View Full Version : OLD: s3pe_1004-02-1436
pljones
4th Apr 2010, 11:27 AM
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 (http://www.modthesims.info/showthread.php?t=362412).
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...
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Windows Easy Installer version (http://sourceforge.net/projects/sims3tools/files/s3pe/1004-02-1436/s3pe_1004-02-1436.exe/download)
Unpack-It-Yourself version (http://sourceforge.net/projects/sims3tools/files/s3pe/1004-02-1436/s3pe_1004-02-1436.7z/download)
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Change Summary
Rename NullTGIIndex to FallbackIndex in OBJDs.
New LITE and RSLT RCOL Chunk handlers.
pljones
4th Apr 2010, 11:28 AM
s3pi changes -- latest rev: 391
ObjectCatalogResource: Rename NullTGIIndex to FallbackIndex.
AApiVersionFields: Add ElementPriority support.
GenericRCOL: New LITE RCOL Chunk handler.
GenericRCOL: New RSLT RCOL Chunk handler.
TGIBlockCombo: Move (xxxx) tag after tgi.
RunHelper: Set ExitCode to 1 before running the helper; check if Result is null and act as if user abandoned.
pljones
4th Apr 2010, 11:29 AM
s3pe changes -- latest rev: 484
Grid: Use ElementPriority support in AApiVersionedFields
Helpers: Remove "ExitCode = 1" from helpers.
(Pick up new bits from s3pi.)
Inge Jones
4th Apr 2010, 11:39 AM
Basically please test Grid editing RSLT and LITE
Inge Jones
4th Apr 2010, 03:32 PM
Thanks for the feedback :)
cmomoney
4th Apr 2010, 03:33 PM
Tested editing the LITE in different lamps, no problems. :up:
Raven Shadow
7th Apr 2010, 11:21 PM
I'm using to make a custom rslt for stackable shelves
and viewing the slots positions in another app.
No problems found yet.
1 question if i may.
Are you going to label the location of the X,Y & Z coordinates, to make them easier to identify (especially for the inexperienced) ?
BTW, Thank you, PLJones for getting this into S3PE, it's making my work so very much easier !
Inge Jones
8th Apr 2010, 08:34 AM
Could do. Can you confirm they are in the order X Y Z, and that Y is height? (In sims 2, Z was height)
Raven Shadow
8th Apr 2010, 12:41 PM
Well, I can confirm that when I edit Single[3], that slot's position moves to the left or right ( when viewnig from the front of the object), and objects placed on it
sit where expected.
And when I edit Single[7], that slot's position moves up or down, and objects place on it sit at a new height above (or below) the surface.
And when I edit Single[B] that slot's position moves forward or backward as expected.
The best proof I can offer is that the custom rabbit holes I posted at CS3, were successfully edited with the assumption that the Single[3] is the
Y-Axis (UP) and the stackable shelves I'm currently working use a completely home-made RSLT using the assumption that the Y-Axis is the up/down
axis and have had no issues related to that.
Morphar
11th Apr 2010, 08:19 AM
I tried the Import -> .dbc function to make one .package file of all of my .package files. It worked fine except for the Cherub hair by HystericalParoxysm on this site. Those three hairs give an exception error when imported into s3pe. The s3pe_1003-06-1044 version just hangs but now I get a message and an option to continue.
What's so special with that hair?
Inge Jones
11th Apr 2010, 08:50 AM
I beliebe that is known about a few hairs. Take them through Delphy's dashboard and see if there is anything about them that it can fix.
Morphar
11th Apr 2010, 10:18 AM
Already done that.
Inge Jones
11th Apr 2010, 10:42 AM
Thanks. Other than that all I can say is it is a known issue with some individual hairs and has so far been assumed to be a peculiarity of the content rather than an actual bug in the tool.
Raven Shadow
14th Apr 2010, 12:01 PM
The VPXY editor still has a couple bugs.
When you add a TGI entry, the Editor's Save button remains greyed out.
If you remove an entry from the parts list, the svae button becomes available, but if you edit the TGI entrie, aftwards, it greys outs before saving.
Actually if you makre any changes on the editors main window that activates the Save button, then makes any changes to the TGI entries, the
save button gets greyed out/disabled, before you can save.
bluegenjutsu
14th Apr 2010, 04:30 PM
All of HystericalParoxysm's all gender hairs have a problem with being added to any new package that you want to make with s3pe. The tool will just freeze after you start the process of trying to merge all the packages together, if you have any of HP's "all gender" hairs among them. I haven't tried it with any of HP's other hairs, just those.
Inge Jones
14th Apr 2010, 08:17 PM
The HP hair thing is a known issue, but thank you.
pljones
15th Apr 2010, 06:11 PM
The VPXY editor still has a couple bugs.
When you add a TGI entry, the Editor's Save button remains greyed out.
If you remove an entry from the parts list, the svae button becomes available, but if you edit the TGI entrie, aftwards, it greys outs before saving.
Actually if you makre any changes on the editors main window that activates the Save button, then makes any changes to the TGI entries, the
save button gets greyed out/disabled, before you can save.
Sorry, could you break that down a little so I can follow what you're doing, please?
Notes:
1) Before you change anything, Save won't be enabled.
2) If you change something that stops the editor thinking the file is valid, Save won't be enabled.
Raven Shadow
15th Apr 2010, 09:59 PM
Sorry, could you break that down a little so I can follow what you're doing, please?
Notes:
1) Before you change anything, Save won't be enabled.
2) If you change something that stops the editor thinking the file is valid, Save won't be enabled.
Well I opened a bed's package, selected the VPXY file and clicked
External > Edit VPXY.
In the VPXY Resource Editor I clicked the TGI BLocks... button.
In the TGI Block List Editor I deleted the reference to the _RIG file and
clicked Save.
The VPXY Resource Editor's Save button was still disabled, I could not save the changes.
I started over and opened the VPXY Resource Editor and deleted the _rig
from the Parts List.
The Save Button was now enabled, so I clicked the TGI BLocks... button
and deleted the reference to the _rig file in the TGI Block List Editor
and clicked the TGI Block List Editor's Save button.
The VPXY Resource Editor's Save Button was immediatley disabled,
I could not save the changes.
pljones
17th Apr 2010, 12:09 AM
Well I opened a bed's package, selected the VPXY file and clicked
External > Edit VPXY.
In the VPXY Resource Editor I clicked the TGI BLocks... button.
In the TGI Block List Editor I deleted the reference to the _RIG file and
clicked Save.
The VPXY Resource Editor's Save button was still disabled, I could not save the changes.Because there was a reference to something that didn't exist, making the file invalid. Correct behaviour for the editor. (If you really want to break the file, use the Grid... ;))
I started over and opened the VPXY Resource Editor and deleted the _rig
from the Parts List.
The Save Button was now enabledThe editor doesn't care that there are unused entries in the Block list (but it won't save them). Correct behaviour so far...
, so I clicked the TGI BLocks... button
and deleted the reference to the _rig file in the TGI Block List Editor
and clicked the TGI Block List Editor's Save button.
The VPXY Resource Editor's Save Button was immediatley disabled,
I could not save the changes.OK, now that sounds wrong. Thanks, I'll go investigate! :)
pljones
17th Apr 2010, 09:17 AM
....oh. SourceForge is down this weekend, which is a pain. Still, I can fix it and not publish it :D.
-edit-
Working on a fix...
Also, I found an unrelated bug in the TGIBlock list editor - you can't set the top byte of the Group. I'll fix that too.
-/edit-
cmomoney
18th Apr 2010, 03:11 PM
Not really a bug, I guess, but when you use the copy button to add presets, you have to commit before you can make any changes in the TGIBlock list editor. If you don't and you make a change in the copy, it changes the original as well, and vice versa.
eta: was posting when you posted. Is this related?
pljones
18th Apr 2010, 03:13 PM
Hah! Not a problem in the VPXY Editor, it turns out. AHandlerList<T> wasn't properly implemented - it wasn't raising change events for many of the methods that can update the list. (I guess when I first wrote it, I didn't bother with methods I wasn't using... very short sighted!) It now also has nice doc comments.
Now, you shouldn't have had a problem here anyway - just deleting the reference to the _RIG TGIBlock from the Part List is good enough - the editor only saves referenced TGIBlocks. Also, deleting stuff from the TGIBlock list means the references in the Part List go haywire, so it's generally not the best idea to edit the list, except when you're adding new entries.
pljones
18th Apr 2010, 03:59 PM
It could be... The AHandlerList<T> bug(s) could be the root of a number of strange things.
-edit-
The docs are up:
http://dino.drealm.info/peter/Help/
-/edit-
Raven Shadow
19th Apr 2010, 11:19 PM
You didn't post a link, so Is 1004-05-1621 the new QA version?
Inge Jones
19th Apr 2010, 11:39 PM
It's not published yet. May not happen till next weekend.
cmomoney
22nd Apr 2010, 11:22 PM
Further testing of editing the LITE resource allowed me to add light to the pedestal cube:
http://www.modyourpanties.com/hosting/18924_100422175236cubelites.jpg
This was done purely in the Grid, without importing anything. No problems or bugs :up:
Inge Jones
23rd Apr 2010, 08:04 AM
Hehe I can imagine puzzled sims wondering just how you get a spot of light coming from a plain wooden cube :D
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