Constructor 1.0.4 for Windows
by Jaimi McEntire · in Constructor · 01/23/2008 (5:24 pm) · 19 replies
Edited - The newest version is available here:
www.garagegames.com/mg/forums/result.thread.php?qt=73816
www.garagegames.com/mg/forums/result.thread.php?qt=73816
#2
However, I still find myself frustrated that portals, are still very much a guessing game and are causing me to lose sleep at night.
The map2dif exporter crashes constantly and the portals in the native export never seem to work correctly. I can duplicate these issues if your interested.
01/24/2008 (12:43 am)
Cudos to you, Jaimi for all the work you have put in. It is much appreciated!However, I still find myself frustrated that portals, are still very much a guessing game and are causing me to lose sleep at night.
The map2dif exporter crashes constantly and the portals in the native export never seem to work correctly. I can duplicate these issues if your interested.
#3
01/24/2008 (4:41 am)
Great work Jaimi. Thanks for putting in the effort.
#4
01/24/2008 (4:43 am)
Thanks Jaimi, Matt and everyone involved!
#6
01/24/2008 (11:39 am)
Thanks for the update.
#7
02/02/2008 (2:54 am)
Thanks, Jaimi!
#8
Would be great to know better what this great release fixed and what is added.
Does it fix the mad2dif problem with the lights?
02/07/2008 (4:03 pm)
Can i have a more specific "what is new" or "log changes" ?Would be great to know better what this great release fixed and what is added.
Does it fix the mad2dif problem with the lights?
#9
02/07/2008 (4:23 pm)
I have a mac set up with xcode 3.0, if you email me the source files I would be happy to compile them for you.
#10
This contains all of Matt's previous fixes (collision, etc), plus some crash fixes having to do with invalid faces, DTS objects, etc. One of the side effects of the fixes seems to be that portals work better. If you can give me more information on the compiling problem with lights, I can let you know if this fixes it. If not, I can look into it if you can get me a sample.
@Tyler:
Can't send the source, sorry. However, I do now have a setup I can compile on. My lack of Mac experience will make this a bit of a pain, though. If you are able to help me get some compiling issues straightened out, perhaps I can have something by monday. I'll post a seperate thread with my Mac compiling travails.
02/07/2008 (6:18 pm)
@Diego:This contains all of Matt's previous fixes (collision, etc), plus some crash fixes having to do with invalid faces, DTS objects, etc. One of the side effects of the fixes seems to be that portals work better. If you can give me more information on the compiling problem with lights, I can let you know if this fixes it. If not, I can look into it if you can get me a sample.
@Tyler:
Can't send the source, sorry. However, I do now have a setup I can compile on. My lack of Mac experience will make this a bit of a pain, though. If you are able to help me get some compiling issues straightened out, perhaps I can have something by monday. I'll post a seperate thread with my Mac compiling travails.
#11
Im a programmer, i dont work directly with constructor, now im using it a little because the ambient that my 3D partners made is heavy, so im studying it a little so i can optimize that.
I fixed some portals issues that the made and removed some windows with DIFs transparency, because it was buggy, depending of the angle that you look inside the build it was not rendering the objects. Oh yeah, and i removed all the static meshs that they where exporting as DIF (900 objects). It made the game really more lighter.
Them i tried to export the dif with the normal dif, wich worked fine (1mb file), and the tried the map2dif (500kb file) i dont know what is the best way, but exporting with the map2dif the constructor light dont go with the file (i read somewhere that this is just the way it is).
02/08/2008 (3:45 am)
@Jaimi:Im a programmer, i dont work directly with constructor, now im using it a little because the ambient that my 3D partners made is heavy, so im studying it a little so i can optimize that.
I fixed some portals issues that the made and removed some windows with DIFs transparency, because it was buggy, depending of the angle that you look inside the build it was not rendering the objects. Oh yeah, and i removed all the static meshs that they where exporting as DIF (900 objects). It made the game really more lighter.
Them i tried to export the dif with the normal dif, wich worked fine (1mb file), and the tried the map2dif (500kb file) i dont know what is the best way, but exporting with the map2dif the constructor light dont go with the file (i read somewhere that this is just the way it is).
#12
03/01/2008 (2:05 pm)
I had to add one more thing here..I noticed the version on the top bar of the window still says 1.03. For future installers of the constructor patch who may seem puzzled by this or for current users who never asked...I'm doing so for you now...Is this how the patch is or should the top bar read 1.04?.....
#13
sorry, I missed your response. This update doesn't fix anything with Map2dif.
@Meyou:
It should say 1.04. There is an executable, a DLL, and a script file that all need to be replaced. If you did all those steps, delete the version.cs.dso and see if it updates the version number.
03/01/2008 (5:31 pm)
@diego: sorry, I missed your response. This update doesn't fix anything with Map2dif.
@Meyou:
It should say 1.04. There is an executable, a DLL, and a script file that all need to be replaced. If you did all those steps, delete the version.cs.dso and see if it updates the version number.
#14
Clearing the dso is not solving this insignificant bug. ;)
Have you got my mail with the @#%*% wall problem?
03/04/2008 (11:55 am)
Quote:It should say 1.04. There is an executable, a DLL, and a script file that all need to be replaced. If you did all those steps, delete the version.cs.dso and see if it updates the version number.It did not on my version Jaimi. 8/
Clearing the dso is not solving this insignificant bug. ;)
Have you got my mail with the @#%*% wall problem?
#15
03/04/2008 (12:06 pm)
Mine has the correct version number showing
#16
There were a couple of updates after the version that you have - you may want to download the latest one.
I did get the mail, just haven't yet had the opportunity to look into it.
Jaimi
03/05/2008 (10:36 am)
@Stephan:There were a couple of updates after the version that you have - you may want to download the latest one.
I did get the mail, just haven't yet had the opportunity to look into it.
Jaimi
#17
03/06/2008 (11:21 am)
Sorry for the delay and thanks for responding...yes deleting the .dso corrected the bar and now reads 1.04...not that it was bothering me because the fixes in the new version were very apparent and I knew 1.04 was installed. thanks guys...and the constructor rocks btw...
#18
Hi,
I just emailed you some cubes with portals that I was testing. I made a simple hollowed out cube (without using the 'hollow' function) and made three versions. One for each axis. I then put a single portal and exported to 'dif'. Only the portal on the 'y-axis' worked...
If you have time to check out the files, that'd be great. I'd like to know if I'm making some sort of stupid mistake or not.
Kerry
03/25/2008 (2:16 pm)
@JaimiHi,
I just emailed you some cubes with portals that I was testing. I made a simple hollowed out cube (without using the 'hollow' function) and made three versions. One for each axis. I then put a single portal and exported to 'dif'. Only the portal on the 'y-axis' worked...
If you have time to check out the files, that'd be great. I'd like to know if I'm making some sort of stupid mistake or not.
Kerry
#19
03/25/2008 (7:20 pm)
OK - I got it, I'll look into it. There are currently some known issues with portals when they share planes with other faces.
Torque Owner Derry Bryson
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