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 Post subject: Re: Drac~Test
PostPosted: Sun Dec 27, 2020 5:14 am 
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OK, here's another possibility: if you had an earlier version of the level and Trespasser copied the level files to its main folder, it may not have deleted them and sicne they don't correspond to the version you currently are attempting to run, you'd get something like that... try removing the copies of level files from Trespasser's main folder (NOT the CD\data folder!) so that Trespasser will copy them anew...

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 Post subject: Re: Drac~Test
PostPosted: Sun Dec 27, 2020 5:39 am 
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Oh right. Tres CE can play levels directly out of the custom \mods\ _ _ _ folder, without it being in the data folder, for whatever reason. Found out by accident one time when I wanted to store a level there temporarily.

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 Post subject: Re: Drac~Test
PostPosted: Sun Dec 27, 2020 7:30 am 
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machf wrote:
OK, here's another possibility: if you had an earlier version of the level and Trespasser copied the level files to its main folder, it may not have deleted them and sicne they don't correspond to the version you currently are attempting to run, you'd get something like that... try removing the copies of level files from Trespasser's main folder (NOT the CD\data folder!) so that Trespasser will copy them anew...

Already checked that, was one of the first things I suspected. A GUIApp check might help resolve this though. I'm also going to quickly look at the rendering settings in the actual level and see if there's anything there that might be off.

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 Post subject: Re: Drac~Test
PostPosted: Sun Dec 27, 2020 11:06 am 
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TheIdiot wrote:
A GUIApp check might help resolve this though. I'm also going to quickly look at the rendering settings in the actual level and see if there's anything there that might be off.


I took a look, and nothing stands out, not that would cause invisible objects at least AFAIK. However, moving around the start area in GUIApp gives this error:
"Terminal Error: code 1015 at 779 in .\Source\Lib\Renderer\PipeLine.cpp"
I have no idea what it means but the level works fine moving around if you press ignore but it still reports on that error.

PS: Stop using base mesh that do not end with "-00", GUIApp reports it as an error :P

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 Post subject: Re: Drac~Test
PostPosted: Sun Dec 27, 2020 5:05 pm 
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tatu wrote:
I took a look, and nothing stands out, not that would cause invisible objects at least AFAIK.

Alright, darn...

Quote:
However, moving around the start area in GUIApp gives this error:
"Terminal Error: code 1015 at 779 in .\Source\Lib\Renderer\PipeLine.cpp"
I have no idea what it means but the level works fine moving around if you press ignore but it still reports on that error.

Huh. Well it is a test level. Various unusual things that might give unusual errors. For some reason the set-up of small clusters of objects with great distances between, comes to mind as one, but I'm not sure why this might be more or less significant.

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PS: Stop using base mesh that do not end with "-00", GUIApp reports it as an error :P

Haha, I remember that GUIApp error from years back. And well in the past year or more I've been more strict about object names, including always adding -00 and usually 01-00, 02-00 etc. Of course CAnimals and Anne bring up the error naturally. What objects didn't end in -00?

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 Post subject: Re: Drac~Test
PostPosted: Sun Dec 27, 2020 5:20 pm 
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Draconisaurus wrote:
Quote:
PS: Stop using base mesh that do not end with "-00", GUIApp reports it as an error :P

Haha, I remember that GUIApp error from years back. And well in the past year or more I've been more strict about object names, including always adding -00 and usually 01-00, 02-00 etc. Of course CAnimals and Anne bring up the error naturally. What objects didn't end in -00?


Haha. I know GUIApp doesn't like those triggers either without the -00. However I am unsure if they actually cause any issues in-game.
IIRC it was some foliage. :P

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 Post subject: Re: Drac~Test
PostPosted: Sun Dec 27, 2020 5:52 pm 
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Oh heh. Those are from LoneHunter by enigma, and I don't like to change fan-made model names these days.

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 Post subject: Re: Drac~Test
PostPosted: Sun Jan 03, 2021 5:51 pm 
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Any other interesting stories from the level? Or any tests people are thinking of putting in their own work?

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 Post subject: Re: Drac~Test
PostPosted: Tue Jan 05, 2021 11:38 pm 
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I'm going to try to check this out on my crappy laptop, but seeing that I'm getting like 5 fps, it's really annoying trying to
play levels. Even TresEd jerks around, makes it truly difficult to do anything.

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 Post subject: Re: Drac~Test
PostPosted: Wed Jan 06, 2021 1:30 am 
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Hmm, maybe min settings in software mode? The CE trespasser.ini lets you set DX9 to false.

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