General Dungeon Editor glitches and problems

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Xanathar
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Re: General Dungeon Editor glitches and problems

Post by Xanathar »

That is already the minimum required rows to crash it (the real case where I found it was a lot more complex, luckily the suspect rows were only a few :)).
From the stack it seems that the engine tries to refer to the thrown object to play a 3d sound after I already destroyed it.
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Komag
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Re: General Dungeon Editor glitches and problems

Post by Komag »

Ah, so this is another of those cases where a tiny delay is the workaround
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Maph
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Re: General Dungeon Editor glitches and problems

Post by Maph »

I have a UI issue. The Inspector window won't scroll to the bottom. I encountered this problem while trying
out a teleporter. The UI absolutely will not let me scroll down to what I assume are the fields to enter in destination coordinates. I can just barely see the top of 3 seperate fields (a couple pixels), and my mouse changes to the little text bracket thing when I hover over them. If there are any "Inspector" windows longer than the teleporter I likely wouldn't be able to use those either.
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Asteroth
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Re: General Dungeon Editor glitches and problems

Post by Asteroth »

Same here, you just have to raise the bottom window(shrinking the test play window).
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Komag
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Re: General Dungeon Editor glitches and problems

Post by Komag »

Yeah, the issue comes up once in a while, and indeed the only solution is to temporarily shrink the preview window way up
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torrentails
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Re: General Dungeon Editor glitches and problems

Post by torrentails »

Calling getMouseItem():destroy() leaves a corupted, but functioning item still on the mouse. Calling any further script functions on the item, returns a "bad item" error. This is true even if the party puts the item down or into their inventories.

Calling party:getChampion(1):insertItem(<some slot number>,getMouseItem()) results in the mouse item being duplicated; one in the slot and one on the mouse. At least the mouse item isn't corupted this time. :|

The way I get arround that is to use insertItem() and then setMouseItem(<some worthless item>). As you can imagine this is not ideal as it leaves a random peice of junk on the mouse that the party then has to deal with.
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Komag
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Re: General Dungeon Editor glitches and problems

Post by Komag »

don't destroy mouse item or make a junk item, but rather setMouseItem(nil)
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torrentails
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Re: General Dungeon Editor glitches and problems

Post by torrentails »

Komag wrote:don't destroy mouse item or make a junk item, but rather setMouseItem(nil)
Thanks for that, works like a charm. :)

But I still feel that getMouseItem():destroy() should be fixed, at least for the sake of others trying to so the same.
Saurbaum
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Re: General Dungeon Editor glitches and problems

Post by Saurbaum »

Minor annoyance with the lua script editor.

Shift and arrow keys work to select blocks of text.
Ctril and arrow keys work to jump across text a word at a time.

I'm used to being able to use Crtl+Shift + arrow keys to select text by jumping along words. This doesn't happen in the Grimrock editor. It would gretly speed up my coding pace if I could.

One other minor request would be to be able to adjust the font size for the editor. On 1080p with a 17 inch laptop it's not totaly a comfortable reading size (I must be getting old).

With a similar font size issue when some of my ID's get long it can be a pain to look at the drop boxes and see only the common prefix for 3 events on one object.
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Komag
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Re: General Dungeon Editor glitches and problems

Post by Komag »

I keep all my names short or partly coded so I can see all or most of them in the drop down boxes :)
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