utilitas
Junior Member
I can do this all day.
Posts: 59
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Post by utilitas on Jul 1, 2018 21:30:24 GMT
I'll likely be adding more bugs and issues as I mess around with the level editor further, however;
The Delete button doesn't delete moons. Specifically, it doesn't delete any bodies that have a second order parent. I can delete the central body and any planets orbiting it, but I cannot delete anything orbiting any of those planets. I have to delete the second order parent body and replace it to remove the moons.
Crash while editing body atmosphere. No crash report logged. It appears to be happening when adding new gases after the percentages for other gases (at least two) are over 100%, even if the new gas takes up 0%.
The main level editor date is locked to J2200-J2300. I find it should be possible to specify a custom year, free from the default campaign's timeline.
Sidereal rotation slider for bodies is too sensitive, and can enter negative values. The duration jumps directly to tens of years, while I would expect it to start at minutes/hours and reach to decades.
Music in CDE\Mods\Audio do not appear in the main menu audio selector. Neither .ogg or .mp3 files appear.
Furthermore, as a suggestion - importing custom campaign files back into the game would be very useful, both for debugging and for simplifying work, as bodies aren't available inbetween individual levels.
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Post by qswitched on Jul 2, 2018 1:40:18 GMT
Fixed the crash and widened the editor date in the latest hotfix. I'll get to the other issues soon.
Can you clarify your last point though? Bodies should be reusable between levels, with the "Add Existing Body" button.
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utilitas
Junior Member
I can do this all day.
Posts: 59
|
Post by utilitas on Jul 2, 2018 9:26:44 GMT
Oh, nevermind. I was confused with the "add bodies" button since it wouldn't allow me to add more of the same body. And the gasses bug seems to finally logged a crash report, though I have a feeling there are actually two crashes related to gasses. Assertion at \mac\home\documents\code\utilities\utilities\core\referencecounting.cpp(67): Tried to unregister an already unregistered pointer. Controllers Error: EXCEPTION_BREAKPOINT 0 0x75e78f62 DebugBreak Line Info Error 487 1 0x00d93a26 ?CheckForWeakRelease@ReferenceController@util@@AAEXXZ Line Info Error 487 2 0x00e0bd25 ??$PruneWeakArray@UUIWidget@@@util@@YAXAAV?$Darray@V?$WeakPtr@UUIWidget@@@util@@@0@@Z Line Info Error 487 3 0x00e0f6bd ?Render3DUI@Interface@@QBEXXZ Line Info Error 487 4 0x00dc151d ?Render3DUI@GameManager@@QAEXXZ Line Info Error 487 5 0x00dcbe60 ?RenderGame@@YAXPAVGameManager@@@Z Line Info Error 487 6 0x00db9daa ?EngineCoreLoop@@YAXXZ Line Info Error 487 7 0x00e43857 __scrt_common_main_seh f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl(283) 8 0x75a87c04 BaseThreadInitThunk Line Info Error 487 9 0x77dbad1f RtlInitializeExceptionChain Line Info Error 487 10 0x77dbacea RtlInitializeExceptionChain Line Info Error 487
This one appears to be related to adding atmospheric gasses inbetween other entries rather than adding one at the end. There is another unlogged crash when adding more than two ship names, either normal or flagship. Additionally, there is a general issue with planet texture rendering. The colors are very off. This is, for example, a screenshot of TRAPPIST-1G in the level editor with its custom texture applied. And this is what it should look like.Of course, the light from TRAPPIST-1, being from an M-class red dwarf, is very red, but I wouldn't expect it to completely swamp out all blue. It may be realistic, but only for the perfect aperture of the player's viewpoint. I assume the player camera sees all colors equally on a linear scale. This would not apply in real life to a human observer - human eyes operate on a roughly adaptive logarithmic scale and have a higher bias towards blue light. Our photoreceptors are much more sensitive to blue light than red or green. In other words, the human eye would see a red dwarf system a lot differently than in game. Take an example from Space Engine's implementation of lighting. For some reason, none of the bodies' orbits are drawn. It might be because all of them are technically on non-keplerian orbits, but this is a problem even in individual sandbox levels around single bodies. This screenshot should be showing at least 7 orbital paths of 7 bodies (and one moon), but the grid is completely blank. The same occurs in sandbox encounters.
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Post by qswitched on Jul 3, 2018 3:10:35 GMT
All previously mentioned crashes should be fixed in 1.2.1.2.
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Post by Fgdfgfthgr on Aug 11, 2018 8:12:51 GMT
But I still can't delete moon.
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Post by AtomHeartDragon on Aug 11, 2018 8:33:12 GMT
Deleting moon is a risky business - has anyone read Seveneves?
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