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0.30 updated
- The Info Window has been redesigned slightly, with text offset slightly from the left edge.
- Vob properties window now has better work speed
- Fixed a bug when the "Materials" tab was active, the loading speed of the next ZEN increased to several minutes
- Fixed bug when checking the input of Latin characters
- Added checking of WP/FP names for latin characters
- Bug fix, bbox helper vobs can no longer be selected
0.30 updated once more
Geändert von Liker (04.10.2022 um 16:20 Uhr)
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Neuling
Setting won't save when you go to
Settings > Show radius of light for zCVobLight vobs
After checking the Box and hitting apply won't save it.
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Zitat von Oberyn
Setting won't save when you go to
Settings > Show radius of light for zCVobLight vobs
After checking the Box and hitting apply won't save it.
By me too
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Zitat von Oberyn
Setting won't save when you go to
Settings > Show radius of light for zCVobLight vobs
After checking the Box and hitting apply won't save it.
Thanks, fixed. I will upload a new version soon. (today or tomorrow)
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Got an Access Violation after inserting a bunch of oCMobInter...
https://upload.worldofplayers.de/fil...1Ue6Y0lvqZ.png
Maybe this helps
Edit: Tested it again, inserted Mob, no problem. Copied/inserted it --> Crash.
Geändert von Dada (07.10.2022 um 08:39 Uhr)
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0.31 Updated
- Improved the function "Generate a list of location visuals". Now, for vob models, their textures are also written in the readout, non-existent textures will change in red, those that are in the _WORK folder, but not in VDF, will be orange"
- When using the top menu, the mouse no longer clicks inside the spacer and selects objects inside the world
- Names of found vobs in the "Search" window can now be copied (right-click on the element)
- Bug fixed, now "Show zCVobLight radius" option works again
- For zCMover with dynamic collision when moving/rotating, the collision is no longer ignored
- Fixed a crash when you can click the "Run" button without the selected mover
- Blocked the ability to set the size of the bbox for vobs that cannot change the bbox
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Yeah, thought of something like that...
First one (now correctly inserted as oCMobDoor):
https://upload.worldofplayers.de/fil...DTzZntm4Km.png
Second one:
https://upload.worldofplayers.de/fil...j5KTd63DZH.png
Until here, everything's fine, no problems while saving.
Inserted the other ones:
https://upload.worldofplayers.de/fil...qMjoD5PZTc.png
Crash
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Zitat von Dada
Do you use ASCII or BIN format for ZEN? For working, you have to use ASCII.
Try to insert vobs with other types and see it the error occurs.
Wait, you have problem when INSERTING vobs or SAVING ZEN? If saving, use only ASCII, not BIN format. I'm not sure of the problem is in zen format...
Btw, why a bed is mobDoor? it has to be mobBed, or I don't know something.
Geändert von Liker (07.10.2022 um 10:17 Uhr)
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Zitat von Liker
Do you use ASCII or BIN format for ZEN? For working, you have to use ASCII.
Try to insert vobs with other types and see it the error occurs.
Wait, you have problem when INSERTING vobs or SAVING ZEN? If saving, use only ASCII, not BIN format. I'm not sure of the problem is in zen format...
Btw, why a bed is mobDoor? it has to be mobBed, or I don't know something.
Ocmobdoor is standard practice because it allows the bed to be used from both sides (left and right) if I remember correctly
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Zitat von Milky-Way
Ocmobdoor is standard practice because it allows the bed to be used from both sides (left and right) if I remember correctly
I did not know, thanks.
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Zitat von Dada
So, you tried to change to ASCII or the problem solved?
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Zitat von Dada
Sorry, didn't got to test it anymore
Baby takes too much of my time (And NieR utomata came for Switch... )
Hopefully tomorrow
ok
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0.32
- When selecting a polygon, its material is now selected in the list of all materials
- The autoCamFocusVobName field now works. This is the name of the vob that the camera will focus on when flying. Attention! This field automatically creates a target spline after starting the camera. If you suddenly want to remove the focus on the vob later, then do not forget to delete this key
- UI improved: deleting/inserting vobs/inserting vobtrees is now much faster
- Added icons for selected vob property like original Spacer (thanks to Jr)
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0.33
- The window for searching sounds by name is returned
- Some UI elements have been sped up (search)
- Fixed a visual error when pasting a vob, sometimes such a wob vas not selected after pasting
- Added the ability to display zSpy debugging in the information window, the debugging level can be configured there
- Info window size can now be resized
- The "Find" button has been added to the "Vobs container" window, it duplicates the functionality of the F1 button to search for vobs within a radius of the camera
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0.34 (Added Materials filter)
- In "Search" added the option "Match names"". With its help, you can find vobs, which have the same name
- In "Search" option added "Search for oCItem in oCMobContainer"". With it, you can find oCitem by name, not only on the map, but also in chests (containers)
- Improved polygon selection with selection tool
- Added "Materials filter". In it you can set the necessary properties of materials before compiling the world. To save the properties of the materials, you must press the "Save changes " button
- Vob search radius in "Vob container" increased to 5000
- Fixed a bug with VobTree replacement, sometimes the spacer could freeze or crash
- Menu "Settings->Management" renamed to "Settings->Vobs", as it makes more sense
- In the item locator, you can now select the type of oCItem that will be displayed on the screen
- A Bug fixed, vob coordinates (position) no longer reset if the vob was moving, while the user was changing other properties in the vob properties window
- Removed "Materials" tab from the "Object List" window", now, with the Material Filter, it is not needed"
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Thanks for the Update!
But why is since v 0.25 it not more possible to re-compile existing world's?
I change often my Mesh an than i have reroll to 0.24 to compile it with the vobs.
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Zitat von neocromicon
Thanks for the Update!
But why is since v 0.25 it not more possible to re-compile existing world's?
I change often my Mesh an than i have reroll to 0.24 to compile it with the vobs.
Load your edited Mesh and then load vobs (uncompiled zen) -> compile world.
What exactly do you mean by compiling existing world? I mean, I removed that stuff, but I think it is a bug.
I will check anyway.
Write me exactly step by step how you use your recompiling, if it is ok, I will return compile world.
Geändert von Liker (08.11.2022 um 07:23 Uhr)
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0.34 (Updated)
- Fixed a bug where the spacer could freeze while closing
- World compilation is again available on an already compiled world, but only through a setting. Set the [SPACER] section canCompileWorldAgain=1 in spacer_net.ini to enable this feature
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