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  Thread: New error since patch changing the combobox functions
Post: RE: New error since patch changing the combobox fu...

Worked on it for 2 days : no success. I can't figure out what broke the templates. Don't think I've seen a template change/code update that broke code quite so effectively in a long time. I am (wel...
Spikelife Support 5 5,092 10-23-2011, 11:35 PM
  Thread: New error since patch changing the combobox functions
Post: RE: New error since patch changing the combobox fu...

I guess I'm just being dense : there are no functions and there are no compares; there are only structures and data elements of structures. So you changed Visual C++ defs so it can't compile any st...
Spikelife Support 5 5,092 10-22-2011, 04:06 PM
  Thread: New error since patch changing the combobox functions
Post: New error since patch changing the combobox functi...

I'm working with multiple worlds and a created a convenient way for me to jump between worlds and to the waypoint locs within the known worlds. I have been using a structure "jump table" of sorts wit...
Spikelife Support 5 5,092 10-22-2011, 03:48 PM
  Thread: Questions about float accuracy and large worlds ...
Post: RE: Questions about float accuracy and large world...

So they are computed from 0.0f with floats ? The problem is not actually the size of each piece of the terrain. The problem comes in with having several large places (terrains) in the world (like di...
Spikelife Support 47 44,471 07-23-2011, 01:41 PM
  Thread: Questions about float accuracy and large worlds ...
Post: Questions about float accuracy and large worlds .....

Let's say I have a large terrain that's an island that I import into world editor and make it 256 X 256 tiles, and lower left corner is location -128, -128 for example; then I put another large islan...
Spikelife Support 47 44,471 07-22-2011, 07:48 PM
  Thread: Minimized world editor not run ?
Post: RE: Minimized world editor not run ?

Worked just fine this time. I had thw window minimized. Took quite a while to complete (as expected), but i could see the processor time ticking away. No clue what was up the other time.
Spikelife Support 3 4,072 07-05-2011, 01:47 PM
  Thread: Minimized world editor not run ?
Post: RE: Minimized world editor not run ?

TY for the prompt response: that problem was very weird -- I couldn't make it run unless it was the selected, open window; I like to have never got it to finish. It's Windows 7 (64 bit) : Now that ...
Spikelife Support 3 4,072 07-04-2011, 07:47 PM
  Thread: Minimized world editor not run ?
Post: Minimized world editor not run ?

When the world editor is minimized or not the front process on the screen, does it sleep ? I left the world editor trying to generate a 128X128 terrain last night, and of course the screen saver ca...
Spikelife Support 3 4,072 07-04-2011, 02:07 PM
  Thread: Question about terrain location ...
Post: RE: Question about terrain location ...

Would be wonderful if the objects and decorations were attached relative to the terrain piece where they sit -- then all would move together. But this is helpful anyway. Thanks
Spikelife Support 4 4,626 06-05-2011, 03:55 PM
  Thread: Question about terrain location ...
Post: RE: Question about terrain location ...

OK thanks : so then if I get the terrain all fixed up and then translate it into the bigger world, I can then place the objects and decorations after it's in the bigger world -- that helps.
Spikelife Support 4 4,626 06-05-2011, 02:53 PM
  Thread: Question about terrain location ...
Post: Question about terrain location ...

Let's suppose I want to work with a partial terrain separately, then put it into a bigger world with all it's objects and stuff already placed from where I worked on it. If I wanted to translate the ...
Spikelife Support 4 4,626 06-05-2011, 02:38 PM
  Thread: Procedural decorating terrain question
Post: RE: Procedural decorating terrain question

Oooo Ty Ty. I'll give this a try.
Spikelife Esenthel Store Sources 2 3,180 05-27-2011, 10:58 PM
  Thread: Procedural decorating terrain question
Post: Procedural decorating terrain question

I have the menu and the GUI stuff set up in the custom menu in the editor, but I'm having trouble figuring out how grass and trees and waypoints and such are stored in the areas. The headers seem to ...
Spikelife Esenthel Store Sources 2 3,180 05-26-2011, 01:42 PM
  Thread: Code Editor: 64 bit option: Invalid solution configuration
Post: RE: Code Editor: 64 bit option: Invalid solution c...

Thanks, Esenthel. i had said this: Quote:I use Visual Studio 2010 : but I guess that wasn't specific enough. So sorry -- The reason I posted here is because it sounded like the Autoupdate affecte...
Spikelife Support 15 14,395 05-10-2011, 02:08 PM
  Thread: Code Editor: 64 bit option: Invalid solution configuration
Post: RE: Code Editor: 64 bit option: Invalid solution c...

But I didn't change or move anything -- I just ran your Autoupdate, then tried to compile MMO to test out all the different Win32 and 64 modes. I haven't even tried to use your code editor yet. Prio...
Spikelife Support 15 14,395 05-10-2011, 12:00 AM
  Thread: Code Editor: 64 bit option: Invalid solution configuration
Post: RE: Code Editor: 64 bit option: Invalid solution c...

I'm using Visual Studio 2010 Professional : and I posted the errors. For some reason it can't find stdafx.h and stdafx.cpp when you try and build any x64 (just since the update).
Spikelife Support 15 14,395 05-09-2011, 10:37 PM
  Thread: Code Editor: 64 bit option: Invalid solution configuration
Post: RE: Code Editor: 64 bit option: Invalid solution c...

I checked ; and re-Autoupdated. Everything is where it was. But x64 won't compile. What did I screw up ? lol
Spikelife Support 15 14,395 05-09-2011, 09:23 PM
  Thread: Code Editor: 64 bit option: Invalid solution configuration
Post: RE: Code Editor: 64 bit option: Invalid solution c...

Hmmm... odd that it would have suddenly moved when it compiled just fine before the update; and it compiles with the all the Win32 modes. But I will check it.
Spikelife Support 15 14,395 05-08-2011, 10:57 PM
  Thread: Code Editor: 64 bit option: Invalid solution configuration
Post: RE: Code Editor: 64 bit option: Invalid solution c...

I ran the Autoupdate. I use Visual Studio 2010 : this happens to be the compile for MMO. But they all do the same thing (except I didn't test RPG 2). Where all previous builds succeeded, now any bui...
Spikelife Support 15 14,395 05-08-2011, 09:35 PM
  Thread: Using Sundog Silverlining ...
Post: RE: Using Sundog Silverlining ...

Yeah Silverlining has amazing sky, sky colors, clouds and weather -- all in one nice package. And so easy to use, and I own the source code license. I just wish there was an interface or some way to...
Spikelife Support 5 5,657 05-08-2011, 02:35 PM