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Old 17-02-18, 21:44   #721
red_lion
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Quote:
UPDATE:
I've just discovered that AoD sends tons of debug infos through "OutputDebugString" function. They can be read with this tool: https://docs.microsoft.com/en-us/sys...oads/debugview
Nice find. This evening I'm playing with my new toy called 'debugview'. Some information about how a level loads, information on sounds bytes when conversation is called.

In many levels from the Parisian Ghetto and a lot of cutscenes, you can see:
*** WARNING INVENT.cbh NOT FOUND ***
And that is ok because there isn't a a cbh file inside the GMX-file. cbh is something with camera, I learned from a post in this thread (from 2012).

But also these things. (Trimmed a little bit)
[1400] SYS_DRAW_ITEM_POOL run out of objects. Need 901 out of 499
[1400] SYS_DRAW_ITEM_POOL run out of objects. Need 902 out of 499
[1400] SYS_DRAW_ITEM_POOL run out of objects. Need 903 out of 499
[1400] SYS_DRAW_ITEM_POOL run out of objects. Need 904 out of 499

And these (also trimmed)
[1400] ERROR: Cannot Find 0x00000255 Inventory item in Class
[1400] ERROR: Cannot Find 0x0000010D Inventory item in Class
[1400] ERROR: Cannot Find 0x00000265 Inventory item in Class

What does this all say? I might think these are objects and when loading the level some of the objects in a certain class cannot be found. Is that right?

Last edited by red_lion; 17-02-18 at 21:55.
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Old 18-02-18, 00:21   #722
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I'm probably way off-base here since I know next to nothing about programming or how AoD works on a programming level but the way that's worded makes it sound more like it's trying to load more objects than it can? Like, it sounds like it can only load 499 objects at a time but is trying to load 901 objects? But again, I'm probably wrong about this .
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Old 18-02-18, 08:28   #723
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Quote:
Originally Posted by red_lion View Post
Nice find...
I think it would be interesting trying to copy a CBH file from a level inside invent.gmx and see what happens.
The draw item error is caused by the unlimited boundaries mod, there are too many objects on screen.
The other error is probably caused by some triggers inside rmx/scx files of objects that were removed in final version.

Last edited by nakamichi680; 18-02-18 at 08:29.
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Old 18-02-18, 20:05   #724
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This could have helped a bit back when you were reverse hashing. I saw a few file names and extensions during loading. Lots of reverb messages.

Maybe more info can be gained using it.
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Old 18-02-18, 20:25   #725
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Originally Posted by SLAYER View Post
This could have helped a bit back when you were reverse hashing. I saw a few file names and extensions during loading. Lots of reverb messages.

Maybe more info can be gained using it.
Thanks to this tool I've been able to build this list of reverb effects available in AoD:
- Room small
- Room medium
- Room carpeted
- Medium tiled room
- Pipe small
- Pipe medium
- Large pipe
- Hall medium
- Hall large
- Outside alley
- Outside street
- Small corridor
- Large corridor
- Underwater
- Concrete sewer
- Stairwell
- Cave medium
- Cave large

UPDATE:
A screenshot of the new TRAOD Level Exporter: https://i.imgur.com/vJjwI69.png

Last edited by nakamichi680; 28-02-18 at 18:18.
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Old 02-03-18, 16:07   #726
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Looks great, can't wait to try it
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Old 02-03-18, 16:47   #727
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It looks amazing! Promising!
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Old 02-03-18, 17:31   #728
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That level exporter looks really promising indeed!
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Old 02-03-18, 18:36   #729
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Quote:
Originally Posted by nakamichi680 View Post
UPDATE:
A screenshot of the new TRAOD Level Exporter: https://i.imgur.com/vJjwI69.png
It would be great to be able to export levels as 3D files! With TombEditor's upcoming support for importing models as room meshes builders could have a lot of fun with this.
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Old 02-03-18, 18:52   #730
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Supported output file formats will be FBX and Maya ASCII.
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