Development Blah: Comments

All other topics around Descent and D2X-XL

Moderators: Frustikus, simX, Aus-RED-5

Sirius
Posts: 1987
Joined: Tue Sep 25, 2007 10:29 pm
Location: Bellevue, WA
Contact:

Re: Development Blah: Comments

Postby Sirius » Thu Apr 30, 2015 1:59 am

:joy:
DLE's texture editor is looking much better in the version I built off the SVN. Looks like the one on the website needs a recompile though? It says .12 but doesn't have some of the fixes in .12.
There are a few robot textures that are split up rather than appearing as single textures, but at least they're in the right place and you can get to all the frames... so maybe I can give DFW the "okay, try now" :mrgreen:

And then I can move on to features/improvements again :coding:
User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

Re: Development Blah: Comments

Postby karx11erx » Thu Apr 30, 2015 1:20 pm

Oops, strange. I will rebuild and repost it.

Which textures weren't displayed right?
Sirius
Posts: 1987
Joined: Tue Sep 25, 2007 10:29 pm
Location: Bellevue, WA
Contact:

Re: Development Blah: Comments

Postby Sirius » Fri May 01, 2015 12:14 am

The only ones I found were under the "robots" filter.

bosspot1 (split into 5 textures)
ctrl05 (5)
energy01 (2; second one animated)
eye01 (2; second one animated)
eye02 (2; second one animated)
eye03 (10)
eye04 (6)
eye05 (2; second one animated)
eye06 (11)
flare (2; second one animated)
glow02 (5)
react004 (5)
water07 (2; second one animated)
Sirius
Posts: 1987
Joined: Tue Sep 25, 2007 10:29 pm
Location: Bellevue, WA
Contact:

Re: Development Blah: Comments

Postby Sirius » Sun May 03, 2015 1:11 pm

On the undo issue I was looking at today: I am guessing Unroll is intended to be used when an action is cancelled due to an error (and so is automatically rolled back), but if the action hasn't done anything yet, it seems to revert the previous action instead.

Is that a bug? Using End instead for the case I was fixing (in CSegmentManager::AddSegments) seemed to work fine.
User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

Re: Development Blah: Comments

Postby karx11erx » Sun May 03, 2015 3:03 pm

Yeah, that was a bug. GJ finding it. :thumb:
Sirius
Posts: 1987
Joined: Tue Sep 25, 2007 10:29 pm
Location: Bellevue, WA
Contact:

Re: Development Blah: Comments

Postby Sirius » Mon May 04, 2015 9:29 am

OK. May take a while to submit a fix since I'll be travelling a lot this week and need to spend a little time to more fully understand why the problem occurs. I don't want to accidentally break something in undo, we've had enough grief there already...
User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

Re: Development Blah: Comments

Postby karx11erx » Mon May 04, 2015 9:34 am

Oh - I thought you had already submitted that fix. If you tell me what functions to look at, I will fix them.
Sirius
Posts: 1987
Joined: Tue Sep 25, 2007 10:29 pm
Location: Bellevue, WA
Contact:

Re: Development Blah: Comments

Postby Sirius » Mon May 04, 2015 10:08 am

The fix I submitted was to correct the AddSegments call (along with a separate case in the .blx reader that I was worried about). It previously had a code path where it wouldn't close out the undo item at all, which caused all sorts of bad stuff, and was seemingly what broke in the bug reported on SourceForge.

The lingering problem, though, is that my fix isn't ideal; CUndoManager::Unroll caused the side-effect I reported, so I avoided it and used CUndoManager::End instead, which seemed to work - but the right fix would be to make Unroll work properly and use it in CSegmentManager::AddSegments when the call to Create fails. After all, it could be breaking other functions that still use Unroll.
User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

Re: Development Blah: Comments

Postby karx11erx » Mon May 04, 2015 10:22 am

The main problem is that for convenience undoManager.Begin often is called at the beginning of a function that might change mine data, and if an error occurs, either Unroll or End are called although no game data has been changed. Unroll will erroneously restore a previous mine data state, while End will leave an empty state buffer. The undo manager should have a Cancel function, simply allowing to discard all backups made "just in case".

In the concrete case of AddSegment, the underlying Create function is preceded by undoManager.Begin. If Create returns an error, then in only has done some checks and hasn't altered mine data at all. In that case, the backup that has been created in AddSegment for the case it would change mine data can (and should) be discarded. There are more cases than that.

Unroll has the prolem that the undoManager accumulates changes via its Begin - End mechanics, which can be nested. The undoManager will only create a new mine data backup when Begin is called at nesting level zero. So if an error occurs deep in some nested undo Begins, unrolling will revert all the way back through all changes made since the Begin call at level zero.

However, I think that shouldn't mess up the mine data. Only if a Begin hasn't a matching End / Unroll, it should.

I have added CUndoManager::Cancel (char* szFunction, int dataFlags) to allow fixing that particular problem with the undo manager.
User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

Cel Shading ...

Postby karx11erx » Tue May 05, 2015 1:25 am

[posts moved to dev blah thread]
User avatar
Pumo
D2X-XL Expert
D2X-XL Expert
Posts: 1434
Joined: Tue Sep 25, 2007 9:28 pm
Location: Here :)
Contact:

Re: Development Blah: Comments

Postby Pumo » Tue May 05, 2015 3:58 pm

Hey, that's pretty cool, I didn't thought that you would actually implement cel shading on D2X-XL officially!

It looks pretty cool, although I feel the textures got way too blurry, maybe a bit less blur would make them look better.
But overall it looks great! :D
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
OS: Windows 10 64-bits
User avatar
karx11erx
D2X-XL Master
D2X-XL Master
Posts: 8112
Joined: Mon Sep 24, 2007 8:48 pm
Location: Wilferdingen, Germany
Contact:

Re: Development Blah: Comments

Postby karx11erx » Tue May 05, 2015 5:25 pm

It will look much better than on this screen shot, particularly when using hires textures. ;)
User avatar
Weyrman
D2X-XL Expert
D2X-XL Expert
Posts: 579
Joined: Tue Sep 25, 2007 7:47 pm
Location: Brisbane Australia
Contact:

Re: Development Blah: Comments

Postby Weyrman » Wed May 06, 2015 7:49 am

I like the look. It changes things a bit yet again. :clap:
-SYSTEM SPECS-
MBoard:"GigaByte Z68X-UD3H-B3" Motherboard
CPU: Intel i7 E2600 3.40GHz
RAM: 8GB DDR3 2133MHZ
HD: WDC 10EARX 1TB SATA
Video: GigaByte 1G ATI 4890
Monitor: Asus VS428 LCD 24"
Sound: Onboard - now with connected 5.1 sound system
OS: Windows 7 x64 Home Premium
User avatar
Alter-Fox
Posts: 1132
Joined: Mon Mar 31, 2008 7:29 pm
Location: some other reality

Re: Development Blah: Comments

Postby Alter-Fox » Sat May 09, 2015 3:52 pm

Ok so this finally tempted me enough to make me start playing D2X-XL again and I think I figured out that my mysterious problem was windows being an idiot. Even though I'd been keeping the game updated the exe I'd been running was somehow still from version 1.16.27. And I bet that could cause all sorts of weird lockups and crashes... good job screwing yourself up even further windows.

Anyway I found some interesting behaviour with the cel shader -- doesn't look like something intentional though for all I know it might be. I'll make a ticket on the tracker and if it's something you wanted to happen just delete it or whatever.

Even so the cel shading is beautiful, I totally know how I'll be playing Pumo Mines. :D And everything until then probably.
We live in a universe... It's distracting
=========================================================
beware of ounce
User avatar
Alter-Fox
Posts: 1132
Joined: Mon Mar 31, 2008 7:29 pm
Location: some other reality

Re: Development Blah: Comments

Postby Alter-Fox » Mon May 11, 2015 12:53 am

Can't download 1.18.3...
The normal download link just links to the main downloads page.
We live in a universe... It's distracting
=========================================================
beware of ounce

Return to “General Discussions”

Who is online

Users browsing this forum: No registered users and 1 guest