09-26-2017, 02:04 PM
ElvenMalvin Написал:Лучше просто делать красивые локи, ну не как Респект только, а то он как плохой реппер, одни квадраты. :redlol:
всмысле ?:dz:
:gun1::es:
L2Editor
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09-26-2017, 02:04 PM
ElvenMalvin Написал:Лучше просто делать красивые локи, ну не как Респект только, а то он как плохой реппер, одни квадраты. :redlol: всмысле ?:dz:
:gun1::es:
09-26-2017, 08:51 PM
lordofdest;428146 Написал:P.S.S И кто знает может когда то сольют в шару наработки вроде Graveland.PL у которых и скилл двиг и аи были близки к механике ПТС. (Если ничего не напутал)Зачем? Там не все так радужно, как Вы думаете. А у упомянутых команд, я так думаю, есть и так сорс немезиса.
m0nster.art - clear client patches, linkz to utils & code.
Гадаю по капче.
09-27-2017, 06:51 AM
(Сообщение последний раз редактировалось: 09-27-2017, 07:09 AM lordofdest.)
n3k0nation Написал:Зачем? Там не все так радужно, как Вы думаете. А у упомянутых команд, я так думаю, есть и так сорс немезиса. Я и не говорил что там все прекрасно и радушно судя по тем сорцам что попадались на руки там чисто "продакшен" код. =р Добавлено через 8 минут fyyre Написал:I salute your project, and work. I try as you, in past -- without the luck. Also of to run with l2 dlls. This process more easier after share source code of UT2003-2107 and RO2-2226. А и теперь немножко по теме Текущий прогресс запуска редактора на Прелюде: Launch Log
Log: Log file open, 09/26/17 16:10:56
Init: Name subsystem initialized Init: Detected: Microsoft Windows NT 6.2 (Build: 9200) Init: Version: 2110 Init: Compiled: Nov 27 2003 00:42:23 Init: Command line: Init: Base directory: C:\Projects\l2editor\System\ Init: Character set: Unicode Log: Bound to Core.dll Log: Bound to Editor.dll Log: Bound to Engine.dll Log: Bound to Window.dll Init: Object subsystem initialized Init: Computer: PTUALS0442 Init: User: vlme Init: CPU Page size=4096, Processors=4 Init: CPU Detected: PentiumPro-class processor (GenuineIntel) Init: CPU Features: CMov FPU RDTSC PAE MMX SSE Init: CPU Speed=2594.071895 MHz Init: Memory total: Phys=2097151K Pagef=4194303K Virt=2097024K Init: Working set: 32000 / 159000 Init: Unreal engine initialized 'UnrealEd.exe' (Win32): Loaded 'C:\Projects\l2editor\System\ALAudio.dll'. Module was built without symbols. Log: Bound to ALAudio.dll Init: ALAudio: subsystem initialized. Log: UViewport offset = 0xc0 Log: UViewport offset = 0xe0 Log: UViewport offset = 0x18c Log: UCanvas size = 0x134 Init: Transaction tracking system initialized Log: Bound to IpDrv.dll Log: Bound to LineageEnv.dll Log: Bound to WinDrv.dll Log: Bound to Network.dll Init: Client initialized Log: Bound to D3DDrv.dll Log: VERIFY: Class D3DRenderDevice size problem; Script=199904 C++=180 Init: Direct3D adapters detected: Log: igdumdim32.dll/Intel® HD Graphics 5500 Init: D3D Driver: MaxTextureBlendStages=8 Init: D3D Driver: MaxSimultaneousTextures=8 Init: D3D Driver: MaxActiveLights=8 Init: D3D Driver: MaxPrimitiveCount=8388607 Init: D3D Driver: MaxVertexIndex=16777215 Init: D3D Driver: MaxStreams=16 Init: D3D Driver: MaxStreamStride=255 Init: D3D Driver: MaxVertexShaderConst=256 Init: D3D Driver: VertexShaderVersion=1.1 Init: D3D Driver: PixelShaderVersion=1.4 Init: D3D Driver: WARNING : no AGP support detected Init: D3D Driver: Supports trilinear Init: D3D Driver: Supports BLENDDIFFUSEALPHA Init: D3D Driver: Supports LOD biasing Init: D3D Driver: Supports Z biasing Init: D3D Driver: Supports D3DTOP_ADDSIGNED2X Init: D3D Driver: Supports D3DTOP_BUMPENVMAP Init: D3D Driver: Supports D3DTOP_BUMPENVMAPLUMINANCE Init: D3D Driver: Supports D3DTOP_DOTPRODUCT3 Init: D3D Driver: Supports D3DTOP_MODULATEALPHA_ADDCOLOR Init: D3D Driver: Supports D3DTOP_MODULATECOLOR_ADDALPHA Init: Unreal Engine Direct3D support - internal version: SB3 Init: D3D Device: szDriver=igdumdim32.dll Init: D3D Device: szDescription=Intel® HD Graphics 5500 Init: D3D Device: wProduct=20 Init: D3D Device: wVersion=19 Init: D3D Device: wSubVersion=15 Init: D3D Device: wBuild=4454 Init: D3D Device: dwVendorId=32902 Init: D3D Device: dwDeviceId=5654 Init: D3D Device: dwSubSysId=103551016 Init: D3D Device: dwRevision=9 Init: D3D Detected: Intel video card Init: D3D Device: using cubemaps [with mipmaps] Init: Editor engine initialized Log: Startup time: 7.097426 seconds Cmd: MODE MAPEXT=unr Log: VERIFY: Class CubeBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CubeBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CurvedStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class CurvedStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class SpiralStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class SpiralStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class LinearStairBuilder size problem; Script=120 C++=96 Log: VERIFY: Class LinearStairBuilder size problem; Script=120 C++=96 Log: VERIFY: Class TerrainBuilder size problem; Script=120 C++=96 Log: VERIFY: Class TerrainBuilder size problem; Script=120 C++=96 Log: VERIFY: Class SheetBuilder size problem; Script=120 C++=96 Log: VERIFY: Class SheetBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CylinderBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CylinderBuilder size problem; Script=120 C++=96 Log: VERIFY: Class ConeBuilder size problem; Script=124 C++=96 Log: VERIFY: Class ConeBuilder size problem; Script=124 C++=96 Log: VERIFY: Class VolumetricBuilder size problem; Script=112 C++=96 Log: VERIFY: Class VolumetricBuilder size problem; Script=112 C++=96 Log: VERIFY: Class TetrahedronBuilder size problem; Script=108 C++=96 Log: VERIFY: Class TetrahedronBuilder size problem; Script=108 C++=96 Init: Input system initialized for TerrainHeightmap Log: Opened viewport Log: Enter SetRes: 386x55 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Creating device Exception thrown at 0x742BA9F2 in UnrealEd.exe: Microsoft C++ exception: unsigned short at memory location 0x011F6FE8. Exception thrown at 0x742BA9F2 in UnrealEd.exe: Microsoft C++ exception: unsigned short at memory location 0x011F6BA8. Exception thrown at 0x742BA9F2 in UnrealEd.exe: Microsoft C++ exception: unsigned short at memory location 0x011F6FE8. Exception thrown at 0x742BA9F2 in UnrealEd.exe: Microsoft C++ exception: unsigned short at memory location 0x011F6BA8. Exception thrown at 0x742BA9F2 in UnrealEd.exe: Microsoft C++ exception: unsigned short at memory location 0x011F6FE8. Init: D3D Driver: CreateDevice: will use hardware transform and lighting. Init: D3D Driver: CreateDevice: will use hardware vertex processing Init: Input system initialized for TerrainLayers Log: Opened viewport Log: Enter SetRes: 420x174 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for TerrainDecoLayers Log: Opened viewport Log: Enter SetRes: 420x174 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Exception thrown at 0x02E1107D (Engine.dll) in UnrealEd.exe: 0xC0000005: Access violation writing location 0x00000001. И успех в последнем сообщении =р Добавлено через 18 минут А и это может кто ковырял D3DDrv какого хрена у него такой большой размер?) Log: VERIFY: Class D3DRenderDevice size problem; Script=199904 C++=180
09-29-2017, 03:32 PM
(Сообщение последний раз редактировалось: 09-29-2017, 03:38 PM lordofdest.)
Дела идут не плохо, так что кто знает что Дед мороз подвезет к НГ
Lauch log:
Log: Log file open, 09/29/17 15:17:28
Init: Name subsystem initialized Init: Detected: Microsoft Windows NT 6.2 (Build: 9200) Init: Version: 2110 Init: Compiled: Nov 27 2003 00:42:23 Init: Command line: Init: Base directory: C:\Projects\l2editor\System\ Init: Character set: Unicode Log: Bound to Core.dll Log: Bound to Editor.dll Log: Bound to Engine.dll Log: Bound to Window.dll Init: Object subsystem initialized Init: Computer: PTUALS0442 Init: User: vlme Init: CPU Page size=4096, Processors=4 Init: CPU Detected: PentiumPro-class processor (GenuineIntel) Init: CPU Features: CMov FPU RDTSC PAE MMX SSE Init: CPU Speed=2601.972215 MHz Init: Memory total: Phys=2097151K Pagef=4194303K Virt=2097024K Init: Working set: 32000 / 159000 Log: Failed to load 'Transient': Can't find file for package 'Transient' Warning: Failed to load 'L2NEnvManager Transient.L2NEnvManager0': Failed to find object 'L2NEnvManager Transient.L2NEnvManager0' Init: Unreal engine initialized 'UnrealEd.exe' (Win32): Loaded 'C:\Projects\l2editor\System\ALAudio.dll'. Module was built without symbols. Log: Bound to ALAudio.dll 'UnrealEd.exe' (Win32): Loaded 'C:\Projects\l2editor\System\DefOpenAL32.dll'. Module was built without symbols. Init: ALAudio: subsystem initialized. Init: Transaction tracking system initialized Log: Bound to LineageEnv.dll Log: Bound to WinDrv.dll Log: Bound to Network.dll Init: Client initialized Log: Bound to D3DDrv.dll Log: VERIFY: Class D3DRenderDevice size problem; Script=199904 C++=180 Init: Direct3D adapters detected: Log: igdumdim32.dll/Intel® HD Graphics 5500 Init: D3D Driver: MaxTextureBlendStages=8 Init: D3D Driver: MaxSimultaneousTextures=8 Init: D3D Driver: MaxActiveLights=8 Init: D3D Driver: MaxPrimitiveCount=8388607 Init: D3D Driver: MaxVertexIndex=16777215 Init: D3D Driver: MaxStreams=16 Init: D3D Driver: MaxStreamStride=255 Init: D3D Driver: MaxVertexShaderConst=256 Init: D3D Driver: VertexShaderVersion=1.1 Init: D3D Driver: PixelShaderVersion=1.4 Init: D3D Driver: WARNING : no AGP support detected Init: D3D Driver: Supports trilinear Init: D3D Driver: Supports BLENDDIFFUSEALPHA Init: D3D Driver: Supports LOD biasing Init: D3D Driver: Supports Z biasing Init: D3D Driver: Supports D3DTOP_ADDSIGNED2X Init: D3D Driver: Supports D3DTOP_BUMPENVMAP Init: D3D Driver: Supports D3DTOP_BUMPENVMAPLUMINANCE Init: D3D Driver: Supports D3DTOP_DOTPRODUCT3 Init: D3D Driver: Supports D3DTOP_MODULATEALPHA_ADDCOLOR Init: D3D Driver: Supports D3DTOP_MODULATECOLOR_ADDALPHA Init: Unreal Engine Direct3D support - internal version: SB3 Init: D3D Device: szDriver=igdumdim32.dll Init: D3D Device: szDescription=Intel® HD Graphics 5500 Init: D3D Device: wProduct=20 Init: D3D Device: wVersion=19 Init: D3D Device: wSubVersion=15 Init: D3D Device: wBuild=4454 Init: D3D Device: dwVendorId=32902 Init: D3D Device: dwDeviceId=5654 Init: D3D Device: dwSubSysId=103551016 Init: D3D Device: dwRevision=9 Init: D3D Detected: Intel video card Init: D3D Device: using cubemaps [with mipmaps] Init: Editor engine initialized Log: Startup time: 18.158173 seconds Cmd: MODE MAPEXT=unr Log: VERIFY: Class CubeBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CubeBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CurvedStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class CurvedStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class SpiralStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class SpiralStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class LinearStairBuilder size problem; Script=120 C++=96 Log: VERIFY: Class LinearStairBuilder size problem; Script=120 C++=96 Log: VERIFY: Class TerrainBuilder size problem; Script=120 C++=96 Log: VERIFY: Class TerrainBuilder size problem; Script=120 C++=96 Log: VERIFY: Class SheetBuilder size problem; Script=120 C++=96 Log: VERIFY: Class SheetBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CylinderBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CylinderBuilder size problem; Script=120 C++=96 Log: VERIFY: Class ConeBuilder size problem; Script=124 C++=96 Log: VERIFY: Class ConeBuilder size problem; Script=124 C++=96 Log: VERIFY: Class VolumetricBuilder size problem; Script=112 C++=96 Log: VERIFY: Class VolumetricBuilder size problem; Script=112 C++=96 Log: VERIFY: Class TetrahedronBuilder size problem; Script=108 C++=96 Log: VERIFY: Class TetrahedronBuilder size problem; Script=108 C++=96 Log: Opened viewport Log: Enter SetRes: 386x55 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Creating device. Init: D3D Driver: CreateDevice: will use hardware transform and lighting. Init: D3D Driver: CreateDevice: will use hardware vertex processing Init: Input system initialized for TerrainLayers Log: Opened viewport Log: Enter SetRes: 420x174 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for TerrainDecoLayers Log: Opened viewport Log: Enter SetRes: 420x174 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for MatineeScenes Log: Opened viewport Log: Enter SetRes: 320x177 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for MatineeActions Log: Opened viewport Log: Enter SetRes: 320x177 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for MatineeSubActions Log: Opened viewport Log: Enter SetRes: 320x177 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for U2Viewport0 Localization: No localization: WinDrv.General.ViewTop (int) Localization: No localization: WinDrv.General.ViewTop (int) Log: Opened viewport Localization: No localization: WinDrv.General.ViewTop (int) Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 314x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Enter SetRes: 44x23 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Enter SetRes: 44x23 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for U2Viewport1 Localization: No localization: WinDrv.General.ViewTop (int) Localization: No localization: WinDrv.General.ViewFront (int) Localization: No localization: WinDrv.General.ViewFront (int) Log: Opened viewport Localization: No localization: WinDrv.General.ViewFront (int) Localization: No localization: WinDrv.General.ViewFront (int) Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 314x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Enter SetRes: 44x23 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Enter SetRes: 44x23 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for U2Viewport2 Localization: No localization: WinDrv.General.ViewFront (int) Log: Opened viewport Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 314x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 44x23 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 44x23 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for U2Viewport3 Localization: No localization: WinDrv.General.ViewBack (int) Localization: No localization: WinDrv.General.ViewBack (int) Log: Opened viewport Localization: No localization: WinDrv.General.ViewBack (int) Localization: No localization: WinDrv.General.ViewBack (int) Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 314x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Log: Enter SetRes: 44x23 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Log: Enter SetRes: 44x23 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 91x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 46x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 91x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 46x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Init: Input system initialized for MeshViewer Localization: No localization: WinDrv.General.ViewBack (int) Log: Opened viewport Log: Enter SetRes: 256x256 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Cmd: CAMERA UPDATE NAME=MeshViewer MESH="verani52" FLAGS=641 REN=19 MISC1=0 MISC2=0 Cmd: CAMERA UPDATE NAME=MeshViewer MESH="verani52" FLAGS=641 REN=19 MISC1=0 MISC2=0 Log: Allocating 65536 byte dynamic vertex buffer. Log: Preprocessing: Vertex stream total vertices: 204 Orig wedges: 204 Log: Allocating 16384 byte dynamic index buffer. Log: Enter SetRes: 428x528 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Allocating 16384 byte dynamic index buffer. Log: Enter SetRes: 428x548 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Allocating 16384 byte dynamic index buffer. Log: Enter SetRes: 428x528 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Allocating 16384 byte dynamic index buffer. Init: Input system initialized for AnimationViewer Log: Opened viewport Log: Enter SetRes: 256x256 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 0x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 342x517 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="flag_a_m00" FLAGS=16810633 REN=26 MISC1=0 MISC2=0 Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="flag_a_m00" FLAGS=16810633 REN=26 MISC1=0 MISC2=0 Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="flag_a_m00" FLAGS=16810633 REN=26 MISC1=0 MISC2=0 Log: Allocating 65536 byte dynamic vertex buffer. Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="flag_a_m00" FLAGS=16810633 REN=26 MISC1=0 MISC2=0 Init: Input system initialized for PrefabBrowser Log: Opened viewport Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Cmd: CAMERA UPDATE FLAGS=545425097 REN=20 NAME=PrefabBrowser Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 428x539 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for StaticMeshBrowser Log: Opened viewport Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 0x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 523x279 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Init: Input system initialized for TextureBrowser Localization: No localization: WinDrv.General.ViewLeft (int) Localization: No localization: WinDrv.General.ViewLeft (int) Log: Opened viewport Localization: No localization: WinDrv.General.ViewLeft (int) Localization: No localization: WinDrv.General.ViewLeft (int) Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewLeft (int) Log: Enter SetRes: 466x178 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewLeft (int) Init: Input system initialized for TextureBrowserUsed Localization: No localization: WinDrv.General.ViewLeft (int) Log: Opened viewport Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 466x224 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for TextureBrowserMRU Log: Opened viewport Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 466x224 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 0x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewLeft (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 578x468 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewLeft (int) Log: Allocating 65536 byte dynamic vertex buffer. Cmd: CAMERA UPDATE FLAGS=1073742464 MISC2=0 REN=17 NAME=TextureBrowser PACKAGE="CubeMaps" GROUP="Shine" Log: Enter SetRes: 355x149 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Enter SetRes: 188x149 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Enter SetRes: 355x149 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 188x149 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Exception thrown at 0x742BA9F2 in UnrealEd.exe: Microsoft C++ exception: unsigned short at memory location 0x01688A40. Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 948x329 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 507x329 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 948x329 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 507x329 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Exception thrown at 0x742BA9F2 in UnrealEd.exe: Microsoft C++ exception: unsigned short at memory location 0x01688A50. Log: Allocating 65536 byte dynamic vertex buffer. Cmd: MAYBEAUTOSAVE The thread 0x1d2c has exited with code 0 (0x0). 'UnrealEd.exe' (Win32): Unloaded 'C:\Windows\WinSxS\x86_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.14393.953_none_baad48403594ab3f\GdiPlus.dll' The thread 0x1c90 has exited with code 0 (0x0). Log: VERIFY: Class CubeBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CurvedStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class SpiralStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class LinearStairBuilder size problem; Script=120 C++=96 Log: VERIFY: Class TerrainBuilder size problem; Script=120 C++=96 Log: VERIFY: Class SheetBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CylinderBuilder size problem; Script=120 C++=96 Log: VERIFY: Class ConeBuilder size problem; Script=124 C++=96 Log: VERIFY: Class VolumetricBuilder size problem; Script=112 C++=96 Log: VERIFY: Class TetrahedronBuilder size problem; Script=108 C++=96 'UnrealEd.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\ExplorerFrame.dll' 'UnrealEd.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\twinapi.dll' 'UnrealEd.exe' (Win32): Unloaded 'C:\Program Files (x86)\Common Files\Microsoft Shared\Ink\tiptsf.dll' The thread 0x4814 has exited with code 0 (0x0). Cmd: MAYBEAUTOSAVE Log: Closed viewport Log: Closed viewport Log: Closed viewport Log: Closed viewport Init: Input system initialized for U2Viewport0 Log: Opened viewport Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 314x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 4x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Init: Input system initialized for U2Viewport1 Localization: No localization: WinDrv.General.ViewTop (int) Localization: No localization: WinDrv.General.ViewTop (int) Log: Opened viewport Localization: No localization: WinDrv.General.ViewTop (int) Localization: No localization: WinDrv.General.ViewTop (int) Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 314x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Enter SetRes: 4x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Init: Input system initialized for U2Viewport2 Localization: No localization: WinDrv.General.ViewTop (int) Localization: No localization: WinDrv.General.ViewFront (int) Localization: No localization: WinDrv.General.ViewFront (int) Log: Opened viewport Localization: No localization: WinDrv.General.ViewFront (int) Localization: No localization: WinDrv.General.ViewFront (int) Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 314x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Enter SetRes: 4x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Init: Input system initialized for U2Viewport3 Localization: No localization: WinDrv.General.ViewFront (int) Localization: No localization: WinDrv.General.ViewBack (int) Localization: No localization: WinDrv.General.ViewBack (int) Log: Opened viewport Localization: No localization: WinDrv.General.ViewBack (int) Localization: No localization: WinDrv.General.ViewBack (int) Log: Enter SetRes: 320x200 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 314x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Log: Enter SetRes: 4x0 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Log: Enter SetRes: 1021x686 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Enter SetRes: 434x258 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Enter SetRes: 434x186 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Enter SetRes: 434x186 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Log: Allocating 65536 byte dynamic vertex buffer. Localization: No localization: WinDrv.General.ViewBack (int) Log: Enter SetRes: 383x326 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 160x114 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 160x78 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 160x78 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 1021x686 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 434x258 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 434x186 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 434x186 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Log: Allocating 65536 byte dynamic vertex buffer. CallContext:[\PickerModalLoop] Cmd: MAP LOAD FILE="C:\Projects\l2editor\MAPS\22_22.unr" Log: New File, Existing Package (Package myLevel, Package 22_22) Cmd: CAMERA UPDATE FLAGS=545425097 REN=20 NAME=PrefabBrowser Log: Allocating 65536 byte dynamic vertex buffer. Cmd: CAMERA UPDATE FLAGS=1073742464 MISC2=0 REN=17 NAME=TextureBrowser PACKAGE="CubeMaps" GROUP="Shine" Cmd: CAMERA UPDATE NAME=MeshViewer MESH="verani52" FLAGS=641 REN=19 MISC1=0 MISC2=0 Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="flag_a_m00" FLAGS=16810633 REN=26 MISC1=0 MISC2=0 Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="flag_a_m00" FLAGS=16810633 REN=26 MISC1=0 MISC2=0 Log: Allocating 16384 byte dynamic index buffer. Cmd: CAMERA UPDATE FLAGS=545425097 REN=20 NAME=PrefabBrowser Log: Collecting garbage Log: Purging garbage Log: Garbage: objects: 30661->30559; refs: 532563 Log: VERIFY: Class CubeBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CurvedStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class SpiralStairBuilder size problem; Script=128 C++=96 Log: VERIFY: Class LinearStairBuilder size problem; Script=120 C++=96 Log: VERIFY: Class TerrainBuilder size problem; Script=120 C++=96 Log: VERIFY: Class SheetBuilder size problem; Script=120 C++=96 Log: VERIFY: Class CylinderBuilder size problem; Script=120 C++=96 Log: VERIFY: Class ConeBuilder size problem; Script=124 C++=96 Log: VERIFY: Class VolumetricBuilder size problem; Script=112 C++=96 Log: VERIFY: Class TetrahedronBuilder size problem; Script=108 C++=96 Log: Allocating 65536 byte dynamic vertex buffer. Log: Allocating 16384 byte dynamic index buffer. Cmd: CAMERA UPDATE FLAGS=545425097 REN=20 NAME=PrefabBrowser Cmd: CAMERA UPDATE FLAGS=1073742464 MISC2=0 REN=17 NAME=TextureBrowser PACKAGE="CubeMaps" GROUP="Shine" Cmd: CAMERA UPDATE NAME=MeshViewer MESH="verani52" FLAGS=641 REN=19 MISC1=0 MISC2=0 Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="flag_a_m00" FLAGS=16810633 REN=26 MISC1=0 MISC2=0 Cmd: CAMERA UPDATE NAME=AnimationViewer MESH="flag_a_m00" FLAGS=16810633 REN=26 MISC1=0 MISC2=0 Cmd: CAMERA UPDATE FLAGS=545425097 REN=20 NAME=PrefabBrowser Cmd: CameraRotationOn Cmd: UseAutoTrackingPawnOff Cmd: StopMouse Cmd: OnRelease CameraRotationOff Cmd: OnRelease UseAutoTrackingPawnOn Cmd: OnRelease MoveMouse Cmd: FixedDefaultCamera OnRelease MaxPressedTime=200.0 Cmd: CameraRotationOff Cmd: UseAutoTrackingPawnOn Cmd: MoveMouse Cmd: CameraRotationOn Cmd: UseAutoTrackingPawnOff Cmd: StopMouse Cmd: OnRelease CameraRotationOff Cmd: OnRelease UseAutoTrackingPawnOn Cmd: OnRelease MoveMouse Cmd: FixedDefaultCamera OnRelease MaxPressedTime=200.0 Cmd: CameraRotationOff Cmd: UseAutoTrackingPawnOn Cmd: MoveMouse Cmd: CameraRotationOn Cmd: UseAutoTrackingPawnOff Cmd: StopMouse Cmd: OnRelease CameraRotationOff Cmd: OnRelease UseAutoTrackingPawnOn Cmd: OnRelease MoveMouse Cmd: FixedDefaultCamera OnRelease MaxPressedTime=200.0 Cmd: CameraRotationOff Cmd: UseAutoTrackingPawnOn Cmd: MoveMouse Cmd: PlayerPawnMoveTo Cmd: CameraRotationOn Cmd: UseAutoTrackingPawnOff Cmd: StopMouse Cmd: OnRelease CameraRotationOff Cmd: OnRelease UseAutoTrackingPawnOn Cmd: OnRelease MoveMouse Cmd: FixedDefaultCamera OnRelease MaxPressedTime=200.0 Cmd: CameraRotationOff Cmd: UseAutoTrackingPawnOn Cmd: MoveMouse Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: CameraRotationOn Cmd: UseAutoTrackingPawnOff Cmd: StopMouse Cmd: OnRelease CameraRotationOff Cmd: OnRelease UseAutoTrackingPawnOn Cmd: OnRelease MoveMouse Cmd: FixedDefaultCamera OnRelease MaxPressedTime=200.0 Cmd: CameraRotationOff Cmd: UseAutoTrackingPawnOn Cmd: MoveMouse Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: CameraRotationOn Cmd: UseAutoTrackingPawnOff Cmd: StopMouse Cmd: OnRelease CameraRotationOff Cmd: OnRelease UseAutoTrackingPawnOn Cmd: OnRelease MoveMouse Cmd: FixedDefaultCamera OnRelease MaxPressedTime=200.0 Cmd: CameraRotationOff Cmd: UseAutoTrackingPawnOn Cmd: MoveMouse Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: CameraRotationOn Cmd: UseAutoTrackingPawnOff Cmd: StopMouse Cmd: OnRelease CameraRotationOff Cmd: OnRelease UseAutoTrackingPawnOn Cmd: OnRelease MoveMouse Cmd: FixedDefaultCamera OnRelease MaxPressedTime=200.0 Cmd: CameraRotationOff Cmd: UseAutoTrackingPawnOn Cmd: MoveMouse Cmd: CameraRotationOn Cmd: UseAutoTrackingPawnOff Cmd: StopMouse Cmd: OnRelease CameraRotationOff Cmd: OnRelease UseAutoTrackingPawnOn Cmd: OnRelease MoveMouse Cmd: FixedDefaultCamera OnRelease MaxPressedTime=200.0 Cmd: MAYBEAUTOSAVE Cmd: CameraRotationOff Cmd: UseAutoTrackingPawnOn Cmd: MoveMouse Cmd: CameraRotationOn Cmd: UseAutoTrackingPawnOff Cmd: StopMouse Cmd: OnRelease CameraRotationOff Cmd: OnRelease UseAutoTrackingPawnOn Cmd: OnRelease MoveMouse Cmd: FixedDefaultCamera OnRelease MaxPressedTime=200.0 Cmd: CameraRotationOff Cmd: UseAutoTrackingPawnOn Cmd: MoveMouse Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: PlayerPawnMoveTo Cmd: CameraRotationOn Cmd: UseAutoTrackingPawnOff Cmd: StopMouse Cmd: OnRelease CameraRotationOff Cmd: OnRelease UseAutoTrackingPawnOn Cmd: OnRelease MoveMouse Cmd: FixedDefaultCamera OnRelease MaxPressedTime=200.0 The thread 0x4964 has exited with code 0 (0x0). Cmd: CameraRotationOff Cmd: UseAutoTrackingPawnOn Cmd: MoveMouse Log: Enter SetRes: 383x326 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 160x114 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 160x78 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 160x78 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Exception thrown at 0x742BA9F2 in UnrealEd.exe: Microsoft C++ exception: unsigned short at memory location 0x0168ECC8. Log: Allocating 65536 byte dynamic vertex buffer. Log: Allocating 16384 byte dynamic index buffer. Log: Enter SetRes: 1021x686 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 434x258 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewTop (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 434x186 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewFront (int) Log: Allocating 65536 byte dynamic vertex buffer. Log: Enter SetRes: 434x186 Fullscreen 0 Log: Using back-buffer format 22(32-bit) Log: Using depth-buffer format 75(32-bit) Localization: No localization: WinDrv.General.ViewBack (int) Exception thrown at 0x742BA9F2 in UnrealEd.exe: Microsoft C++ exception: unsigned short at memory location 0x0168ECC8. Log: Allocating 65536 byte dynamic vertex buffer. Log: Allocating 16384 byte dynamic index buffer. Cmd: MAYBEAUTOSAVE The thread 0x5d2c has exited with code 0 (0x0). The thread 0x4be0 has exited with code 0 (0x0). The thread 0x30b8 has exited with code 0 (0x0). Cmd: MAYBEAUTOSAVE Log: Autosaving 'MAP SAVE AUTOSAVE=1 FILE="C:\Projects\l2editor\System\\..\Maps\Auto1.unr"' Cmd: MAP SAVE AUTOSAVE=1 FILE="C:\Projects\l2editor\System\\..\Maps\Auto1.unr" Log: Removed duplicate actor indices: 0 duplicates found. Log: 17434541989.0ms Unloading: Package myLevel Log: Save=623.846714 Log: Moving 'C:\Projects\l2editor\System\\..\Maps\Save.tmp' to 'C:\Projects\l2editor\System\\..\Maps\Auto1.unr' Cmd: MAYBEAUTOSAVE Cmd: MAYBEAUTOSAVE The thread 0x135c has exited with code 0 (0x0). Добавлено через 6 минут Prelude оказался довольно послушным
09-29-2017, 06:54 PM
lordofdest Написал:Дела идут не плохо, так что кто знает что Дед мороз подвезет к НГ Еееее! Приятно слышать А я себе уже сделал удобную мини-девмод карту ибо меня не устраивали старые 16_10 и 16_13, тут есть нужное мне освещение для тестов в девмоде самом, буду ждать от вас новостей :}
09-30-2017, 01:43 PM
(Сообщение последний раз редактировалось: 09-30-2017, 01:47 PM lordofdest.)
Как вы с думаете какой функционал будет востребованным для редактора и сдк interlude?
Редактор: Редактор dat, ui, эффектов. Сдк: Работа с пакетами, Кастомные контролы, Расширение инфо с дат файлов. Ну или предлагайте свои варианты P.S. Написание улучшенного рендерера с доп функционалом не вижу смысла..
09-30-2017, 02:35 PM
А почему у меня после сохранения карты темнеют? Вернее ощущение что свет не работает. Epilogue.
09-30-2017, 02:40 PM
BadStealth Написал:А почему у меня после сохранения карты темнеют? Вернее ощущение что свет не работает. Epilogue. В данную версию редактора пока что можно назвать l2viewer, а темнеют потому что кому то было лень написать правильнуюсериализацию для uterrainsector, но судя по тестам версии на длл прелюда то все работает как нужно. Единственным вариантом как затянуть Ее в вашу карту это руками добавить TIntmap в terraininfo.
09-30-2017, 05:20 PM
BadStealth Написал:А почему у меня после сохранения карты темнеют? Вернее ощущение что свет не работает. Epilogue. Даже после Build All ? У меня всё в порядке со светом |
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