I have been using the most efficient design possible for my code to cut every corner possible and get this done asap. For example, here's the only character-specific code for parsing sheik's extra data offsets (usually articles and parameter lists).
Code:
public class Sheik : OffsetHolder { protected override Type OffsetsType { get { return typeof(Offsets); } }
If any of you guys can't open the model viewer anymore, can you do me a favor and test out each version of BrawlBox and find out specifically which version it stops working in?
Found an error with the latest version. I made my Lord Fredrik rig and while rotating a bone to test it, as soon as I let go the program throws an index out of range error. When I dismiss the error the bone keeps rotating when I let go of the left mouse button and when I try to click and let go, it keeps throwing the error till I quit. Wondering if my import was at fault, I tried it again on a clean Ike model. Same result.
About this, I tried rewriting the code and I think I accidentally fixed undo/redo altogether. I couldn't get it to throw any errors anymore, so there's that.
Brawlbox still gives an error when trying to save animations after editing. It'll give an error once, then you can save like normal. However, if you check back to (reopen) the animations, it's unchanged from how it was before.
I can't get this to happen. What animation type? Are you making it from scratch or editing an existing one?
Found an error with the latest version. I made my Lord Fredrik rig and while rotating a bone to test it, as soon as I let go the program throws an index out of range error. When I dismiss the error the bone keeps rotating when I let go of the left mouse button and when I try to click and let go, it keeps throwing the error till I quit. Wondering if my import was at fault, I tried it again on a clean Ike model. Same result.
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException() at System.Collections.Generic.List`1.RemoveAt(Int32 index) at System.Windows.Forms.ModelEditorBase.AddUndo(SaveState save) at System.Windows.Forms.ModelEditorBase.BoneChange(IBoneNode bone) at System.Windows.Forms.ModelEditorBase.MouseDownTargetBone(MouseEventArgs e, ModelPanel panel) at System.Windows.Forms.ModelEditorBase.modelPanel1_MouseDown(Object sender, MouseEventArgs e) at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e) at System.Windows.Forms.ModelPanel.OnMouseDown(MouseEventArgs e) at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ContainerControl.WndProc(Message& m) at System.Windows.Forms.UserControl.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Can't get this one to happen either. It has to do with undo and redo though which is buggy AF, so I'll just put a ton of error checks in there so no errors are thrown.
It's because those display settings are stored per viewport now, not per model. If they were still stored per model, then for example, the model would be hidden in all viewports.
I can see how this would be an issue trying to view vertices or wireframe or something for only one model at a time, but for hiding or showing all objects for only one model you can just click the "All" checkbox under the objects list for that model.
Still no .brsar save fix? I reported that one quite a while back.
I don't even get an error message, the program just closes. That's not easy to debug and fix. :L You should just use an older version in the meantime, I think v0.68d to v0.69b would be your best bet. Nothing new has been added to RSAR editing since then.
Sorry if this has been previously mentioned but the newest update doesn't allow me to copy a pose over frame 0/T-pose (I mainly do this so I can create renders haha by exporting the posed model) great work by the way!
I spy... with my little eye.... easier REL editing. :O
There anything you can't do, dude?
Haha well I don't know if I would call it much easier yet, but it's getting there. Most of the big changes for module editing in Brawlbox so far have been speed optimizations. I had to completely redo the code that stores information for every 4 bytes in a section because the previous method was using a class for EVERY SINGLE 4 BYTES in a section, even for every separate method node, which in turn took up a [censored] ton of memory. That kind of code was easier to program with, but extremely inefficient. Now it only stores data as necessary.
OI! Great work BJ. Stop stealing all my good ideas and implementing them faster than i can ;__; nah im just kidding, implemented faster and better than i anyways LOL
I WISH I HAD 3 MONITORS. i have the gfx cards for it but no spare monitors ;~; 2broke4me
lol I just got a converter cable yesterday so I can use my third monitor now, it's awesome. They're all old monitors from my dad's business though, so they're not very big but I didn't pay any munnies so it's all good. FOR NOW
I haven't been on the Brawl hacking scene in quite some time, but after seeing all of this progress you've done BJ, I'm very impressed. I hope you continue with BrawlBox.
Thanks Segtenders. It's great to hear nice feedback.
I really wish I could continue working on Brawlbox longer, but I want to develop my game full-time so bad ;-; It's really hard to pull away from the modding scene, there's so many things I'd like to program.
Working on a bug reporting system to go along with the updater changes. By the end of them, we should have XP support back. As well as an issue submision function on github when the app crashes (and a bug of the same title does not already exist). That way people don't have to report bugs here, or make an account on git to report them either. Simple, easy peasy