Posted May 22, 2015 (edited) Crash when trying to start http://pastebin.com/0ya9R5nS I am not sure why this happens, any more info please? Some feedback as well. I find myself missing the icons at the top to switch between 2d and 3d mode. Any possibility to return those? (and of course add a third for the wurm view) Not really due to the way how tool bar works (the only possible thing without significant interface changes is to move view switch to top-level menu). By the way, edition and saving/loading of caves works perfectly, now I just need to fill database with cave wall types, catch all remaining bugs and implement last improvements. Edited May 22, 2015 by Warlander 3 Share this post Link to post Share on other sites
Posted May 22, 2015 I can not see what i guess is some kind of screenshot but great news. Share this post Link to post Share on other sites
Posted May 22, 2015 By the way, edition and saving/loading of caves works perfectly, now I just need to fill database with cave wall types, catch all remaining bugs and implement last improvements. Wonderful news - can't wait to see the cave layer! Excellent job, Warlander! Share this post Link to post Share on other sites
Posted May 22, 2015 (edited) I really like to use this tool. Tried to open last 3 versions but everytime I got this error: Error Log says: [2015-05-22 18:18:08] Error has occurred!Java vendor: Oracle CorporationJava version: 1.8.0_45pl.wurmonline.deedplanner.util.DeedPlannerRuntimeException: Unknown season - program data is corrupted!at pl.wurmonline.deedplanner.graphics.texture.Season.seasonFromString(Season.java:29)at pl.wurmonline.deedplanner.graphics.texture.TexComplex.<init>(TexComplex.java:25)at pl.wurmonline.deedplanner.data.io.DataLoader.loadGrounds(DataLoader.java:64)at pl.wurmonline.deedplanner.data.io.DataLoader.loadData(DataLoader.java:26)at pl.wurmonline.deedplanner.forms.Loading.lambda$new$21(Loading.java:27)at pl.wurmonline.deedplanner.forms.Loading$$Lambda$16/476402209.run(Unknown Source)at java.lang.Thread.run(Unknown Source) Ä°nfo Log says: [2015-05-22 18:18:08] <Tex> {grass.jpg} Texture data loaded![2015-05-22 18:18:08] <Tex> {grass_fall.jpg} Texture data loaded![2015-05-22 18:18:08] <Tex> {winter-grass.jpg} Texture data loaded! What should I do? Edited May 22, 2015 by Qiwi Share this post Link to post Share on other sites
Posted May 22, 2015 Your Objects.xml file is corrupted, try downloading program again. Share this post Link to post Share on other sites
Posted May 22, 2015 DeedPlanner 2.3.0 released! Changes:Added cave layerAdded cave labelsAdded possibility to delete selected structureAdded colorblind modeAdded all cave wall types to the databaseFixed automatic walls reversion overriding classical walls reversion featureFixed old DP maps loading bugThis took a moment - I hope that there will be no bigger problems with this release. 3 Share this post Link to post Share on other sites
Posted May 22, 2015 (edited) The stone wall does not seem to do anything that i can tell although it can take me some time to learn how things are intended to work, lol Edit (i will just add to this as i go)1. It might be nice to have the fill/pencil on the cave level 2. What would make more sense to me is that the stone floor be the base then the walls/ore would be added/stacked on the top of them and be a set height to make the mine shaft. They both need to move as the height map is manipulated as well but it already looks like the floors do that so just have the walls and ore stack on top of the floor. 3. If you go with #2 then maybe we can have a new floor "reinforced stone floor" so we can see the path as we put in the walls. (there should be a texture for that already) Edited May 22, 2015 by Kegan Share this post Link to post Share on other sites
Posted May 22, 2015 (edited) The stone wall does not seem to do anything that i can tell although it can take me some time to learn how things are intended to work, lol Edit (i will just add to this as i go) 1. It might be nice to have the fill/pencil on the cave level Stone wall is implemented as "default" cave tile - it is invisible in 2d view, while in 3d view - only when close to cave floor. Edited May 22, 2015 by Warlander Share this post Link to post Share on other sites
Posted May 22, 2015 (edited) I am just having a hard time seeing your vision on how things are meant to work i guess (see my #2 in the above post of mine) edit: here is what i have this is all stone floor and one marble vein Edited May 22, 2015 by Kegan Share this post Link to post Share on other sites
Posted May 22, 2015 DeedPlanner 2.3.1 released! Changes:Fixed another old DP maps loading bugFixed cave labels loading/savingQuick bugfix, mostly for people who want to load old DP maps and place labels in caves (all cave labels in 2.3.0 will be not saved and loaded - I forgot about this bug while testing 2.3.0). Share this post Link to post Share on other sites
Posted May 22, 2015 (edited) I think i am going to need a tutorial on this one i can not see how you can get what was shown in that ss you posted with the ceilings and everything from this. Edit: Is it just me or has anyone else tried it out and had trouble? Edit 2: okay i get it now the stone floor is hollow and is meant to be the mineshaft. (It makes more sense to me now so i guess i will see how everything else works) What is size in height and what does it do? Edited May 22, 2015 by Kegan Share this post Link to post Share on other sites
Posted May 22, 2015 (edited) Cave tiles edit is identical to ground edit, with exception that main wall type (Stone wall) is invisible - but it is here, just like grass above ground. Height edition - height edition below ground is identical to height edition above ground, when you edit height both floor AND ceiling are going up or down. Cave size edition - it is similar to height edition, but instead of lines you must look at dots now. Cave size can range from 30 to 300, any higher or lower values are not accepted. Cave size is appearing on bottom label only (side panel is still showing height in this mode). When you edit cave size, only ceiling is going up. Cave height and size are fully independent. Edited May 22, 2015 by Warlander 1 Share this post Link to post Share on other sites
Posted May 22, 2015 (edited) It was me not understanding that the floor was hollow in 3d mode and is the mineshaft.. i think i will be fine now, lol sorry that one was hard for me..hehe Edited May 22, 2015 by Kegan Share this post Link to post Share on other sites
Posted May 22, 2015 Great work! Old maps now load into 2.3.1 I will begin exploring all the great features you have added. Thank you for all your hard work. Share this post Link to post Share on other sites
Posted May 22, 2015 (edited) I know it might be hard to do but is there a way that you can make wurmian view follow the floor in the mine as it changes height? Edited May 22, 2015 by Kegan Share this post Link to post Share on other sites
Posted May 23, 2015 I know it might be hard to do but is there a way that you can make wurmian view follow the floor in the mine as it changes height? Sure, I will add it to next release - it will use cave heightmap instead of surface heightmap - without any collisions, but with possibility to walk in a cave. Share this post Link to post Share on other sites
Posted May 23, 2015 (edited) It is not that big of a deal but in cave mode it has those triangles like the ground level had in the post by Ilovewurm...http://forum.wurmonline.com/index.php?/topic/79352-deedplanner-231-3d-house-and-deed-planner/page-74#entry1262013 Edited May 23, 2015 by Kegan Share this post Link to post Share on other sites
Posted May 23, 2015 Wish it had bridge models, but understand that's probably not a simple thing. Just wanted to say that I love this tool, glad you been updating it, its so awesome. Share this post Link to post Share on other sites
Posted May 24, 2015 A 2x2 roof with 1 sticking off on any right-hand-side (as viewed from inside) does not render correctly i.e.ooxoxxxooxxxoxoo Share this post Link to post Share on other sites
Posted May 24, 2015 Yeah happens at times, but it does course come out perfect. I have also had that problem! Share this post Link to post Share on other sites
Posted May 24, 2015 I guess we all should remember that it is just a tool it does not have to be picture perfect, lol Share this post Link to post Share on other sites
Posted May 24, 2015 Grabbing it now. I am so happy to have a cave mapper that is is walkable! Share this post Link to post Share on other sites
Posted May 25, 2015 (edited) I get this crash sometimes when i first open the planner but not every time so thought i would post it for you. [2015-05-25 10:33:32] Error has occurred!Java vendor: Oracle CorporationJava version: 1.8.0_25java.lang.IndexOutOfBoundsException: Index: 8, Size: 8at java.util.ArrayList.rangeCheck(Unknown Source)at java.util.ArrayList.get(Unknown Source)at javax.swing.JTabbedPane.getTabComponentAt(Unknown Source)at javax.swing.plaf.basic.BasicTabbedPaneUI.calculateTabHeight(Unknown Source)at javax.swing.plaf.basic.BasicTabbedPaneUI.calculateMaxTabHeight(Unknown Source)at javax.swing.plaf.basic.BasicTabbedPaneUI$TabbedPaneLayout.preferredTabAreaHeight(Unknown Source)at javax.swing.plaf.basic.BasicTabbedPaneUI$TabbedPaneLayout.calculateSize(Unknown Source)at javax.swing.plaf.basic.BasicTabbedPaneUI$TabbedPaneLayout.minimumLayoutSize(Unknown Source)at java.awt.Container.minimumSize(Unknown Source)at java.awt.Container.getMinimumSize(Unknown Source)at javax.swing.JComponent.getMinimumSize(Unknown Source)at javax.swing.GroupLayout$ComponentSpring.calculateNonlinkedMinimumSize(Unknown Source)at javax.swing.GroupLayout$ComponentSpring.calculateMinimumSize(Unknown Source)at javax.swing.GroupLayout$Spring.getMinimumSize(Unknown Source)at javax.swing.GroupLayout$ComponentSpring.calculatePreferredSize(Unknown Source)at javax.swing.GroupLayout$Spring.getPreferredSize(Unknown Source)at javax.swing.GroupLayout$Group.getSpringSize(Unknown Source)at javax.swing.GroupLayout$Group.calculateSize(Unknown Source)at javax.swing.GroupLayout$Group.calculatePreferredSize(Unknown Source)at javax.swing.GroupLayout$Spring.getPreferredSize(Unknown Source)at javax.swing.GroupLayout$Group.getSpringSize(Unknown Source)at javax.swing.GroupLayout$Group.calculateSize(Unknown Source)at javax.swing.GroupLayout$Group.calculatePreferredSize(Unknown Source)at javax.swing.GroupLayout$Spring.getPreferredSize(Unknown Source)at javax.swing.GroupLayout.calculateAutopadding(Unknown Source)at javax.swing.GroupLayout.prepare(Unknown Source)at javax.swing.GroupLayout.preferredLayoutSize(Unknown Source)at java.awt.Container.preferredSize(Unknown Source)at java.awt.Container.getPreferredSize(Unknown Source)at javax.swing.JComponent.getPreferredSize(Unknown Source)at javax.swing.GroupLayout$ComponentSpring.calculateNonlinkedPreferredSize(Unknown Source)at javax.swing.GroupLayout$ComponentSpring.calculateNonlinkedMinimumSize(Unknown Source)at javax.swing.GroupLayout$ComponentSpring.calculateMinimumSize(Unknown Source)at javax.swing.GroupLayout$Spring.getMinimumSize(Unknown Source)at javax.swing.GroupLayout$ComponentSpring.calculatePreferredSize(Unknown Source)at javax.swing.GroupLayout$Spring.getPreferredSize(Unknown Source)at javax.swing.GroupLayout$Group.getSpringSize(Unknown Source)at javax.swing.GroupLayout$Group.calculateSize(Unknown Source)at javax.swing.GroupLayout$Group.calculatePreferredSize(Unknown Source)at javax.swing.GroupLayout$Spring.getPreferredSize(Unknown Source)at javax.swing.GroupLayout$Group.getSpringSize(Unknown Source)at javax.swing.GroupLayout$Group.calculateSize(Unknown Source)at javax.swing.GroupLayout$Group.calculatePreferredSize(Unknown Source)at javax.swing.GroupLayout$Spring.getPreferredSize(Unknown Source)at javax.swing.GroupLayout$Group.getSpringSize(Unknown Source)at javax.swing.GroupLayout$Group.calculateSize(Unknown Source)at javax.swing.GroupLayout$Group.calculatePreferredSize(Unknown Source)at javax.swing.GroupLayout$Spring.getPreferredSize(Unknown Source)at javax.swing.GroupLayout$SequentialGroup.setValidSize(Unknown Source)at javax.swing.GroupLayout$Group.setSize(Unknown Source)at javax.swing.GroupLayout.calculateAutopadding(Unknown Source)at javax.swing.GroupLayout.layoutContainer(Unknown Source)at java.awt.Container.layout(Unknown Source)at java.awt.Container.doLayout(Unknown Source)at java.awt.Container.validateTree(Unknown Source)at java.awt.Container.validateTree(Unknown Source)at java.awt.Container.validateTree(Unknown Source)at java.awt.Container.validate(Unknown Source)at javax.swing.RepaintManager$3.run(Unknown Source)at javax.swing.RepaintManager$3.run(Unknown Source)at java.security.AccessController.doPrivileged(Native Method)at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)at javax.swing.RepaintManager.validateInvalidComponents(Unknown Source)at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)at java.awt.event.InvocationEvent.dispatch(Unknown Source)at java.awt.EventQueue.dispatchEventImpl(Unknown Source)at java.awt.EventQueue.access$400(Unknown Source)at java.awt.EventQueue$3.run(Unknown Source)at java.awt.EventQueue$3.run(Unknown Source)at java.security.AccessController.doPrivileged(Native Method)at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)at java.awt.EventQueue.dispatchEvent(Unknown Source)at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)at java.awt.EventDispatchThread.pumpEvents(Unknown Source)at java.awt.EventDispatchThread.pumpEvents(Unknown Source)at java.awt.EventDispatchThread.run(Unknown Source) Edited May 25, 2015 by Kegan Share this post Link to post Share on other sites
Posted May 27, 2015 I have a question. Is there anybody who knows how to integrate slopes? Part of my deed is higher than the rest and I'd like to implement that in the plan for the deed, but I can't seem to make it work. Any advise? Share this post Link to post Share on other sites
Posted May 28, 2015 I was getting all ready to map my mines... then was terribly disappointed when I remembered that your program doesn't do the mine tunnels... then I read the thread and found that now it does!Your timing is awesome!! 1 Share this post Link to post Share on other sites