imported_peterigz
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imported_peterigzParticipantHello,
As this problem happens on all your PCs then there must be something common on all of them that is causing it, and my initial guess is something to do with the language your PCs/Mac are using.
What language are your operating systems using, and what character set? Once I know this then I will research why that might be happening.
Thanks! Peter.
imported_peterigzParticipantoops, thanks for the heads-up, looks like I overlooked a recent change that messed this up 🙂
I just uploaded a new version for mac and windows, just grab it from the downloads page as normal: http://www.rigzsoft.co.uk/index.php?option=com_content&view=article&id=6&Itemid=23
imported_peterigzParticipantYay! 🙂
I guess it came down to something simple in the end, but getting to the bottom of it was difficult! Thanks for helping me debug it 🙂
I’ll have to sort out an official update soon.
imported_peterigzParticipantOk, try this version and see what happpens 🙂
http://www.rigzsoft.co.uk/files/TestFiles/TimelineFXEditor.zip
imported_peterigzParticipantThanks Vampyr! Someones kindly written me a function that should convert a string to a float and correctly take into account the locale settings of the computer, so I’m gonna implement that and see if it works 🙂
Hope you get well soon!
imported_peterigzParticipantOk scrap that, I made a mistake, both those values it’s showing are the result of the conversion to a float! I’ve made a new version which should give you 3 values this time, if you could try this version and load the bubble effect again, that’d be great! I think once I see the result of this I can fix it for sure, so almost there!
New version: http://www.rigzsoft.co.uk/files/TestFiles/TimelineFXEditor.zip
Thanks!
imported_peterigzParticipantwow, so even the value in the attribute is zero before it even tries to convert it!
Could you go into the bubble.eff file with a zip manager (.eff files are basically just zip files) and in there you’ll see a file called DATA.xml. If you could open that in a plain text reader and find the WEIGHT_OVERTIME value. It should look like this (from the first bubble.eff I attached)
imported_peterigzParticipantoops, yes I recently updated the timelinefx module so that effects can be put on different layers. I’ve attached an updated version of the code here.
imported_peterigzParticipantCould you run this version and just try loading the first bubble effect I attached? It will show a pop up message with 2 values on it, weight overtime and float. If you could let me know what it says that’d be great. Only try with the bubble otherwise if you load in an effect library with lots of effects it will show the pop up for every effect in the library.
I’m interested to see what the values are that it returns, both should be the same, but I’m assuming they won’t be on your Mac because it isn’t converting the weight overtime to a float properly. If they are the same then I guess the error comes after the loading procedure.
Thanks!
imported_peterigzParticipantI’ll take a look and see what I can do. I assume you mean that if you open the png in photoshop, then the alpha channel should show up on the channels tab?
imported_peterigzParticipantThanks for the suggestions, I’ll see what I can do for the next version 🙂
There’s also a zoom function on the graph in case you missed it, either right click and select the zoom level, or just use the mouse wheel. But I agree a splitter window would make things better. Hopefully it’s not too hard to implement 🙂
imported_peterigzParticipantThanks for the posts, it’s slowly helping me get to the bottom of it! I hope to have something for you to try this evening. It definitely seems to be due to node values being less than 1, being set to 0. If I take all the values of the cloud 7 explosion that are 0.xxx and set them to zero then it begins to look like the effect you’ve posted there, so I just need a more robust way of converting the values that are in the xml file (which stores all the effect data) into floating point numbers.
imported_peterigzParticipantThat’s a good theory! I’m not sure if it’s the reason, as it’s only converting numbers. But then again maybe it’s a decimal point thing, as I know in UK we use . to separate decimal point, but in other countries they use a comma. Also, I’ve had quite a few asian customers and their character set can be even more complex, but no complaints as yet, but maybe they all use windows? Anyway, I made a new version which changes the c command that converts string to floats.
It was using atof which apparently has been deprecated (but really should still work), so now I’m trying strtod, but whether that will make any difference I’m not sure. new version can be found here: http://www.rigzsoft.co.uk/files/TestFiles/TimelineFXEditor.zip
Thanks again for helping to test!
imported_peterigzParticipantThanks for testing 🙂
Ok, so now I have to figure out why, but at least I feel like I’m slowly getting to the bottom of it! Strange that the vaders game is working fine as that essentially uses the same loading functions, must be a difference somewhere… And of course it’s also strange that it only affects some Macs.
imported_peterigzParticipantHello, could you test this attachment. It’s exactly the same effect, except the weight overtime is now slightly different. The previous version of the effect, the weight overtime was something like 0.9999, but this one it is 1. I want to test the theory that it isn’t converting the number into a floating point number properly for some reason, so 0.999 would be converted to 0.
Thanks!
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