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Old 5th Jun 2010, 04:54 PM DefaultOLD: s3pe_1006-05-1643 #1
pljones
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This thread is for people wanting to test at the bleeding edge of development. If you're looking for the stable release, please switch to this thread.

Any questions regarding the behaviour of this release should be posted as replies below.

Bug reports for this version in this thread please!

Equally as important, post if it's all working perfectly...

-----------------------
Windows Easy Installer version

Unpack-It-Yourself version
-----------------------

Change Summary
Respin to pick up Ambitions s3pi changes.
Last edited by pljones : 12th Jun 2010 at 08:37 PM.
Old 5th Jun 2010, 04:56 PM #2
pljones
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s3pi_1006-05-1637 -- latest rev: 435

Consistent approach to Add() - use a constructor. And make sure that constructor works.
Includes FIX for RSLT Part constructor not initialising TranformElements.
FNVHash: Store return value in HashValue.
Sims3PackCRC: Initial (non-functional) attempt at Sims3PackCRC.
CatalogResource: EP2 support in OBJD. Plus change the way CatalogResources get displayed.
RSLT: SevenFloats: Oops: Unknown4 should write to unknown4, not unknown1.
TXTC: Oops: Initialise the EntryBlocks when creating a new SuperBlock.
S3SA: EP2 support. New game version string.
DemoPlugins: Rework/overhaul helpers help in helpers.txt.
Package: Handle Memsize=0xFFFFFFFF resources as if they were "new".

Link to SourceForge: s3pi_1006-05-1637.
Old 5th Jun 2010, 05:14 PM #3
pljones
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Quote:
Originally Posted by pljones
Consistent approach to Add() - use a constructor. And make sure that constructor works.
In case anyone reads through and spots them... I have subsequently noticed a few more places where Add() is passing a parameter list rather than calling "new ClassName(0, null)" like it should. There may be good reasons in certain cases but I should at least comment them! Otherwise I won't remember why they're like that.
Old 5th Jun 2010, 08:37 PM #4
cmomoney
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Quote:
Originally Posted by pljones
...
Sims3PackCRC: Initial (non-functional) attempt at Sims3PackCRC...

Non-functional?! Awww.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
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Old 5th Jun 2010, 08:51 PM #5
pljones
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As in, I've not finished writing it yet but, as nothing calls it and it compiles cleanly, I didn't exclude it from the build... And shh, people might get ideas I'm working on something...
Old 6th Jun 2010, 02:06 PM #6
Buzzler
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Everything is working perfectly thus far.

Question: Can I change the version of S3SA resources on the fly or do I have to make a new resource to change it? (No, I can't just try it myself, because the nag screen doesn't seem to work for me - so there's no way to tell if anything actually changed.)

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Old 6th Jun 2010, 02:08 PM #7
Inge Jones
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Doesn't it simply show you the number in the grid?

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Old 6th Jun 2010, 02:10 PM #8
orangemittens
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Quote:
Originally Posted by pljones
As in, I've not finished writing it yet but, as nothing calls it and it compiles cleanly, I didn't exclude it from the build... And shh, people might get ideas I'm working on something...


too late if this is what I think it is this is pretty great news
Old 6th Jun 2010, 02:10 PM #9
pljones
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Quote:
Originally Posted by Buzzler
Question: Can I change the version of S3SA resources on the fly or do I have to make a new resource to change it? (No, I can't just try it myself, because the nag screen doesn't seem to work for me - so there's no way to tell if anything actually changed.)
When you change a V1 to a V2, the value in GameVersion will be written out. (It could be a zero length string, of course, if you don't set a value.) Conversely, when you change a V2 to a V1, the value in GameVersion will not be written out, regardless of the content.

I've no idea what the game will actually make of either of 'em, of course.
Old 6th Jun 2010, 02:13 PM #10
Thistleryver
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Is there a particular format that you would like a bug report to be in and what do I need to include? (I have never written a bug report before )

For example, when I click 'File -> New' to create a new package and then try to add a Resource ('Resource -> Add') this error occurs:

The type initializer for 's3pi.Extensions.ExtList' threw an exception.

Do I need to copy and paste everything under 'Details' because there's alot of it and I don't know if it is necessary?
Old 6th Jun 2010, 02:15 PM #11
Inge Jones
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Thistle, I will see if I can repeat your problem on my setup. Are you actually using the S3PE linked in the first post of this thread now?

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Old 6th Jun 2010, 02:17 PM #12
Thistleryver
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Quote:
Originally Posted by Inge Jones
Thistle, I will see if I can repeat your problem on my setup. Are you actually using the S3PE linked in the first post of this thread now?


Yes. I have switched to it. I have figured that since I don't want to play the game without the mod I might try the new version out. But I worry that I won't be much help. I don't know what all the version revisions mean, so I feel a bit dumb.

I may look at the source code. I do know C++ so I might learn something.
Old 6th Jun 2010, 02:35 PM #13
Buzzler
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Quote:
Originally Posted by Inge Jones
Doesn't it simply show you the number in the grid?
It does, but I wasn't sure if changes there would affect a finished package. I.e. if I could make my packages nag-screen-compliant by changing the version or if I would have to create new packages.

Quote:
Originally Posted by pljones
I've no idea what the game will actually make of either of 'em, of course.
Well, pre 1.12 game versions are obviously unable to load V2 S3SA resources and 1.12 games will show the nag screen if they find a V1 resource or a V2 resource without the appropriate version number. I think. Like I said I'm unable to really try it myself, since the nag screen doesn't work for me. Not really convenient for someone who writes mods.

Quote:
Originally Posted by Thistleryver
For example, when I click 'File -> New' to create a new package and then try to add a Resource ('Resource -> Add') this error occurs:

The type initializer for 's3pi.Extensions.ExtList' threw an exception.{...}
I cannot confirm this and I used Resource->Add at least half a dozen times with this build.

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Old 6th Jun 2010, 02:43 PM #14
Inge Jones
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Quote:
Originally Posted by Buzzler
I cannot confirm this and I used Resource->Add at least half a dozen times with this build.


Looks like you're gonna have to paste the whole error in then, Thistle

simlogical
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Old 6th Jun 2010, 02:48 PM #15
Thistleryver
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I restarted my computer and now it works.

This is good, I guess but confusing.
Old 6th Jun 2010, 03:46 PM #16
Menaceman44
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Is there any reason why the order in which OBJD contents display has been reversed in the preview panel? Prior to this version if the OBJD had no name in the left panel I could see what item it was by looking at the Common Block in the first few lines in the preview panel. Now this information is listed almost last in the preview making finding certain OBJDs more time consuming than it needs to be.

Plus, on a side note, I believe that Function Subcatagory 1D relates to the new Sculpture catagory. I've yet to check properly in game but recent store items which show under Sculptures are tagged with 1D set to true.
Old 6th Jun 2010, 05:12 PM #17
Inge Jones
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Menaceman44, good point about the common block. Peter will change it back to the top soon.

simlogical
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Old 6th Jun 2010, 06:02 PM #18
pljones
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Just to explain. Yes, there was a good reason: I've added [ElementPriority()] attributes to all the CatalogResource fields so that they're displayed in the same order as on the Wiki (and, hence, following the file layout). More logical.

Admittedly it makes the preview annoying. So I'm happy to frig the value returned for display to be more useful. The Grid will continue to have them in the correct order, however. (Indeed, if anyone wants to say "please don't display the materials in the preview at all" I'd be more than happy to oblige .)
Old 6th Jun 2010, 07:32 PM #19
Raven Shadow
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Here's a bug I've seen before, but don't know if it's reappearing or got forgotten.
The Replace commands (via right click menu & via the Resource menu) do not work.
When used it will ask you to select a file, but that file is never imported and the original remains untouched.

The new files ( textures ) are named for my convenience, and not in the format S3PE exports them with, could this
be the cause?
Old 6th Jun 2010, 08:20 PM #20
pljones
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1. You imply there may have been a version where it was working -- do you know if there was and, if so, which version?
2. You imply there may be an issue with the files you're importing -- have you tried "normal" exported files and found the same problem?

If you could add those details, it'll help cut down on where I need to look. Thanks!
Old 6th Jun 2010, 09:04 PM #21
Inge Jones
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It's working ok for me.

simlogical
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Old 6th Jun 2010, 09:36 PM #22
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Quote:
Originally Posted by pljones
1. You imply there may have been a version where it was working -- do you know if there was and, if so, which version?
2. You imply there may be an issue with the files you're importing -- have you tried "normal" exported files and found the same problem?

If you could add those details, it'll help cut down on where I need to look. Thanks!


1)
after some searching ... I believe this (post 6) post for version s3pe_1002-07-1313 ,
is the 1st version that I had noticed it was broken.

2)
I don't think I've bothered with the replace function since s3pe_1002-07-1313.
I got in the habbit of just using the Import option instead, Until earlier today,
when I tried the Replace option with a file named Overlay.dds and nothing happened.

Edit.
It's the filename, It won't replace if the file isn't named exactly as it would be when exported.
examples:
S3_01D10F34_00010000_4AF756DD4240D4F3%%+MLOD.lod = accepted filename

Overlay.dd = unaccepted filename
Last edited by Raven Shadow : 6th Jun 2010 at 09:47 PM.
Old 6th Jun 2010, 09:45 PM #23
Inge Jones
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Ok I have just tried with a DDS, and again it's worked for me.

simlogical
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Old 6th Jun 2010, 09:48 PM #24
Raven Shadow
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sorry inge, i updated the post above while you were posting.
the problem is in the filename
Old 6th Jun 2010, 10:27 PM #25
Inge Jones
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I'm afraid I have to disagree with that too. I changed the name for my test in the first place because I wanted to be able to easily see which one I was intending to test with.

Are you completely sure you're not accidentally runnung the old version that was broken or that you haven't got an old ddl iin your install folder?

Anyone else getting this problem?

simlogical
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