10, 2013 1:27 am

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Re: Toolset Bugs

Postby youngneil1 » Sun Mar 10, 2013 6:27 am

Great to hear that you're aware of most of this (or that's it's even already resolved for the next IB version). Those randomized FPS and delay time settings sound fine and will be useful for many situations (snow, rain, flickering torches, rippling water/rolling waves, swaying grass/trees,...). All this stuff would look strange if it would happen totally synchrouously on neighbouring fields. With time and weather coming in later, animations would need start and end conditions, perhaps even fps settings, connected with this.

Edit: Oh, and while I am at condtions for animations - it would be nice to have some animations only happen if a player does something, like e.g. opening a door, light a fire, fall through a trap door or even pull a lever somewhere else which ignites torches in the distant main hall... Might be OnEnter, might be dialogue triggered (then playing after leaving the dialogue screen)...
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Re: Toolset Bugs

Postby youngneil1 » Sat Mar 16, 2013 3:06 pm

Probably not really a bug, but still: The map file contains often entries for triggers that don't exist on the map (their "TriggerSquaresList" entry misses completely in the map file). At first I feared that the map files somehow store all deleted triggers, too, (would have been quite a bloat on truely large maps), but that seems not to be the case.
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Re: Toolset Bugs

Postby youngneil1 » Sat Mar 16, 2013 4:32 pm

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Re: Toolset Bugs

Postby slowdive » Sat Mar 16, 2013 4:46 pm

Keep in mind that even though the file is a compressed file, when you use the file it will be uncompressed in memory and for on the screen usage so the image could be very large in memory :D
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Re: Toolset Bugs

Postby youngneil1 » Sat Mar 16, 2013 5:22 pm

Hehe, yes that's true. I just totally lack the feeling for what size is possible. Tried out 8.000 x 8.000 px in .jpg (2.7 mb packed in that format) and toolset could work with it. The game engine crashed though (instantly on trying to enter the world), complaining about lack of memory... poor engine, I torment it, I know :twisted:
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Re: Toolset Bugs

Postby youngneil1 » Sat Mar 16, 2013 5:31 pm

So, went down to 4.000 x 4.000 px (80x80 squares) in .jpg (1.24 mb packed) and it loaded in toolset as well as in the engine. However it responded very slowly ingame and crashed then with "out of memory" after about five steps - I know, I am evil :mrgreen: Might be that this will be different with your current version already and the memory leak closed. For now, I will go for smaller. Let's see...
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