View Full Version : OLD: s3pe_1006-05-1643
pljones
5th Jun 2010, 04:54 PM
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/1006-05-1643/s3pe_1006-05-1643.exe/download)
Unpack-It-Yourself version (http://sourceforge.net/projects/sims3tools/files/s3pe/1006-05-1643/s3pe_1006-05-1643.7z/download)
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Change Summary
Respin to pick up Ambitions s3pi changes.
pljones
5th Jun 2010, 04:56 PM
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 (http://sourceforge.net/projects/s3pi/files/s3pi/1006-05-1637/).
pljones
5th Jun 2010, 05:14 PM
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! :rolleyes: Otherwise I won't remember why they're like that.
cmomoney
5th Jun 2010, 08:37 PM
...
Sims3PackCRC: Initial (non-functional) attempt at Sims3PackCRC...
Non-functional?! Awww. :(
pljones
5th Jun 2010, 08:51 PM
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... :P And shh, people might get ideas I'm working on something...
Buzzler
6th Jun 2010, 02:06 PM
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.)
Inge Jones
6th Jun 2010, 02:08 PM
Doesn't it simply show you the number in the grid?
orangemittens
6th Jun 2010, 02:10 PM
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... :P 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 :) :bunny:
pljones
6th Jun 2010, 02:10 PM
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.
Thistleryver
6th Jun 2010, 02:13 PM
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?
Inge Jones
6th Jun 2010, 02:15 PM
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?
Thistleryver
6th Jun 2010, 02:17 PM
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.
Buzzler
6th Jun 2010, 02:35 PM
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.
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.
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.
Inge Jones
6th Jun 2010, 02:43 PM
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
Thistleryver
6th Jun 2010, 02:48 PM
I restarted my computer and now it works. :|
This is good, I guess but confusing.
Menaceman44
6th Jun 2010, 03:46 PM
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.
Inge Jones
6th Jun 2010, 05:12 PM
Menaceman44, good point about the common block. Peter will change it back to the top soon.
pljones
6th Jun 2010, 06:02 PM
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 ;).)
Raven Shadow
6th Jun 2010, 07:32 PM
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?
pljones
6th Jun 2010, 08:20 PM
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! :)
Inge Jones
6th Jun 2010, 09:04 PM
It's working ok for me.
Raven Shadow
6th Jun 2010, 09:36 PM
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) (http://www.modthesims.info/showthread.php?p=3049499#post3049499) 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
Inge Jones
6th Jun 2010, 09:45 PM
Ok I have just tried with a DDS, and again it's worked for me.
Raven Shadow
6th Jun 2010, 09:48 PM
sorry inge, i updated the post above while you were posting.
the problem is in the filename
Inge Jones
6th Jun 2010, 10:27 PM
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?
Raven Shadow
7th Jun 2010, 12:47 AM
{Original Post Deleted}
I found the problem, The DDS I was trying to import was not correctly made.
On many of the Specular textures the game uses, EA used the alpha channel
and an additional visibility channel.
When you edit the alpha channel, you also erase the overlapping contents
of the main layer, but when you edit the visibilty layer you HIDE the overlapping contents.
In the object i was editing they used this technique on the Overlay texture and I didn't
catch it, so when I imported or used the replace function, the texture looked unchanged,
because the DDS Viewer was taking the visibility layer into account when displaying it,
and i didn't when i edited it.
My appologies for the confusion.
pljones
7th Jun 2010, 07:45 AM
When it fails to import, is it just silently failing? (It shouldn't really ever just do that... it should only silently work. If it's not worked, it should tell you...)
Inge Jones
7th Jun 2010, 08:50 AM
Peter I think this was just a case of how it *appeared* in the DDS viewer. It was in fact a replacement image successfully imported.
pljones
7th Jun 2010, 10:39 PM
Ah, so no error at all. Fine :).
Buzzler
10th Jun 2010, 05:10 PM
Nothing changed since my inital report. Added, edited, replaced, duplicated, and imported S3SA, STBL and XML resources and everything is working just as it should.
Would be nice if resource names would be imported too BTW.
cmomoney
10th Jun 2010, 05:26 PM
Nothing changed since my inital report. Added, edited, replaced, duplicated, and imported S3SA, STBL and XML resources and everything is working just as it should.
Same here. :up:
pljones
10th Jun 2010, 06:11 PM
Resource names are imported if
a) You tick the "Use names" box on the import panel
and
b) The file names are in the right format
(The resource names are not held inside the resource data - the only place to get the name is the resource file name and it must follow the standard pattern.)
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