Nimi 8.3k Posted December 4, 2016 Author Report Share Posted December 4, 2016 Just now, IRON431 said: I got the new build, but when I try load a project from normal Mine-Imator with a huge scenery, it loads fine in normal MI but on the Community build, halfway through loading the scenery, it gets a fatal memory error and crashes. How can I fix this? Disable custom images in settings. Link to post Share on other sites More sharing options...
Kapslock 692 Posted December 4, 2016 Report Share Posted December 4, 2016 1 minute ago, Nimi said: Disable custom images in settings. Where in settings? Link to post Share on other sites More sharing options...
Nimi 8.3k Posted December 4, 2016 Author Report Share Posted December 4, 2016 1 minute ago, IRON431 said: Where in settings? Interface settings. Link to post Share on other sites More sharing options...
Kapslock 692 Posted December 4, 2016 Report Share Posted December 4, 2016 3 minutes ago, Nimi said: Interface settings. It's still not working, and I did restart it after disabling it. Link to post Share on other sites More sharing options...
Nimi 8.3k Posted December 5, 2016 Author Report Share Posted December 5, 2016 23 hours ago, IRON431 said: It's still not working, and I did restart it after disabling it. Not much I do about the problem then. Try running less programs when importing large scenery and lower render buffer settings. Link to post Share on other sites More sharing options...
iiBerry_ 67 Posted December 5, 2016 Report Share Posted December 5, 2016 Where has this been all my life.... Dang I've been missing out on too much, this is amazing! Link to post Share on other sites More sharing options...
Guest Posted December 6, 2016 Report Share Posted December 6, 2016 Hello Nimi, do you have any ideas for the next version of the community build? Link to post Share on other sites More sharing options...
Nimi 8.3k Posted December 6, 2016 Author Report Share Posted December 6, 2016 1 minute ago, MLGBacon said: Hello Nimi, do you have any ideas for the next version of the community build? All ideas are on here. https://trello.com/b/WhniPwso/mine-imator-community-edition Allemn 1 Link to post Share on other sites More sharing options...
Kler 225 Posted December 6, 2016 Report Share Posted December 6, 2016 Hhhm... Why a resource pack does not work? This file works in 1.0.6 vanilla. Link to post Share on other sites More sharing options...
Spontaneous Explosions 1.2k Posted December 6, 2016 Report Share Posted December 6, 2016 2 ideas: 1:You can currently one change the texture of items/blocks, by changing the resource pack. It should also be able to change block models. 2: I don't know if you would have to remodel for this (probably), but body twisting, in addition to bend. [GMK]animations 1 Link to post Share on other sites More sharing options...
Nimi 8.3k Posted December 6, 2016 Author Report Share Posted December 6, 2016 9 minutes ago, Spontaneous Explosions said: 2 ideas: 1:You can currently one change the texture of items/blocks, by changing the resource pack. It should also be able to change block models. 2: I don't know if you would have to remodel for this (probably), but body twisting, in addition to bend. 1.) Can't, all models are initialized inside of the code. 2.) I would have to re-model, but I'm not sure if even then it would work. Link to post Share on other sites More sharing options...
Spontaneous Explosions 1.2k Posted December 6, 2016 Report Share Posted December 6, 2016 3 hours ago, Nimi said: 1.) Can't, all models are initialized inside of the code. 2.) I would have to re-model, but I'm not sure if even then it would work. I figured as much. *sarcasm alert!* Is there anything you CAN do? Link to post Share on other sites More sharing options...
moniker 67 Posted December 6, 2016 Report Share Posted December 6, 2016 The bloom effect is cool, too bad most of my projects crash when im trying to open them since Mineimator is a bit of a mess in the way it manages objects specially when you export/import. David released this fix http://www.stuffbydavid.com/dl/mi106noyyc.zip which solves a lot of those "fatal errors", it still happens, but less often. I can open projects with that noyyc fix wereas with the normal 106 (and your community build) I cant because it crashes. I suggest you implement the fixes of this version since is the latest thing we have until @David releases an actual full update. I would like to be able to use the bloom effect. Link to post Share on other sites More sharing options...
Nimi 8.3k Posted December 7, 2016 Author Report Share Posted December 7, 2016 5 minutes ago, moniker said: The bloom effect is cool, too bad most of my projects crash when im trying to open them since Mineimator is a bit of a mess in the way it manages objects specially when you export/import. David released this fix http://www.stuffbydavid.com/dl/mi106noyyc.zip which solves a lot of those "fatal errors", it still happens, but less often. I can open projects with that noyyc fix wereas with the normal 106 (and your community build) I cant because it crashes. I suggest you implement the fixes of this version since is the latest thing we have until @David releases an actual full update. I would like to be able to use the bloom effect. The "yyc" isn't a code problem, so I can't "implement" a fix. Let me explain; There are two types of compilers: Standard compiler Schematic loading is slower. Causes unexplainable bugs such as resource packs not being able to load and attempting to load certain projects from the "Recent projects" list causes MIne-imator to crash and more. YYC(YoYo Compiler) Schematic loading is faster. Fixes unexplainable bugs.(Making it practically bug free.) A compiler is what converts the source code, to a runnable program. The 'Improved Foliage' and 'Photography' mods both have a lot of bugs that cannot be fixed, however once their features were put into the Community Build and compiled with the YYC, no bugs were present. So the YYC stayed as the primary compiler. If I were to switch the compiler to the regular compiler, the common fatal error bugs from my previous mods would re-appear, which wouldn't be fun. BBruce7815 and NietyFox 2 Link to post Share on other sites More sharing options...
Guest Posted December 7, 2016 Report Share Posted December 7, 2016 I think "Extruding Text" feature should added! You know, it gives it a more 3D effect, well ofc you might already know. Link to post Share on other sites More sharing options...
WAZZL3 369 Posted December 7, 2016 Report Share Posted December 7, 2016 8 hours ago, MLGBacon said: I think "Extruding Text" feature should added! You know, it gives it a more 3D effect, well ofc you might already know. And more fonts Link to post Share on other sites More sharing options...
Guest Posted December 7, 2016 Report Share Posted December 7, 2016 3 hours ago, WAZZL3 said: And more fonts You can upload your own fonts Link to post Share on other sites More sharing options...
Nimi 8.3k Posted December 7, 2016 Author Report Share Posted December 7, 2016 (edited) 14 hours ago, MLGBacon said: I think "Extruding Text" feature should added! You know, it gives it a more 3D effect, well ofc you might already know. Text wasn't built to be 3D, if you want 3D text, use item sheets as they can be used for 3D text. Edited December 7, 2016 by Nimi Link to post Share on other sites More sharing options...
Guest Posted December 7, 2016 Report Share Posted December 7, 2016 (edited) @Nimi you are using GameMaker Studio 2, correct? Edited December 7, 2016 by MLGBacon Link to post Share on other sites More sharing options...
Nimi 8.3k Posted December 7, 2016 Author Report Share Posted December 7, 2016 Just now, MLGBacon said: @Nimi you are using GameMaker 2, correct? No, and I can't use it cause of system requirements and GameMaker 2 isn't free. Link to post Share on other sites More sharing options...
Guest Posted December 7, 2016 Report Share Posted December 7, 2016 (edited) 18 hours ago, Nimi said: No, and I can't use it cause of system requirements and GameMaker 2 isn't free. I thought none of GameMaker was free 18 hours ago, Nimi said: cause of system requirements Okay? I have been trying the trial version, plus my computer only has 2GB of RAM! It works fine to me. @Nimi Edited December 8, 2016 by MLGBacon Link to post Share on other sites More sharing options...
moniker 67 Posted December 8, 2016 Report Share Posted December 8, 2016 (edited) On 7/12/2016 at 1:55 AM, Nimi said: The "yyc" isn't a code problem, so I can't "implement" a fix. Let me explain; There are two types of compilers: Standard compiler Schematic loading is slower. Causes unexplainable bugs such as resource packs not being able to load and attempting to load certain projects from the "Recent projects" list causes MIne-imator to crash and more. YYC(YoYo Compiler) Schematic loading is faster. Fixes unexplainable bugs.(Making it practically bug free.) A compiler is what converts the source code, to a runnable program. The 'Improved Foliage' and 'Photography' mods both have a lot of bugs that cannot be fixed, however once their features were put into the Community Build and compiled with the YYC, no bugs were present. So the YYC stayed as the primary compiler. If I were to switch the compiler to the regular compiler, the common fatal error bugs from my previous mods would re-appear, which wouldn't be fun. I've found the "noycc" way more stable. With the regular 106 I always end up with a corrupted project somehow. I sent projects to debug to David and he said he will look into it. Hopefully all those bugs can be fixed. If those bugs and the transparency issue was solved, the experience would be way more solid. A lot of people myself included, hate that you cannot use transparent stuff behind fog/depth of field/tinted glasses, so many ideas have to be scrapped because the transparencies make the scene look bad. Edited December 8, 2016 by moniker Link to post Share on other sites More sharing options...
BBruce7815 2k Posted December 8, 2016 Report Share Posted December 8, 2016 52 minutes ago, moniker said: I've found the "noycc" way more stable. With the regular 106 I always end up with a corrupted project somehow. I sent projects to debug to David and he said he will look into it. Hopefully all those bugs can be fixed. If those bugs and the transparency issue was solved, the experience would be way more solid. A lot of people myself included, hate that you cannot use transparent stuff behind fog/depth of field/tinted glasses, so many ideas have to be scrapped because the transparencies make the scene look bad. actually, there is a way to fix transparencys by your own! 1- select the transparent object. 2- go to graphics in the object's properties. 3- you'll see a text wich says render depth :. 4- change the value from 0 to 1 or higher. 5-profit. [GMK]animations 1 Link to post Share on other sites More sharing options...
moniker 67 Posted December 8, 2016 Report Share Posted December 8, 2016 (edited) 9 hours ago, BBruce7815 said: actually, there is a way to fix transparencys by your own! 1- select the transparent object. 2- go to graphics in the object's properties. 3- you'll see a text wich says render depth :. 4- change the value from 0 to 1 or higher. 5-profit. This doesn't work if like I said, behind the transparent object there's fog, depth of field, or a tinted glass pane, which ruins a lot of good shots since you would need to get rid of the fog which makes the scene look really dull, same goes for the deph of field. Edited December 8, 2016 by moniker Link to post Share on other sites More sharing options...
Nimi 8.3k Posted December 8, 2016 Author Report Share Posted December 8, 2016 (edited) On 12/8/2016 at 7:39 AM, moniker said: This doesn't work if like I said, behind the transparent object there's fog, depth of field, or a tinted glass pane, which ruins a lot of good shots since you would need to get rid of the fog which makes the scene look really dull, same goes for the deph of field. Currently Mine-imator thinks everything in the scene is physical. So when a glass block is infront of another block that should be blurred with DOF, it won't be blurred because MI thinks that the glass block is a solid block(Cube, stone, ect.), and there's no need to blur the block behind the glass block. So that's what's causing the effect to be ruined. I could try to make a workaround by adding a timeline editor option to tell whether the object is "Transparent" or "Physical" which will make anything that's "Transparent", invisble when MI goes to check it's 3D scene for a depth map(Used for SSAO, DOF, shader stuff.), so when it sees something with "Transparent" enabled, the DOF distance will go through it, and blurring objects on the other side of it. However, it would also blur the objects with "Transparent" enabled, regardless if the DOF range is touching it or not. If you wanted to make it work on big schematics, you'd have to seperate the transparent objects from the solid objects. (Which isn't too hard if you copy the schematic and edit the block sheets for both of them.) TL;DR: I could try to fix it. Not guaranteed to work and look good though. Edit: Nvm, the method I would put in would give a result similar to this. (Let's say the crystals above the diamond has "Transparent" enabled.) Spoiler Edited December 9, 2016 by Nimi BBruce7815 and Allemn 2 Link to post Share on other sites More sharing options...
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