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Old Yesterday, 22:36   #291
Dustie
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Quote:
Originally Posted by Caesum View Post
Turning off scalling is not really fixing it though. Anywaiz now that I can stack tabs it's not a big deal to me.
It has to fix it. If you return your Windows text setting to 100% (no DPI/text scaling) then it will look the way it's supposed to look, along with all other Windows GUI elements. If you have text set to 125%, everything is enlarged.
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Old Yesterday, 22:40   #292
LGG_PRODUCTION
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How can undo or redo in this editor?
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On FB there is my page LGG_PRODUCTION, there are all my objects :)
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Old Yesterday, 22:54   #293
Caesum
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Quote:
Originally Posted by Dustie View Post
It has to fix it. If you return your Windows text setting to 100% (no DPI/text scaling) then it will look the way it's supposed to look, along with all other Windows GUI elements. If you have text set to 125%, everything is enlarged.
It's not "fixing" the problem, it's just disabling a feature that causes it. I am not going to revert back to 100% DPI and make my entire desktop look off only to make TombEditor look fine, especially since the problem appears only if you disable DPI scalling in application's compatibility settings. I mean that's a preposterous idea especially since the editor looks just fine when DPI scalling is enabled for it lol.
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Old Yesterday, 22:57   #294
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Originally Posted by LGG_PRODUCTION View Post
How can undo or redo in this editor?
You can't yet, sorry.
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Old Yesterday, 23:03   #295
Dustie
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Quote:
Originally Posted by Caesum View Post
It's not "fixing" the problem, it's just disabling a feature that causes it. I am not going to revert back to 100% DPI and make my entire desktop look off only to make TombEditor look fine, especially since the problem appears only if you disable DPI scalling in application's compatibility settings. I mean that's a preposterous idea especially since the editor looks just fine when DPI scalling is enabled for it lol.
I meant that when you revert it to 100% it fixes the scale in the sense that you get everything in the intended size, since the editor was not provisioned for other settings than 100% DPI. I was only talking about which option causes what, now which you should be using.

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NOOOOOOOOOOOOOOO double-post!
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Old Today, 11:06   #296
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Oh okay I get you now.

By the way, I was asked to add an error report so I add new info about:
BUG WHEN IMPORTING CUSTOM GEOMETRY:

I tried to import tree from Gothic 2. For that I exported it into a more sensible format. I used FBX filetype and according to TombEditor everything loads okay. Unfortunately, when trying to assign it to an object, the editor crashes. Different file formats have the same problem or show "index out of value" error.

Below I enclose a faulty *.FBX file + textures + error message + log file

https://www.mediafire.com/file/yy9zc...tree_buggy.zip
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Old Today, 11:10   #297
MontyTRC
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Update available: version 1.0.3
http://www.tombeditor.it/dist/Update.zip

Version 1.0.3 - 21/11/2017
==========================
Fixed crash while generating boxes near the maximum limit of 2048
Fixed importing of EXTRA SLOTS static meshes while loading PRJ
Fixed horizontal portals flickering and missing rooms if camera was exactly on portal
Fixed bug with anim commands that was causing the roll animation bug
Fixed light on/off importing from PRJ
Fixed other minor bugs
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Old Today, 11:20   #298
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Quote:
Originally Posted by MontyTRC View Post
@JMN: please send me your PRJ however, this is a controversial point. NGLE allowed this case but of course pointers to boxes and overlaps are partially corrupted so sometimes some bugs in pathfinding could appear.
It could be also a borderline case: pathfinding was decompiled and changed a bit for adapting to Tomb Editor so maybe there is a small bug inside.
Apologies, haven't had a chance yet to send you the PRJ but sounds like you've fixed the bug already. Will try again once I get a chance to test the new update.
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