CaveEditor again (beta, maybe alpha)

Jul 13, 2009 at 4:22 AM
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Jul 13, 2009 at 4:40 AM
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Wistil said:
I put that up but didn't get any responses though its gotten 2 dozen views. Has anyone actually having problems with the graphics tried running it?

I have. :3
And yes, all three are supported, but no, it's not fixed.

Howver, I've done a little poking around with ProcessActivityView, and whenever I open a map (or anything with and associated *.pbm), it informs me that 0 bytes have been read from the pbm. Maybe that'll help?

p19883-0-0read.png
 
Jul 13, 2009 at 11:10 PM
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hmmm. I got the exact same results on a computer that did display the images...
I'm guessing that ProcessActivityView has some issues. It was telling me just about every file was opened but not read and that some files I know it opened weren't ever opened (*.pxm files).

I'll keep looking for a solution.
 
Jul 14, 2009 at 3:04 AM
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Hrm...
Running out of ideas.
Are you using a dual-core processor?
And if so, is CE being assembled in such a way as to make it try to load images on a seperate thread on a second processor? (ie. a processor I don't have...)
 
Jul 14, 2009 at 3:08 AM
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DragonBoots said:
Running out of ideas.
Well what is your computer missing that most other computers have?

DragonBoots said:
I have. :3
And yes, all three are supported, but no, it's not fixed.
Did the images on the left show up?
 
Jul 14, 2009 at 3:18 AM
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andwhyisit said:
Well what is your computer missing that most other computers have?

Uhm... Nothing really. I mean, nothing in this hunk of junk (save the wireless adapter and fan) is younger than 6 years old, but it has video, sound, etc.
I'm not ruling out it being the computers fault, just expanding the possibilities.

On a side note, my brother's comp can't display the images either, and his is far, far more modern than mine. Back when Hippie lived, it had no trouble displaying the early CE on it, and the only real major difference between Hippie and DinoComp is in the disk space, ram and processor (Hippie ran a dual-core, which is where my logic in previous post was stemming from...)

andwhyisit said:
Did the images on the left show up?

Yeah, the images displayed, including the alpha effects.
Leads me to wonder if it's having an issue with the Get, but is fine on the Display.
 
Jul 14, 2009 at 4:00 AM
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DragonBoots said:
Yeah, the images displayed, including the alpha effects.
Leads me to wonder if it's having an issue with the Get, but is fine on the Display.
How could it load the exe yet not the pbms? I sense a conspiracy.*

Can I please have a quick rundown on how the images are loaded, processed and displayed onscreen?

*Maybe.
 
Jul 14, 2009 at 4:18 AM
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DragonBoots said:

Yeah, the images displayed, including the alpha effects.
Leads me to wonder if it's having an issue with the Get, but is fine on the Display.

Ok that's makes even less sense to me since both CE and the DisplayTest App use the exact same classes for opening and displaying the images as CE does.

I've uploaded a special version of CE (with error log) to the first post that may resolve the issue and if not it should at least tell us where the error is occurring.
It writes all errors in loading images to an error.log file. If it fails to load the image via the CImage Load() function it'll try using the previous function I once used for loading images.
Here's hoping.


andwhyisit said:
Can I please have a quick rundown on how the images are loaded, processed and displayed onscreen?

Certainly, Andwhyisit.

When the program first starts it loads the CE_Tiles.png file which has the different tile types in it.
After that, the first .pbm loaded occurs when opening any of the following: tileset, sprite, or background editors. These are pretty basic so I won't go into them.
On loading the Map editor it loads the background .pbm and the tileset .pbm used for displaying the map.
To actually display the images I use wrappers for the Draw() class in CImage to draw each of the 3 levels of graphics (foreground tiles, background tiles, and the background itself) to system bitmaps.
These are then on top of one another in a 4th system bitmap before being drawn to the screen. This prevents mush of the flickering that would occur if I simply drew everything straight into the window.
 
Jul 14, 2009 at 4:55 AM
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Hrm...
Well, the debugger found squat.
Seriously.
Attached debug.
3 attempts; two with TDP and one with unmodified CS.
 

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Jul 14, 2009 at 5:12 AM
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Eureka!

I figured it out. And it's the simplest thing, but the most irritating.
CE requires 32 bit color to display graphics.
Which in my case is irritating, because it bumps my reolution down to 640 x 480 on a screen designed for at least 1024 x 768, preferably 1366 x 768.

Now that we know the cause, any way to fix it...?
 
Jul 14, 2009 at 6:20 AM
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DragonBoots said:
CE requires 32 bit color to display graphics.
That makes perfect sense.

@Wistil: Any chance that you can support 16-bit and 24-bit display setups while giving a startup warning for 8-bit and 4-bit?
 
Jul 14, 2009 at 10:52 AM
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andwhyisit said:
That makes perfect sense.

@Wistil: Any chance that you can support 16-bit and 24-bit display setups while giving a startup warning for 8-bit and 4-bit?

Hurrah!
:3
16 bit is more prefered.
But I'll make due at 640 x 480 res if I have to...
For now...
 
Jul 14, 2009 at 12:09 PM
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Finally! Thanks DragonBoots!

I believe that with some tests I should have a solution by the weekend!
 
Jul 14, 2009 at 1:29 PM
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Now that I can actually use the damnible device, I can commence breaking it.
Speaking of which, I noticed a *minor* bug in the script editor when the window is resized or minimized then restored - I don't know how to explain it, but the interface becomes garbled...y.
Apart from that, the only noticable thing is, when trying to replace a "No Map" (tons in my mod), it gives me an error "C:\path\*.pxe not found", and subsequently prevents me from 'adding' new maps.
And...
Apart from those two things, it looks damn epic.
I'm a little leery about using the NPC editor part; as I've made changes using Wedges' handy-dandy tool.
But.
Wow.
32 bits makes the world go round.

Ps. I can has cookie?
 
Jul 14, 2009 at 3:34 PM
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Jul 15, 2009 at 12:05 AM
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p19897-0-scriptglitch.png


Basically, all the buttons and the command-jiggery get all outta whack.
You can still use Tab to get to the buttons, but the mouse is useless for that.

To replicate:
Open Cave Editor.
Open a CS exe file.
Open any script.
Minimize the script editor.
Restore the script editor.
 
Jul 15, 2009 at 1:08 AM
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Ah I didn't beat boots to his screen shot.:)

New fixes up.
Fixed the script editor bug and Add Map bug (I need to look at this code a little better still).
Also, I did a quick fix to the color depth error. I still need to find a way to automatically detect this but for now you can set it manually under Options.

I did some really bad programming practices with this last set of updates and I think I'll be focusing cleaning up code to make sure CE is a bit more robust than is currently is.

Boots: You can has cookie :D
 
Jul 15, 2009 at 2:44 AM
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nice number of posts, wistil.
 
Jul 15, 2009 at 2:52 AM
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Nice number of posts to you too Lace :)
 
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