Even if you remove the dll, does not work anyway.DaveDewhurst wrote:Ok, do you have a file called d3d9.dll in your railworks directory?
If so, does the editor work if you remove it?
Dave
And if it were exe corrupt? It can be...
Alex.
Moderator: Moderators
Even if you remove the dll, does not work anyway.DaveDewhurst wrote:Ok, do you have a file called d3d9.dll in your railworks directory?
If so, does the editor work if you remove it?
Dave
MIne keeps the positionchrisell wrote:the tabs are flawed because they don't retain the scroll position. So if you expand a section at the bottom of the blueprint to compare it to another blueprint, once you click away from that tab and back to it, it's scrolled to the top again.
Ah Ok, well that sound like a different issue, so I'm not sure.AlleE652Brennero wrote:Even if you remove the dll, does not work anyway.
In game, or in the preview window? I tried it in-game and got nothing....Acorncomputer wrote:Don't forget that you can now update changes to your model without exiting the main program ..
Keep in the main game, (minimise perhaps), work on the blueprint editor, export your model again with changes, go back to main game, select model, Press F5 and watch your model update.
Try it ....
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Nope. Full-screen or windowed, it always jumps back to the top of the blueprint here. And my god having to click-open all those condensed sections is really becoming a problem for me now. I'm seriously considering reverting to the old editor (kept it just in case of a . up like this).DaveDewhurst wrote:MIne keeps the positionchrisell wrote:the tabs are flawed because they don't retain the scroll position. So if you expand a section at the bottom of the blueprint to compare it to another blueprint, once you click away from that tab and back to it, it's scrolled to the top again.
I tried an engine, a carriage and an advert blueprint and could repeatedly switch between them and they retained their position where I left them
DAve
Ahh, before switching tabs, click on text entry box. without the focus on an item it will revert to the top.chrisell wrote:Nope. Full-screen or windowed, it always jumps back to the top of the blueprint here. And my god having to click-open all those condensed sections is really becoming a problem for me now. I'm seriously considering reverting to the old editor (kept it just in case of a . up like this).
AAAAAAAAAAAaggggggghhhhhh!!!!!DaveDewhurst wrote:F9![]()
Dave
Ah - that works. Now if we could find the shortcut / menu option to "expand all" .... trying to edit input mappers with them all compressed is about enough to make me give up my entire development for this gameDaveDewhurst wrote:Ahh, before switching tabs, click on text entry box. without the focus on an item it will revert to the top.chrisell wrote:Nope. Full-screen or windowed, it always jumps back to the top of the blueprint here. And my god having to click-open all those condensed sections is really becoming a problem for me now. I'm seriously considering reverting to the old editor (kept it just in case of a . up like this).
Dave
I know what is capable of (nearly nothing, everything is need to be programmed by the user, including simple string functions that are standard in any languages by default) i've done quite complex scripts for this game, and i hate this language, more i use it more i hate it. The main problems are Poor debug (i mistype a variable name, then the script stops silently without error message, and i need to read line by line to find the problem), no OO, which leads to ugly and chaotic code or poor performance, poor system library, and ugly, not easy to read syntax. I usually don't like script languages, as all share nearly the same problems, but lua is the worst of the worst. Java or C# would be much better in everything.MaikG wrote:You just need to know what lua is capable. With that, and a good portion of thinking before writing the code, you will get very good results. Logmate will sput out lua compile errors, and if you are a good programmer, then you don't need a syntax check before running your code. Most things i have to deal with are logical mistakes or wrong comparings (bool with number, etc.). Such "errors" you won't get reported by the compiler, but by your brain ^^.