Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: Easyscor on April 02, 2012, 01:58:44 PM
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Most of these I’ve spent a lot of time on and they're repeatable, but that doesn’t mean I couldn’t miss something elementary. I’ve included a current work-around if available. All of these that I've checked are still present in v2.27p5 but I haven't rechecked each one of them.
2.21p4 Object Editor standard shapes
Missing default shapes in the Object Editor cause it to crash when you select one and try to install it into your tile.
2.27p5 Make Map
As reported by Fester, the Make Map feature sets all land to blue, and is using the grndtyp.bmp to build it instead of the waterd or cmpwater.bmp file. Maybe this isn't a bug, but blue water and green(?) land would make it more clearly deliberate.
2.27p5 Waypoints trashing gun positions in fleets
In both 2.27p5 and 2.26, when adding ships to a fleet, we can arrange it so that all the ships and gun positions show in the correct relationship in the hanger when the res file if built without waypoints. All gun positions are correctly displayed and you will spawn into the correct gun position. Setting waypoints and rebuilding the terrain trashes the hanger view which scrambles the relative position the ships.
2.27p5 Waypoints
The inability to set waypoints in v2.27p5 is what lead to the understanding of what was trashing the hanger view when adding extra ships. If the server can no longer handle extra ships, please notify us, thanks.
v2.26 Country rotation on the server
When uploading a terrain to the custom arena or having Skuzzy build it, the countries become rotated; Bish becomes Knit, Knit becomes Rook and Rook becomes Bish. As A1 must be Bish in the TE, there is no work-around. This causes inconsistencies when providing an AvA terrain with the preferred country arrangement.
2.26 Default terrain planeset not working
After 8+ hours of effort in version 2.26p?, I can’t make planesets in Setting Fields work. Inspection of the .pln file shows that it will not accept Rook (000-0100 converted from ascii 4) as a valid country for setting planesets. I saw that instead of setting a value of 1 for Bish, it set the value as Y, etc.
2.26 Check Objects / Check for errors
The Check Objects button sometimes caused the TE to crash. The work-a-round was to always run Check for errors under the file menu first, then run Check Objects. Check for errors reports missing HQs and Fields even when they exist, until after Check Objects is run, which clears the HQ/Fields errors. Running Check for errors a second time might also fix it.
2.27p5 Off map crash
In v2.27p5 this was sort of fixed, but when you move your view position off-map, it still crashes the TE. When drawing water or setting ground type along the edges of a 512 terrain, south edge, the TE crashes. Work-around: do all the editing in the grndtyp.bmp and waterd.bmp files. Also avoid setting bases too close to the edge, tracks and roads become risky procedures when you do.
2.26 Manned guns
The last manned gun position fails to show in the hanger on custom fields. This is still a large improvement over the old first gun not showing.
2.26 Stray spawn point circles
After save or build, spawn point / entry point circles appear in the wrong place or on top of custom objects placed in the terrain. Re-opening the terrain without quitting, will usually fix it.
2.27p5 Horizontal window slider
The horizontal window slider causes movement in the opposite direction normally expected. This is a long time bug.
2.27p5
Reminder - the ground textures weren't showing in uploaded terrains on the server.
Wish
Not really an error. There’s no way to install custom objects such as the Cliffs of Dover because of the Object on non level terrain error message. An advanced builder (who understands what he’s doing) should be able to override this error message and provide the level of visuals you’d like to see included in the game. Especially for screenshots on the front page. :) :pray
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Please fix these issues HTC. Very important for adding content to the game. And please announce the next update when added. The last one was snuck in without any form of announcement (I'm not talking about the one on the front page, there was an update after that.)
:salute
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Also, of lessor importance, can someone confirm that first cloud bank in the Cloud Editor doesn't build. It's been a long time since I used it.
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hanger view of ships IE gun positions-- This is a hard one so bear with me. As easyscor stated with waypoints it trashes the positions. Let me clarifiy. we created a fleet and headed it north, all gun positions work fine. If you head south you end up in opposite boat positions. its weird.
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hanger view of ships IE gun positions-- This is a hard one so bear with me. As easyscor stated with waypoints it trashes the positions. Let me clarifiy. we created a fleet and headed it north, all gun positions work fine. If you head south you end up in opposite boat positions. its weird.
Just for clarification, you placed the task group in the terrain editor and left it's direction pointing to the north, then made your way point head south?
Or did you place the task group and then rotate it in the terrain editor to face south?
:salute
midi
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the task group was created and left heading north, the waypoint was to the south. the ships change positions. if you take the default task group like the one in the game and place it, the CA is off the bow of the carrier. if you set a waypoint to the south, the CA will then be off the stern of the carrier. in the default task group, the CA always is in the position of the direction the taskgroup is headed. IE if you used the CA as a compass pointer, and when in the hanger put a compass rose over the TG as a whole. the CA will be in the position of the direction every time. this does this in the game too. i went into the MA's last night and went into the Early war and reproduced these same results using the default task group in there.
the best way to show this is as follows: head the task group north using a default group. take a screen shot, or make a mental note of the position of the CA. then change the course to due east. let the boat settle then go into hanger view of the guns. you will notice the CA is now 90 degrees or off the starboard side of the CV. if you head south, the CA will be off the Stern of the CV and if you head West, it will be 270 degrees or off the port side of the CV.
In case you're wondering, yes I'm really a boat captain.
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That's a brilliant catch. :aok
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v2.27p5
In previous versions, when running Check Objects, the offending objects would show in the selected object list. This isn't working for me now but it was a great feature I miss.
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2.21p4 Object Editor standard shapes
Missing default shapes in the Object Editor cause it to crash when you select one and try to install it into your tile.
Could you explain this one in more detail?
- Sudz
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Sure.
Open the OE (my version says Client Version 2.21 Patch 4).
Select New, then exit. Re-open the OE.
If I don't do anything, the OE continues to run. I can even use it to assemble and build tiles normally, unless...
Select ackroad (edit: any of the roads and some(?) other shapes) in the Shapes list. The funny thing is that it turns out that it's apparently really there, but whatever.
I don't even need to Add the shape, just selecting it starts the issue.
Note that the 17lbr in the Current Shape preview window doesn't change.
At this point the editing window stops updating.
Try changing the view. The sliders move but the view doesn't update.
Once you hit Add Shape, then the real fun begins.
If you save the tile at this point. It can be reloaded and the ackroad will appear in it.
Either way, in a matter of moments, the program will crash. The editing window will not be respond and usually the program will crash to the Windows error dialog. Occasionally it will simply lock up except that the window can be resized and moved. When that happens, clicking the close box will bring up the error dialog.
Exception Code: c0000005
Exception Offset: 00011564
We appreciate your efforts to solve this. Thanks
Win 7 64 bit w/ latest updates
i7 2600k
ASUS P8P67 LE
8 GB ram
XFX Radeon HD 6750
2x1TB Baracuda HDs
750w PSU
Here are a few of the error logs:
Faulting application name: ahobedit.exe, version: 0.0.0.0, time stamp: 0x4f5fb40d
Faulting module name: ahobedit.exe, version: 0.0.0.0, time stamp: 0x4f5fb40d
Exception code: 0xc0000005
Fault offset: 0x0001aae1
Faulting process id: 0x7dc
Faulting application start time: 0x01cd1cf43f26852f
Faulting application path: C:\Hitech Creations\Aces High Editors\ahobedit.exe
Faulting module path: C:\Hitech Creations\Aces High Editors\ahobedit.exe
Report Id: 9f8d1904-88e7-11e1-9b50-f46d041fd511
Faulting application name: ahobedit.exe, version: 0.0.0.0, time stamp: 0x4f5fb40d
Faulting module name: ahobedit.exe, version: 0.0.0.0, time stamp: 0x4f5fb40d
Exception code: 0xc0000005
Fault offset: 0x00011564
Faulting process id: 0xd0c
Faulting application start time: 0x01cd1cf31c8a7afa
Faulting application path: C:\Hitech Creations\Aces High Editors\ahobedit.exe
Faulting module path: C:\Hitech Creations\Aces High Editors\ahobedit.exe
Report Id: 9222c881-88e6-11e1-9b50-f46d041fd511
Faulting application name: ahobedit.exe, version: 0.0.0.0, time stamp: 0x4f5fb40d
Faulting module name: ahobedit.exe, version: 0.0.0.0, time stamp: 0x4f5fb40d
Exception code: 0xc0000005
Fault offset: 0x0001aae1
Faulting process id: 0xe50
Faulting application start time: 0x01cd1cf2a8061d38
Faulting application path: C:\Hitech Creations\Aces High Editors\ahobedit.exe
Faulting module path: C:\Hitech Creations\Aces High Editors\ahobedit.exe
Report Id: 0a3cbce8-88e6-11e1-9b50-f46d041fd511
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While you're looking at the OE. There were two issues in previous versions when converting a series of ac3d objects. I haven't tested this in the new version because of the other problems.
When making custom ac3d objects, it isn't unusual to have several, or dozens!
The OE would convert 4 objects and then hang. It was like clock work, you could depend on it happening every time. The work-a-round was to do four objects at a time, close the OE, open it again and continue.
The next problem discovered was that it often didn't convert the second ac3d object file. As far as I could tell, it never missed the 1st, 3rd or 4th conversion but often enough, it failed to convert the 2nd .ac file. Really weird. This was on 3 different Win XP boxes.
Again, we appreciate your efforts. Thanks!
Edit: Let me know if you need more info
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TE v2.26 p3
When you save the terrain, the waypoint binary files are not updated/recreated/resaved. Deleting the binary waypoint file to avoid any conflict with a hand created waypoint file no longer works as expected.
This was noticed when removing the file for the first of 8 TGs seemed to fix a TE reported waypoint touches land for all the TGs in the terrain. I can't say the two issues are related or that the second one isn't user error.
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Could you explain this one in more detail?
- Sudz
If you're still working through this...
Simply selecting any of the shapes and using the up or down arrow keys to scroll through the list will stop at the offending object shapes. It's funny that you can then back up to the previous shape and continue in the new direction, but eventually the OE crashes. This was why I thought the shapes were missing. You can also jump over the offending shapes when the OE first starts up to locate other shapes that seem to cause the crash, again using the arrow keys.
Thanks Sudz
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If you're still working through this...
Simply selecting any of the shapes and using the up or down arrow keys to scroll through the list will stop at the offending object shapes. It's funny that you can then back up to the previous shape and continue in the new direction, but eventually the OE crashes. This was why I thought the shapes were missing. You can also jump over the offending shapes when the OE first starts up to locate other shapes that seem to cause the crash, again using the arrow keys.
Thanks Sudz
Yup yup. :(
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2.26 Manned guns
The last manned gun position fails to show in the hanger on custom fields. This is still a large improvement over the old first gun not showing.
To find this one we'd like to get a copy of all the source files for the terrain and the name of the custom field tile. I would appreciated it if you could send them to sudz@hitechcreations.com.
Thanks,
- Sudz
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... And please announce the next update when added. ...
:salute
Yes please, and allow the larger terrain building community access as soon as possible, even if it's a beta version. The more tester eyeballs the better IMO. Maybe disable the upload ability until it's the release version?
Also, a readme file of changes/new features would be appreciated. The last two versions had new features that I still haven't tried because I wasn't clear what they were supposed to do. Especially under the Elevations tab, there is clearly a new set of nice features lurking under that tab. :aok
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To find this one we'd like to get a copy of all the source files for the terrain and the name of the custom field tile. I would appreciated it if you could send them to sudz@hitechcreations.com.
Thanks,
- Sudz
Oops, cross posts. I'll look. It was on my versions of midway / midway42. I no longer have the final version but I do have an older backup I can pull out, if not today then over the weekend.
I've been setting all the manned guns in the TE out of longtime habit. They didn't work when placed in the OE when I started terrain building. On my Todo list was seeing if they worked in .til files now, but I haven't gotten around to it.
Thanks again, to you Sudz and all the crew working on this.
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My apologies Sudz,
From what I can tell, the gun issues was an old note that was out of date. I don't have the source files any longer, but all the gun positions that showed in the terrain were working properly in the last res file.
Thanks you for taking a look at it, and I'm really sorry to have sent you on a wild goose chase. :o
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V2.27p5
When exporting the elevation file to bitmap the second time, the file name, i.e. elevation.bmp is truncated to elv for instance.
The work-a-round is to clear the file path edit box and use the Browse button to reset the path and file name, or edit directly in the file path textedit box.
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Don't know if it's been mentioned, but setting the plane set for the terrain does not work.
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Apologies for being so late with this known error.
V2.27p5 etc
When Check Entry, the routine always stops at the first PT Boat spawn. The only work-around is to delete all the PT spawns from the oba file, run Check Entry, and then reinstall them after all the other entry points check as good. In v2.26 I was still able to upload the terrain even though it stopped at the first boat entry.
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Did you make sure your PT boat spawn is not close to land or shallow water?
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Yes, :o after more experimentation, it turns out that a single spec of land within 5280 feet will produce the problem, even if the cell itself is clear. I hadn't expected that.
Another problem solved. :rock
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Thank you for the new Editors, I look forward to trying them. :rock
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TE v2.27p6
The Make Map function isn't working. The results for a 128 terrain are most telling:
(http://members.dslextreme.com/users/easyscor/images/map.jpg)
It's similar for a 512 terrain.
Also, when you create a new 512 terrain, say you name it grid_512, the TE automatically creates an initial grid_512.bmp with all the sector lines and numbers. But if you create a new 128x128 terrain, the sector numbers are missing from that initial grid_128.bmp.
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I'm getting the same thing. I'm new to the editor, was going through the tutorial. Not working as advertised.
--Mitch
AKA SEBaker