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« Reply #7590 on: December 24, 2011, 08:46:56 PM » |
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Christmas release edition: May it bring Christmas cheer to Brawl hackers everywhere!
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« Reply #7591 on: December 24, 2011, 10:33:25 PM » |
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@Xiggah: Release of what? Brawlbox or DAE to CHR0 script.
@BlackJax96: I voted for STR0 editting.
BTW, I have a question: What's a PAT0?
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« Reply #7592 on: December 24, 2011, 10:47:52 PM » |
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BTW, I have a question: What's a PAT0?
A texture visibility sequence. Anyway, I finished two of the poll options completely, excluding the last two.  And they weren't necessarily both top voted options though, so it'll be a surprise >:3 I finished them both completely too; no errors from what I've tested.
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« Reply #7594 on: December 24, 2011, 11:29:31 PM » |
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well, there's something I can at leastuse for DPv4.5 
nice work BJ ^_^
also... mind if I ask for a few ideas?? :/
1- I need to order my error messages, but IDK what the best order is... would you happen to have any idea?? (which error type comes first, and so on...)
2- I need a better method for updating files... you got any ideas??
What do you mean by error message ordering? Don't they just pop up and then you fix em? And I have no idea, I just update Brawlvault with new versions.
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« Reply #7595 on: December 25, 2011, 03:22:29 AM » |
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Poll: Metal materials.
The thread started as a model importer, and a good metal material should be possible the earlier, cause in the meanwhile, imports can't be perfect. None of them.
Still, if it could not get done before releasing, its okay...
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« Reply #7596 on: December 25, 2011, 05:12:32 AM » |
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What do you mean by error message ordering? Don't they just pop up and then you fix em? ok... umm... I'm defining functions for plugin use... so say if you want to read an 8bit value. so I've defined u8() to do that. read: v = u8('') write: u8(56)
but let's say you have an invalid write value: u8(480)
instead of the interpreter returning the error and cashing the program, I wanted the program to simply stop the curremt process and return an error.
to do this, I need a good error system, with LOADS of messages. but I don't want the messages to be scattered in the error list as I add them... so I need coded messages...
but I'm confused beyond that point, and unsure of what to do... >_> eh heh 
and about the updater... this is for detecting if certain program files, plugins, extensions, or image handlers have had an update... it will overwrite your current files with the update only if you want it to. I'm more than confused on how to build it and just need advice on things 
EDIT: if you want, we can discuss things pertaining to UMC over on my forum... apparently the mods don't want me discussing it here or they would'nt have deleted my thread... >_> (I did point out to delete it only if they felt it neccesary, and they did...) ^I'm not going to ask why. 
EDIT2: WOOT for 1991 posts  (my birthdate year)
EDIT3: opps... about the errors... I need coded errors yes, but I don't want the codes to be in the order of 'as I add the errors'... what I need is a better format
EDIT4: found something along the lines of what I was looking for: http://en.wikipedia.org/wiki/error_message
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« Last Edit: December 25, 2011, 06:54:28 AM by Tcll »
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« Reply #7597 on: December 25, 2011, 11:44:13 AM » |
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I should have the beta in the vault in approximately one hour and 15 minutes, at latest. I just need to wrap up some stuff that's not done and uncomment all the error handlers. Poll: Metal materials.
The thread started as a model importer, and a good metal material should be possible the earlier, cause in the meanwhile, imports can't be perfect. None of them.
Still, if it could not get done before releasing, its okay...
Somewhere along the line yesterday, I fixed what was causing it to not save correctly. So now everything works right, but I'm not sure if it works in-game. It even adds the texture matrices to the objects without any problems (unlike the currently released version). *stuff*
In C#, all you need to do to catch an error is use try { //code } catch { //something went wrong } And it applies to all the functions called within the try block, even the functions those functions call, etc.
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« Reply #7598 on: December 25, 2011, 11:51:45 AM » |
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I should have the beta in the vault in approximately one hour and 15 minutes, at latest. I just need to wrap up some stuff that's not done and uncomment all the error handlers.
Somewhere along the line yesterday, I fixed what was causing it to not save correctly. So now everything works right, but I'm not sure if it works in-game. It even adds the texture matrices to the objects without any problems (unlike the currently released version).
I really hopeit works ingame 8D seriously, we are not worth to see the brawlbox god  *flees before someone kills me with a giant toothspick*
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Stupid Tinypic :C
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« Reply #7599 on: December 25, 2011, 01:50:50 PM » |
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@BJ: yea... that's what I'm doing...
try: #code except ValueError: #used for detecting 'string'+int(9) error(code_ID)
what's the best way to organize the error codes/messages??
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« Reply #7600 on: December 25, 2011, 02:10:14 PM » |
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Already noticed a problem. Upon opening any archive file with an SHP0 file in it (FitGanonMotion.pac, for instance), BrawlBox just up and crashes.
(EDIT: And "Object reference not set to an instance of an object." when modifying the materials in any way...)
(EDIT 2: Nope, not just the materials. Seems to do that for any model I try modifying after it's already been saved...)
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« Last Edit: December 25, 2011, 02:40:12 PM by RandomTBush »
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« Reply #7601 on: December 25, 2011, 02:20:12 PM » |
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whats new in this brawlbox is it now possible to merge two animations to one? and posible to do that one models too like mario kirby hat sitting on Sonic´s head in one model without needing to import sonic and rig sonic again ´?
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #7602 on: December 25, 2011, 02:52:43 PM » |
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I found an bug about importing object, I will take it after I have test ingame whats new in this brawlbox is it now possible to merge two animations to one? and posible to do that one models too like mario kirby hat sitting on Sonic´s head in one model without needing to import sonic and rig sonic again ´?
I already testing this with sonic and mariocap xD
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« Last Edit: December 25, 2011, 02:53:40 PM by pikazz »
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Stupid Tinypic :C
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« Reply #7603 on: December 25, 2011, 03:08:26 PM » |
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Already noticed a problem. Upon opening any archive file with an SHP0 file in it (FitGanonMotion.pac, for instance), BrawlBox just up and crashes.
(EDIT: And "Object reference not set to an instance of an object." when modifying the materials in any way...)
(EDIT 2: Nope, not just the materials. Seems to do that for any model I try modifying after it's already been saved...)
Hmmm, I'll see if I can fix it and then update the dl.
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« Reply #7604 on: December 25, 2011, 03:18:27 PM » |
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 will release oneslot sonic-mario cap soon the importion of objects working great! problem is that if you import one polygon, let say my cap to sonic. marios cap's object is polygon0 and gets add as polygon26 the little problem is that sonics own "polygon0" gets affected with mario's material and "visibilty bone" and leaving polygon26 unaffected. you can make those changed by yourself, it's no big deal but that one flaw I found
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Stupid Tinypic :C
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