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Re: CWE testing builds released

PostPosted: Sun Oct 30, 2011 1:36 pm
by I.Brattin
Nope thats not it, Andy. I tried adding texture to a standard material, instead of Plasma Standard, and the standard material saved the texture. So this is something with the plugin by the looks of it. Which is confirmed by Branan.

viewtopic.php?f=93&p=55707#p55707

Re: CWE testing builds released

PostPosted: Sun Oct 30, 2011 6:45 pm
by Branan
I've just posted 902C, which fixes this bug.

The fix likely makes files saved with 902B incompatible with the 902C max plugin. There doesn't seem to be any way to fix this issue without breaking compatibility with older files. I apologize for any inconvenience.

Re: CWE testing builds released

PostPosted: Sun Oct 30, 2011 8:15 pm
by Lehm
Hey thought I'd illustrate the fov issue. I find it quite distracting, cause its off by alot. I'm guessing this is a problem with Cyans code and not something you have done. I actually took a look at the code to see if I could find where it was going wrong. Not familiar enough and wasn't able to find where the fov is set.

The first screen is a raw screen, as you can see the relto hut is squished horizontally, and the edges are stretched out. Second screen I modified in PS back to the approximate correct fov.

widescreen_wrong.jpg
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widescreen_right.jpg
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Re: CWE testing builds released

PostPosted: Sun Oct 30, 2011 8:20 pm
by Tsar Hoikas
Yuck, that's bad. I've done a bit on getting widescreen issues fixed, but it looks like I haven't done enough. I'll investigate deeper into the first person cameras and see what I can come up with.

EDIT: I obviously don't play in 1st person mode.

Re: CWE testing builds released

PostPosted: Sun Oct 30, 2011 9:06 pm
by I.Brattin
Branan wrote:I've just posted 902C, which fixes this bug.

The fix likely makes files saved with 902B incompatible with the 902C max plugin. There doesn't seem to be any way to fix this issue without breaking compatibility with older files. I apologize for any inconvenience.


Yay it works, thanks Branan. Your a lifesaver, now I can get back to work.

Re: CWE testing builds released

PostPosted: Sun Oct 30, 2011 10:24 pm
by Branan
No worries. It was a pretty nasty bug, and it needed to be fixed.

For the curious: It now takes me 50 minutes to build the three plugin versions, two client versions, and the python pak.

Re: CWE testing builds released

PostPosted: Mon Oct 31, 2011 1:31 am
by Deledrius
Branan wrote:It now takes me 50 minutes to build the three plugin versions, two client versions, and the python pak.

Brag, why don't you? ;)

Re: CWE testing builds released

PostPosted: Mon Oct 31, 2011 5:53 am
by Tsar Hoikas
http://www.newegg.com/Product/Product.a ... 6819115095

Have very quickly become a requirement when working on this codebase :P

Re: CWE testing builds released

PostPosted: Mon Oct 31, 2011 8:48 am
by Wamduskasapa
Boy did I know that sinking sensation, but not now. and I was only working with video and sound remixing...

My new system uses the Intel Core i7-2960XM Mobile Extreme Edition - 1 TB SSD Hybrid - 32 GB DDR3 Memory - Dual 2GB GTX 580M
http://www.cpu-world.com/CPUs/Core_i7/I ... 960XM.html

Re: CWE testing builds released

PostPosted: Mon Oct 31, 2011 11:39 am
by Branan
I actually only have about half of my system resources dedicated to building all the code - I run a windows 7 VM that's been given 4 cores and 6GB of RAM for my windows-related dev work.

My box is a quad-core nehalem with 12GB of RAM and a GeForce 9800. It's sufficient for what I've been doing, but if I need to add any more copies of Plasma to my build, it's gonna start getting irritating :P