Toolset Bugs

Report any bugs or ideas/suggestions that arise during testing of the Alpha Build Version 5

Re: Toolset Bugs

Postby slowdive » Sun Aug 25, 2013 4:08 am

youngneil1 wrote:The newly added KnownTraits and KnownSpells for creatures appear in the IconSprite tab (likely not the intended place?). This makes it impossible to change the creature sprite as the lower half of that window is cut off now. Even rearranging the windows did not allow me to see the actual sprite. At least a vertical scroll bar for the IconSprite window would help here.


The intent is to change the IconSprite tab to be an additional Creature Properties tab for more interact Creature Properties (dropdowns, checklists, sprite selection, etc.). I personaly undock this tab and the properties tab and have them on my second monitor. I have attached another option for those who use docked tabs on one monitor (see image below). Just click and drag the IconSprite tab (red arrow) and drag it onto the tab looking icon (another red arrow). Now the IconSprite tab is docked to be full height of screen. Also, you can reshape the know lists and icon selector panel areas by moving the mouse cursor until you see the "divider" image and then click and drag to adjust the panel area split size.

miscProperties02.jpg
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Re: Toolset Bugs

Postby youngneil1 » Sun Aug 25, 2013 5:40 am

Ah, many thanks, Jer. I failed to use the dividers. By assigning less space for the lists I can make the icon/sprite appear again.

Just to explain a little more for others: Between "Known Spells", "Known Sprites" and "Icon/Sprite" there's a small screen area that makes - when just hovering the mouse over it - a little image of a black bar with up and down arrow appear ("the divider"). Clicking the divider and dragging it allows you adjust the space that "Known Spells", "Known Sprites" and "Icon/Sprite" each get relative to another. I shrunk the space for both lists (and scroll bars appeared, hooray :-)) and gave more space to the "Icon/sprite" zone. Working fine now :P
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Re: Toolset Bugs

Postby Dorateen » Mon Sep 09, 2013 10:24 pm

Small thing I noticed, if it has not been mentioned before.

On the creature blueprint, under properties, there is a field in the Main section for size with a corresponding integer value. It has 1 = 50 x 50; 2 = 100 x 100; 3 = 150 x 150, referring to the sprite size. Obviously these are the old dimensions prior to the switch to DX and the 64 x 64 scale. Should this be changed, or is of any relevance to have in the properties list?
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Re: Toolset Bugs

Postby youngneil1 » Mon Sep 09, 2013 11:00 pm

Good find, I think this should indeed reflect the new dimensions now. Will add it to the bug list later.

Edit: done, added with ID 0125 to task list :) .
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Re: Toolset Bugs

Postby Dorateen » Tue Sep 10, 2013 5:30 pm

I'd like to share some thoughts on a couple of issues with the conversation editor, if it is anything helpful and fixable.

When stringing together multiple red NPC nodes, there must be an empty blue PC node in between. This is where it ususally reads "Continue". I believe in NWN2, by default, when a new node is added it has End Dialogue, and when inserted between 2 red NPC nodes, it automatically changes to Continue.

In IB, I think by default each new node says "add text". Is it possible to have this changed to read Continue, or automatically switch on an empty blue node (in other words no other text is added) when a red NPC node follows. The reason I bring this up is because otherwise, the author has to go back an manually change the line in the blue node to Continue, or whatever else would be appropriate. Sooner or later, I know I'm going to make a typo writing out Continue so many times.

Also, I work on conversations in a split screen view, so the top half is for the NPC/PC nodes, and the bottom half is where the conditionals and actions are inputed. I noticed that when I am in the middle of a long branching conversation, when I add a new node or refresh a line, the screen jumps back to the Root at the top of conversation. This means I have to keep scrolling back down to where I left off. Is this something that can be looked into?
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Re: Toolset Bugs

Postby slowdive » Wed Sep 11, 2013 4:45 am

Excellent suggestions Dorateen. I'll be sure to add these as I will be working on streamlining the conversation editor as part of the pre Beta release task list. The jumping to the root node is a known issue where I need to refresh the TreeView and it always goes to the root as a result. I'll try and see if I can use the save collapse/uncollapsed state trick that I used on the blueprints panel. I agree, it is annoying and kills the work flow.
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Re: Toolset Bugs

Postby youngneil1 » Mon Sep 16, 2013 7:15 pm

Clicking on "Duplicate" in the toolset with a category (not the item itself) selected crashes the toolset.
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Re: Toolset Bugs

Postby jboss2000 » Fri May 02, 2014 3:53 am

On the Start Up of the toolset I get "Unable to open Module xml file. Error: {0}
Then .Net Framework Kicks out this error:

OBJECT REFERENCE NOT SET TO AN INSTANCE OF OBJECT.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at IceBlinkCore.Module.loadModuleFile(String filename)
at IceBlinkToolset.ParentForm.openModule(String filename)
at IceBlinkToolset.ParentForm.ParentForm_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6413 (Win8RTMGDR.050727-6400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
IceBlinkToolset
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/IceBlinkV100/IceBlink%20v100/IceBlinkToolset.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6402 (Win8RTMGDR.050727-6400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6401 (Win8RTMGDR.050727-6400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6401 (Win8RTMGDR.050727-6400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
IceBlinkCore
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/IceBlinkV100/IceBlink%20v100/IceBlinkCore.DLL
----------------------------------------
WeifenLuo.WinFormsUI.Docking
Assembly Version: 2.7.0.0
Win32 Version: 2.7.0.0
CodeBase: file:///C:/Program%20Files/IceBlinkV100/IceBlink%20v100/WeifenLuo.WinFormsUI.Docking.DLL
----------------------------------------
SharpDX.Direct3D9
Assembly Version: 2.4.2.0
Win32 Version: 2.4.2
CodeBase: file:///C:/Program%20Files/IceBlinkV100/IceBlink%20v100/SharpDX.Direct3D9.DLL
----------------------------------------
SharpDX
Assembly Version: 2.4.2.0
Win32 Version: 2.4.2
CodeBase: file:///C:/Program%20Files/IceBlinkV100/IceBlink%20v100/SharpDX.DLL
----------------------------------------
IceBlinkScriptFunctions
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/IceBlinkV100/IceBlink%20v100/IceBlinkScriptFunctions.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6411 (Win8RTMGDR.050727-6400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.6411 (Win8RTMGDR.050727-6400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
3spvv97l
Assembly Version: 1.0.0.0
Win32 Version: 2.0.50727.6401 (Win8RTMGDR.050727-6400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.





Then when I try to save my module i get an error of : Failed to create directory: C\....etc
Failed to copy file.
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Re: Toolset Bugs

Postby jboss2000 » Fri May 02, 2014 8:04 am

I think this is a file access issue, seems all folders are set to read only, i will update on fix
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Re: Toolset Bugs

Postby jboss2000 » Fri May 02, 2014 8:36 am

So what is happening is that Windows 8 forces any folders/files created external to the system as a read only. Without a proper installer, this will be a huge issue for any Win 8 users. I am searching for a fix for this and will report a step by step work around once found. (GRRR... why must i do this Microsoft, I should be working on making a game, not reverse engineering my darn OS)
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