Author Topic: New TE Bugs  (Read 14820 times)

Offline Strip

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Re: New TE Bugs
« Reply #30 on: September 23, 2009, 02:34:44 PM »
Had the samething happen with the elev.bmp.

One day black represents high elevations, the next all is well.


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Offline USRanger

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Re: New TE Bugs
« Reply #31 on: September 23, 2009, 04:53:02 PM »
Got the newest TE version today.  I was able to build my terrain no prob. But I still get a black & white clipboard map with no terrain showing on it, just the grid.

------------------
System Information
------------------
Time of this report: 9/23/2009, 17:51:13
       Machine name: HALLE
   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090206-1234)
           Language: English (Regional Setting: English)
System Manufacturer: HP Pavilion 061
       System Model: RF243AA-ABA m7640n
               BIOS: Phoenix - AwardBIOS v6.00PG
          Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 5000+,  MMX,  3DNow (2 CPUs), ~2.6GHz
             Memory: 3582MB RAM
          Page File: 481MB used, 6519MB available
        Windows Dir: C:\WINDOWS
    DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
     DxDiag Version: 5.03.2600.5512 32bit Unicode

------------
DxDiag Notes
------------
  DirectX Files Tab: No problems found.
      Display Tab 1: No problems found.
        Sound Tab 1: No problems found.
          Music Tab: No problems found.
          Input Tab: No problems found.
        Network Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D:    0/4 (n/a)
DirectDraw:  0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay:  0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow:  0/6 (retail)

---------------
Display Devices
---------------
        Card name: NVIDIA GeForce 7800 GT
     Manufacturer: NVIDIA
        Chip type: GeForce 7800 GT
         DAC type: Integrated RAMDAC
       Device Key: Enum\PCI\VEN_10DE&DEV_0092&SUBSYS_00000000&REV_A1
   Display Memory: 256.0 MB
     Current Mode: 1280 x 1024 (32 bit) (75Hz)
          Monitor: Plug and Play Monitor
  Monitor Max Res: 1600,1200
      Driver Name: nv4_disp.dll
   Driver Version: 6.14.0010.8421 (English)
      DDI Version: 9 (or higher)
Driver Attributes: Final Retail
 Driver Date/Size: 3/9/2006 15:29:00, 3968512 bytes
      WHQL Logo'd: Yes
  WHQL Date Stamp: n/a
              VDD: n/a
         Mini VDD: nv4_mini.sys
    Mini VDD Date: 3/9/2006 15:29:00, 3650368 bytes
Device Identifier: {D7B71E3E-43D2-11CF-5543-0A2000C2CB35}
        Vendor ID: 0x10DE
        Device ID: 0x0092
        SubSys ID: 0x00000000
      Revision ID: 0x00A1
      Revision ID: 0x00A1
      Video Accel: ModeMPEG2_A ModeMPEG2_B ModeMPEG2_C ModeMPEG2_D ModeWMV9_B ModeWMV9_A
 Deinterlace Caps: {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
                   {212DC724-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalSt retch
         Registry: OK
     DDraw Status: Enabled
       D3D Status: Enabled
       AGP Status: Enabled
DDraw Test Result: Not run
 D3D7 Test Result: Not run
 D3D8 Test Result: Not run
 D3D9 Test Result: Not run

-------------
Sound Devices
-------------
            Description: SB Audigy 4 [AC00]
 Default Sound Playback: Yes
 Default Voice Playback: Yes
            Hardware ID: PCI\VEN_1102&DEV_0008&SUBSYS_10211102&REV_00
        Manufacturer ID: 1
             Product ID: 100
                   Type: WDM
            Driver Name: ctaud2k.sys
         Driver Version: 5.12.0001.1161 (English)
      Driver Attributes: Final Retail
            WHQL Logo'd: Yes
          Date and Size: 6/18/2005 01:53:28, 438784 bytes
            Other Files:
        Driver Provider: Creative
         HW Accel Level: Standard
              Cap Flags: 0xF5F
    Min/Max Sample Rate: 4000, 192000
Static/Strm HW Mix Bufs: 64, 60
 Static/Strm HW 3D Bufs: 64, 60
              HW Memory: 0
       Voice Management: No
 EAX(tm) 2.0 Listen/Src: No, No
   I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No
               Registry: OK
      Sound Test Result: Not run

---------------------
Sound Capture Devices
---------------------
            Description: SB Audigy 4 [AC00]
  Default Sound Capture: Yes
  Default Voice Capture: Yes
            Driver Name: ctaud2k.sys
         Driver Version: 5.12.0001.1161 (English)
      Driver Attributes: Final Retail
          Date and Size: 6/18/2005 01:53:28, 438784 bytes
              Cap Flags: 0x41
           Format Flags: 0xFFF

-----------
DirectMusic
-----------
        DLS Path: C:\WINDOWS\SYSTEM32\drivers\GM.DLS
     DLS Version: 1.00.0016.0002
    Acceleration: Enabled
           Ports: SB Audigy 4 DirectMusic Synthesizer [AC00], Hardware (Kernel Mode), Output, DLS, Internal, Default Port
                  SB Audigy 4 [AC00], Software (Kernel Mode), Output, DLS, Internal
                  Microsoft MIDI Mapper [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
                  SB Audigy 4 Synth A [AC00] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
                  SB Audigy 4 Sw Synth [AC00] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
                  SB Audigy 4 Synth B [AC00] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
                  Microsoft GS Wavetable SW Synth [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
                  Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal
        Registry: OK
     Test Result: Not run
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Offline hitech

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Re: New TE Bugs
« Reply #32 on: September 24, 2009, 04:35:04 PM »
ranger, just double checking you have the map the same name as the terrain in the texsrc folder I.E. somthing like ndisles/texsrc/ndisles.bmp?


Offline USRanger

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Re: New TE Bugs
« Reply #33 on: September 24, 2009, 05:22:13 PM »
Roger, when I hit Make Map, I get this:



Doesn't matter which terrain I do it with, always the same.  If I choose to place the field icons on the map when I hit Make Map, they will show, but just barely and in b&w.  The terrain never shows.  It's weird, because I've been building terrains for years and never seen this.  In the map above, there should be blue water and 10-15 islands spread across the map.  I'd have to read back through, but at least one other person is experiencing the same.
« Last Edit: September 24, 2009, 05:26:21 PM by USRanger »
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Offline Dux

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Re: New TE Bugs
« Reply #34 on: September 24, 2009, 05:55:53 PM »
Ranger, does the map image export if you turn off the grid?
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Offline USRanger

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Re: New TE Bugs
« Reply #35 on: September 24, 2009, 08:05:54 PM »
Tried it just now.  All I got was a 1024x1024 black box. Too weird.
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Offline zmeg

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Re: New TE Bugs
« Reply #36 on: September 24, 2009, 08:12:14 PM »


 I have to turn on the red grid lines before hitting the make map button.

Offline USRanger

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Re: New TE Bugs
« Reply #37 on: September 24, 2009, 09:23:27 PM »
It worked!  Thank you zmeg!  Was it always like that in every version?  I think in the older versions I always had the red grid lines on by default.  Outstanding!

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Offline hitech

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Re: New TE Bugs
« Reply #38 on: September 25, 2009, 09:36:56 AM »
Ahh now I understand, when you build terrain the map imported correctly. But the make map function in AH is broken.

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Offline USRanger

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Re: New TE Bugs
« Reply #39 on: September 25, 2009, 10:42:42 AM »
As long as you have the red grid lines on at the time of "Make Map" it works correctly.  Good to know. :aok
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Offline Easyscor

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Re: New TE Bugs
« Reply #40 on: September 25, 2009, 03:03:51 PM »
Object Editor Problems Thread.

It's crashing for all those who answered.
Easy in-game again.
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Offline Easyscor

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Re: New TE Bugs
« Reply #41 on: September 25, 2009, 04:20:16 PM »
The strat rivers disappear, at least when running east, when they end or start at a water cell.

In my original version of arden08, I was able to connect the strat rivers to the water cell rivers by tweaking the overlays.

As I'm working on an update, and the strat rivers with their bridges are popular, I want to maintain them in this new version. Any chance there's a work around?

Here's what I've tried:


But this is what I get:

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Offline danny37

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Re: New TE Bugs
« Reply #42 on: September 25, 2009, 04:48:33 PM »
making the map with the grid lines in the TE didnt slove my problem,map comes out the same,land showing where water should and it shows land extending out past the visiably outlined beaches

Offline USRanger

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Re: New TE Bugs
« Reply #43 on: September 25, 2009, 05:51:33 PM »
That's because underwater textures are appearing on the clipboard map.  Makes it look really bad if you have a lot of coral & such, especially since the colors don't match.
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Offline danny37

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Re: New TE Bugs
« Reply #44 on: September 26, 2009, 12:11:28 AM »
That's because underwater textures are appearing on the clipboard map.  Makes it look really bad if you have a lot of coral & such, especially since the colors don't match.
has to be something else because its done it from the start even when there was no underwater textures,and atm those are only in one certain spot,not around the entire island :uhoh