Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Yeah, I am receiving models as well. Only glitch is something that I reported to Doom Builder but never had show up on the forums (admins must be really inactive). The latest svn and this builder share a glitch involving the display of things that have been edited in Visual Mode, keeping the old look until the person gets out and gets back in visual mode. In older models (youtube) this does not happen. Any ideas how to easily fix this? It is easily ignorable, it just would be something better if this glitch didn't happen in the first place.
deathstalker666 wrote:Yeah, I am receiving models as well. Only glitch is something that I reported to Doom Builder but never had show up on the forums (admins must be really inactive). The latest svn and this builder share a glitch involving the display of things that have been edited in Visual Mode, keeping the old look until the person gets out and gets back in visual mode. In older models (youtube) this does not happen. Any ideas how to easily fix this? It is easily ignorable, it just would be something better if this glitch didn't happen in the first place.
Can you give more details (or step by step example, or direct me to you'r bug report)? What exactly are you changing and what goes wrong?
Sorry I didn't add these details before, I have written it before to the main Doom Builder team so I forgot I didn't explain much in detail on this website.
Anything that can be added from Things mode produces this glitch. I go into visual mode and right-click the object (let's say a cacodemon). Then I change the thing to another thing (say a computer map or a baron of hell). The bottom properties list will show a change of sprites; but the thing does not change in the actual Visual Mode. I have to physically hit escape and hit "w" again in order to change the Visual Mode image.
My bug report was never posted.... the admins never allowed it to go through the last time I look (maybe a couple days ago, I kinda gave up after a few days of watching). Hopefully this is adequate for a quick but more detailed explanation.
deathstalker666 wrote:Sorry I didn't add these details before, I have written it before to the main Doom Builder team so I forgot I didn't explain much in detail on this website.
Anything that can be added from Things mode produces this glitch. I go into visual mode and right-click the object (let's say a cacodemon). Then I change the thing to another thing (say a computer map or a baron of hell). The bottom properties list will show a change of sprites; but the thing does not change in the actual Visual Mode. I have to physically hit escape and hit "w" again in order to change the Visual Mode image.
My bug report was never posted.... the admins never allowed it to go through the last time I look (maybe a couple days ago, I kinda gave up after a few days of watching). Hopefully this is adequate for a quick but more detailed explanation.
When trying to open my TCotD3 map (lots of 3D models), I get the following error:
Spoiler:
Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.
************** Ausnahmetext **************
SlimDX.Direct3D9.Direct3D9Exception: D3DERR_INVALIDCALL: Invalid call (-2005530516)
bei SlimDX.Result.Throw[T](Object dataKey, Object dataValue)
bei SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue)
bei SlimDX.Direct3D9.Device.BeginScene()
bei CodeImp.DoomBuilder.Rendering.D3DDevice.StartRendering(Boolean clear, Color4 backcolor, Surface target, Surface depthbuffer)
bei CodeImp.DoomBuilder.Rendering.Renderer3D.Start()
bei CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnRedrawDisplay()
bei CodeImp.DoomBuilder.Windows.MainForm.RedrawDisplay()
bei CodeImp.DoomBuilder.VisualModes.VisualMode.OnProcess(Double deltatime)
bei CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnProcess(Double deltatime)
bei CodeImp.DoomBuilder.Windows.MainForm.processor_Tick(Object sender, EventArgs e)
bei System.Windows.Forms.Timer.OnTick(EventArgs e)
bei System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.
Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.