Author Topic: The new TE-OE name space populating?  (Read 770 times)

Offline Ex-jazz

  • Nickel Member
  • ***
  • Posts: 482
The new TE-OE name space populating?
« on: November 22, 2009, 04:32:42 PM »
Hi

How the new TE-OE will handling the terrain, object and/or texture naming collisions?

Is the old cache issue fixed?








Offline danny37

  • Copper Member
  • **
  • Posts: 329
Re: The new TE-OE name space populating?
« Reply #1 on: November 23, 2009, 07:02:15 AM »
 :confused:

Offline bravoa8

  • Silver Member
  • ****
  • Posts: 1571
Re: The new TE-OE name space populating?
« Reply #2 on: November 23, 2009, 02:34:00 PM »
 :confused: :confused:

Offline Ex-jazz

  • Nickel Member
  • ***
  • Posts: 482
Re: The new TE-OE name space populating?
« Reply #3 on: November 23, 2009, 02:46:27 PM »
Okey

The name space was/is pretty limited, if you only have a eight digits (numbers & alphabets) for the terrain, 3D object & texture naming.

If I remember it correctly, there was some strange things at least with the textures, if textures had a same names in different .res files. Something to do with past cache system.

I have not tested the latest TE-OE, so I don't how it is now. I'm just curious.



Offline Strip

  • Gold Member
  • *****
  • Posts: 3319
Re: The new TE-OE name space populating?
« Reply #4 on: November 23, 2009, 05:07:53 PM »
OE is 50/50 apparently.....doesnt work for some of us.

TE still has a few bugs but is usable.

Strip

Offline zmeg

  • Silver Member
  • ****
  • Posts: 936
Re: The new TE-OE name space populating?
« Reply #5 on: November 23, 2009, 07:21:13 PM »



   No more ghose textures since the cache folder is no longer used. The OE however crashes if you try to build a tile, works ok for objects though.