qolelis on 28/9/2012 at 20:42
Quote Posted by Moi Dix Mois
Alt-left click roates as normal. Ctrl-left click shrinks the brush regardless of any mouse movement on my part.
Aha! I think I know what's going on!
I couldn't let go of this and I suddenly realized that I have actually seen this before. It was in the old days when DromEd was always on top (effectively hiding all other windows), so every time I wanted to do complete processing, I had to move the DromEd window slightly offscreen, because I wanted to do other things while waiting for DromEd to finish. At one time I tried editing brushes without moving the DromEd window back again and I got the same behaviour you get now. Could this be what happened to you too?
R Soul on 28/9/2012 at 21:23
I was just reading modders_notes (required reading, every day!), and found a mention of precision selection, which involves Ctrl and click. Maye that's related to the brush shrinking problem.
I don't see an option to disable it, but try opening Dromed.cfg, removing the ; from the selection_pixel_margin line, and change the value to 0. Or maybe -1 if you're feeling adventurous.
Moi Dix Mois on 28/9/2012 at 21:25
Quote Posted by qolelis
Aha! I think I know what's going on!
I couldn't let go of this and I suddenly realized that I have actually seen this before. It was in the old days when DromEd was always on top (effectively hiding all other windows), so every time I wanted to do complete processing, I had to move the DromEd window slightly offscreen, because I wanted to do other things while waiting for DromEd to finish. At one time I tried editing brushes without moving the DromEd window back again and I got the same behaviour you get now. Could this be what happened to you too?
I don't think so, I just opned dromed up again, as the only active program, and still got the same behaviour.
I also tried opening keybind.cfg and commenting out any binding that used the shift key in any way, but that didn't fix it either.
edit: wow is my face red! I just went into user.cfg and added edit_screen_size 1440 900 and it fixed it somehow. Previously I was running it at the default resolution that the patch reset it to. Don't know why that fixed it, but there you go. Thanks for all the help, though, I really do appreciate it.
qolelis on 28/9/2012 at 23:30
Quote Posted by Moi Dix Mois
edit: wow is my face red! I just went into user.cfg and added edit_screen_size 1440 900 and it fixed it somehow. Previously I was running it at the default resolution that the patch reset it to. Don't know why that fixed it, but there you go. Thanks for all the help, though, I really do appreciate it.
Good thing you solved it. :)
Yandros on 29/9/2012 at 02:02
Quote Posted by DrK
Taffers, Le Corbeau connected back on Ariane4ever !!!!
He posted this (roughly translated) :
The Raven is the messenger. From his perch, he watches the shadows who found themselves back.
DromEd.exe @ 0x14A701 change 02 to 01
ShockEd.exe @ 0x18EC11 change 02 to 01What would it do ?
(
http://ariane4ever.free.fr/ariane4ever/viewtopic.php?f=2&t=4287&start=45)
Quote Posted by Sensut
Shadows? Sunlight shadows?
Quote Posted by DrK
Oh ! That's a good point, someone must try it.
Then "ombres retrouvées" wouldn't translate as
shadows who found themselves back, but as
shadows which were recovered.
It sure sounds to me like he's suggesting that hex editing those two values from 02 to 01 will fix the sunlight rendering object shadows issue. I'll give it a go in a simple test mission in a moment. I hope for the sake of simplicity, though, that an official fixed .exe is released, not everyone will know how or be comfortable doing that and sticking an edited version out there somewhere to proliferate which isn't the same as the real 1.19 release will cause all kinds of confusion.
Yandros on 29/9/2012 at 02:22
I just tried it and it works in a small test mission. Well, it worked once I ticked Quad Sunlight under Rendering Parameters, it didn't before that, but I seem to recall that was also the case in 1.18. Sliptip or someone, you know? Also, someone else needs to confirm this fix before we go trumpet the news from the rooftops.
LarryG on 29/9/2012 at 02:24
Quote Posted by Yandros
It sure sounds to me like he's suggesting that hex editing those two values from 02 to 01 will fix the sunlight rendering object shadows issue. I'll give it a go in a simple test mission in a moment. I hope for the sake of simplicity, though, that an official fixed .exe is released, not everyone will know how or be comfortable doing that and sticking an edited version out there somewhere to proliferate which isn't the same as the real 1.19 release will cause all kinds of confusion.
True, but only DromEders are affected. And we are used to sticking things together with chewing gum and bailing wire at the last minute. Besides, if this is the sunlight shadow fix, I'm sure someone will post the exe that they patched for those who are less comfortable doing so themselves.
Yandros on 29/9/2012 at 02:29
True enough, Larry. I can post mine up to Weary Taffer shortly. I'm giving it a different name so it doesn't overwrite, and you'll need to manually rename it yourself, just to make sure people know what it is.
(
http://www.wearytaffer.com/storage/DROMED_119_SunlightFix.zip) Dromed v1.19 with Sunlight Fix
Albert on 29/9/2012 at 02:49
Quote Posted by Yandros
I hope for the sake of simplicity, though, that an official fixed .exe is released
Or we can shove Yandros' edited .exe into every mirror copy of the main release.
Briareos H on 29/9/2012 at 06:23
I'm going to hex-edit and update the packages on my mirrors. ETA: 2 minutes :P
EDIT: Links didn't change but checksums did.
System Shock 2: (
http://anodal.org/thief/ss2_v24.zip) http://anodal.org/thief/ss2_v24.zip, md5: 11525253203fe2e909e92ba5a0d508e7
Thief 2: (
http://anodal.org/thief/t2_v119.zip) http://anodal.org/thief/t2_v119.zip, md5: 6be2e9973dd5187e8544e4f8e04daa36