Reflex Splines are finally ready for you to try. Digital Earthworks has been updated to include laying out splines which means that custom tracks can now be raced properly online. There are some other tweaks and improvements to make the process of creating a track in DE a little easier.
You can download the new version of the editor here:
Link: DigitalEarthworks v0.8.2.23 (http://www.strawberrysoftware.net/download.php?file=reflex/DigitalEarthworksv0.8.2.23_setup.zip) 22 Jan 2016
For this to work extra beta slots have been created, 8 for Sx tracks and 8 for National tracks. Modifications to the MXLeaderBoard file in the reflex root folder is also necessary to make these splined custom tracks to work online. If you don't already have Freeride beta slots installed then you will also need to install these from this post (http://twisteddirt.com/smf/index.php/topic,2996.msg22915.html#msg22915) before starting Reflex, you need the bit about Beta DLC files. Once that is complete you can install these new files with the following:
-1 Download the 2 files from the links below.
-2 Identify the Reflex install folder, this is usually something like C:\program files\Steam\steamapps\common\mx vs atv reflex\
-3 Extract the files from the zip files, there should be 2 MXTables_DLC008a files and 1 MX07Leaderboards.bxml. To get around windows security you might need to copy these to your desktop first and not extract the files directly to your Reflex folders.
-4 Copy the MXTables_DLC008a.database and MXTables_DLC008a.package files to the \Database folder in the Refllx install folder from step 2.
-5 Copy the MX07Leaderboards.bxml file to the Reflex install folder from step 2. NOT the Database folder.
Start up Reflex and you should be ready to rip..
There are a lot of small improvements in this version of DE, as well as adding the splines, which make this a much more stable version than the last one. I have to say a big thank-you to JamieT and Al167 for their patience with testing and giving me feedback that has helped in a big way to make these improvements. Special thanks also goes to JamieT for providing the preview pictures - think of him every time you can see in DE what the object you want to place looks like.. :)
Links:
Extra Sx|Nat beta slots: MXTables_DLC008a.zip (http://www.strawberrysoftware.net/download.php?file=reflex/MXTables_DLC008a.zip)
Updated MXLeaderboard.bxml: MX07Leaderboards.zip (http://www.strawberrysoftware.net/download.php?file=reflex/MX07Leaderboards.zip) This goes in the Reflex install folder NOT the database folder
Have fun
Laurie
Wow... you're an angel in the sky! Splines are just what we needed. I know I'm really motivated to send some quality tracks your way... Jamies' helping me out ;)
Nicely done and thanks for all the hard work on DE!
If Jamies helping you out you'll be in good hands. Looking forward to running some new tracks.
Can anyone help me? when I click on digital earthworks link to download it goes into this infinite download that never finishes. I really wanna make more tracks and the version I had is all shut down and cant do nothing with. can anyone help me figure out how to download so I can continue making tracks! please and thank you very much!
Have you tried a different browser? Which browser are you using?
Maybe you have zip files associated to the wrong action in your browser so that it tries to open it instead of download it?
You said it goes into an infinite loop when you try to download, what are the details of the steps in this loop?
I was wondering if someone could help me out with this, I get this error when I compile my track. What would cause this?
Error: The funnel section of the spline has less than 2 nodes.
Error: There is an invalid spline in activity Supercross.
Compilation aborted because your track failed to pass the pre-compile check.
Quote from: wretchedbass on April 21, 2014, 02:14:42 AM
I was wondering if someone could help me out with this, I get this error when I compile my track. What would cause this?
Error: The funnel section of the spline has less than 2 nodes.
Error: There is an invalid spline in activity Supercross.
Compilation aborted because your track failed to pass the pre-compile check.
I had the same problem. You may have disconnected single nodes, they appear as squares along the spline.
Select each square and use the "Merge sections either side of the selected node" tool from the Activities tab.
Pretty much what it says on the tin. The funnel on your spline uses one node which then joins directly to the main loop of the spline. Reflex needs for there to be at least 2 nodes in the funnel before it joins to the main loop. The compiler checks this before compiling to try to save some time you might waste waiting for the track to compile completely.
To fix this you will need to make a new funnel starting with the first actually (the only) node in your funnel and click out 2 new points along the funnel and then join it to the same node in the main loop and then delete the original funnel. To do that you will need to:
-1 Select the first node of the funnel.
-2 Click out 2 more points along the funnel
-3 hold the CTRL key down and click on the same node where the current funnel joins the main loop. This will join the new funnel to the main loop.
-4 Select the first node of your original funnel.
-5 Press the delete node button.
-6 Reposition the new first node of your new funnel back to where the first node of you original funnel was.
Should be good now, with 2 nodes in your funnel.
okay thanks, now I have this..
Error: Startgate TO_StartingGate is not completely inside the spline..
Compilation aborted because your track failed to pass the pre-compile check.
but I have the spline wider than the gate and that still comes up
Your spline needs to surround the start gate like this.... Also notice that the start line is place 1 node in, and not on the edge of the spline.
(http://reflex-central.com/Images/spline%20start.jpg)
thanks jamie, i wasn't extend the spline behind it
okay, that's squared away, but I'm getting this again;
Compilation aborted because your track failed to pass the pre-compile check.
Error: Section 0 of the spline has less than 2 nodes.
Error: There is an invalid spline in activity Supercross.
Compilation aborted because your track failed to pass the pre-compile check.
(http://i301.photobucket.com/albums/nn59/wretchedlife6/spline.jpg)
Just add an extra couple of nodes in like you did before. I think it's because your start line is now one node in (which it has to be) that the funnel technically now has less than 2 nodes. I guess that node behind the start gate doesn't count.
I added one before, now I get this;
Error: Section 1 of the spline does not link to other sections.
Error: There is an invalid spline in activity Supercross.
Compilation aborted because your track failed to pass the pre-compile check.
I see the problem, you need to right click on the square on green line at the start line to select it. press the "merge sections either side of selected node" button in the splines tab.
also add more nodes along the straightaway because if you crash it sometimes respawnes you to the next node, so someone may crash but respawn at the end of the straight and actually make time!!
heres a tip, use the right mouse to move nodes. as it wont create a new node and cause frustration.
heres how I done the Daytona spline
(http://i473.photobucket.com/albums/rr96/alberto167/daytonaspline_zps64b34c14.jpg)
A picture is worth a 1000 words, looks to me like Al's hit it right on the head.. :)
wow thanks al!
I don't get this at all..
Error: No dropgate model has been found in the track. Place a dropgate and try again.
Compilation aborted because your track failed to pass the pre-compile check.
(http://i301.photobucket.com/albums/nn59/wretchedlife6/start.jpg)
here is a link to my activity file if u wana look at it, I tried a spline on a blank project. I get the same errors.
http://www.mediafire.com/download/5b3qezlskf9uvgv/arenacross.activity (http://www.mediafire.com/download/5b3qezlskf9uvgv/arenacross.activity)
Startgates in Reflex are made up of 2 objects - the surrounding structure which includes the doghouse etc. and then a drop gate, which is the piece that actually drops at the start of a race.
Looking at your picture, you're placing start gates from the "normal" objects section. You should place a gate that is contained in the "grouped" section.
You can of course customize your gate by mixing and matching gate pieces, but I would leave that for another day as it's a bit more advanced, as they need to be properly aligned to make it look and behave correctly. For now, you should place a gate which is already grouped up. The 2 icons above the list objects on the left will switch you between normal, and grouped objects.
HA, that was it the whole time.. thanks so much Jamie
Hello guys,
I've had some problems in the Reflex Editor for a long time now, and never found out the problem. I started a new track for Mx-bikes and Mx Simulator and I thought it'd be cool for MvA Reflex too. The Reflex Editor still doesn't work and I'd like to know how to solve this problem.
Whenever I open the editor I get this error: http://gyazo.com/8e4cf75796a649ac705a3e813d0e1b5a, even though I've downloaded the Physx software which is listed in the help panel. When I click on 'No' I get another error: http://gyazo.com/c2372c965d65b84d9b75b75f62b302e7, then when I click OK I get this error: http://gyazo.com/bb526db613e3427396bf5d212e94117d, now when I click OK the editor opens, but I can't do anything. Jamie T helped me but we can still not get it working.
I hope anyone can help me out so I can provide some tracks for the community and have fun making them.
Thanks in advance.
Sorry to hear that DE is causing you so much grief.
Can you check these things and let us know what you find:
1) Which ver of windows are you using?
2) Are you running DE as administrator?
3) can you find the following files on your system?
- c:\windows\PhysXLoader.dll or c:\windows\system32\PhysXLoader.dll or 'DE_install_folder'\PhysXLoader.dll ?
- 'DE_install_folder'\v2.8.1\PhysXCore.dll and 'DE_install_folder'\v2.8.1\PhysXCooking.dll
- 'DE_install_folder'\RmxPhysics.dll
4) Enable the Logging option in DE and copy any error messages from the initialisation process that might show up.
5) If you know how to get to the registry editor, copy the following registry tree and post it here:
Local_Machine\SOFTWARE\AGEIA Technologies\
Hopefully that will give us some clues to get started..
Quote from: mcm2boys on May 04, 2014, 01:24:26 PM
Sorry to hear that DE is causing you so much grief.
Can you check these things and let us know what you find:
1) Which ver of windows are you using?
2) Are you running DE as administrator?
3) can you find the following files on your system?
- c:\windows\PhysXLoader.dll or c:\windows\system32\PhysXLoader.dll or 'DE_install_folder'\PhysXLoader.dll ?
- 'DE_install_folder'\v2.8.1\PhysXCore.dll and 'DE_install_folder'\v2.8.1\PhysXCooking.dll
- 'DE_install_folder'\RmxPhysics.dll
4) Enable the Logging option in DE and copy any error messages from the initialisation process that might show up.
5) If you know how to get to the registry editor, copy the following registry tree and post it here:
Local_Machine\SOFTWARE\AGEIA Technologies\
Hopefully that will give us some clues to get started..
1. I've window 7, 64 bits.
2. I've tried running it as administrator and normal. I get the same messages on both.
3. I found PhysXLoader.dll in both the C:/windows folder and in the installation folder. The PhysXCore.dll and PhysXCooking.dll are in the v2.8.1 folder too and I have RmxPhysics.dll in my DE installation folder.
4. When I enable loggin I get this error and the window on the left changes from white to blue: http://gyazo.com/809166ee6e24e5ca1743e917e8539ff2
5. Here it is: http://gyazo.com/d2bb2384cfeda8852928b49ae977e91b
Thanks, that does help. DE was built expecting 32bit windows, and so isn't looking for the registry key \SOFTWARE\AGEIA Technologies\PhysX_A64_Engines, it only looks for the 32 bit key: \SOFTWARE\AGEIA Technologies\PhysX_A32_Engines.
Could you do the same image capture on the \SOFTWARE\AGEIA Technologies\ PhysX_A64_Engines, then i can see what needs tobe changed to recognise the 64bit versions of the software.
What's interesting is that i know there are several other people using 64bit windows and have DE working, Al167 for instance - so it would be interesting to see how they got it working.
Depending on what's in the registry key for the 64 bit version of PhysX it might be possible to copy the \SOFTWARE\AGEIA Technologies\ PhysX_A64_Engines key entries and rename it \SOFTWARE\AGEIA Technologies\ PhysX_A32_Engines
Also the path for the dlls in the 2nd line of 3) should be:
'DE_install_folder'\PhysX\v2.8.1\PhysXCore.dll and 'DE_install_folder'\PhysX\v2.8.1\PhysXCooking.dll
'\v2.8.1\PhysXCore.dll and 'DE_install_folder'\v2.8.1\PhysXCooking.dll
Laurie
Quote from: mcm2boys on May 04, 2014, 09:52:09 PM
Thanks, that does help. DE was built expecting 32bit windows, and so isn't looking for the registry key \SOFTWARE\AGEIA Technologies\PhysX_A64_Engines, it only looks for the 32 bit key: \SOFTWARE\AGEIA Technologies\PhysX_A32_Engines.
Could you do the same image capture on the \SOFTWARE\AGEIA Technologies\ PhysX_A64_Engines, then i can see what needs tobe changed to recognise the 64bit versions of the software.
What's interesting is that i know there are several other people using 64bit windows and have DE working, Al167 for instance - so it would be interesting to see how they got it working.
Depending on what's in the registry key for the 64 bit version of PhysX it might be possible to copy the \SOFTWARE\AGEIA Technologies\ PhysX_A64_Engines key entries and rename it \SOFTWARE\AGEIA Technologies\ PhysX_A32_Engines
Also the path for the dlls in the 2nd line of 3) should be:
'DE_install_folder'\PhysX\v2.8.1\PhysXCore.dll and 'DE_install_folder'\PhysX\v2.8.1\PhysXCooking.dll
'\v2.8.1\PhysXCore.dll and 'DE_install_folder'\v2.8.1\PhysXCooking.dll
Laurie
Alright, thanks for the help.
Here is what I have in my \SOFTWARE\AGEIA Technologies\ PhysX_A64_Engines folder. I'll try to copy the key entries and rename it.
Yes, I found those dlls after I replied, and saw that all dlls are correct.
Thanks for feeding this problem back, i will try to take a look at it and see if this can't be fixed in the future.
I couldn't copy the \SOFTWARE\AGEIA Technologies\ PhysX_A64_Engines folder, so I just renamed it to \SOFTWARE\AGEIA Technologies\ PhysX_A32_Engines, this didn't solve the problem, actually nothing changed.
Note that I have my DE installed on the D drive, this might be helpful for you. I'm installing it on the C drive now and I'll tell you if I have any luck.
--
That didn't change anything, I still get the same errors as on the D drive (yes I deleted the D drive version before installing DE on the C drive, I also tried to rename the folder in regedit again, but nothing has changed).
Thanks for all the help Laurie.
Looks like the link to the PhysX software in the DE help file may be out of date. I found this on the nvidia site : http://www.nvidia.com/object/physx-9.13.0725-driver.html
The one that's linked in DE only has support for XP and Vista (or so it says).
Quote from: JamieT on May 05, 2014, 11:22:24 AM
Looks like the link to the PhysX software in the DE help file may be out of date. I found this on the nvidia site : http://www.nvidia.com/object/physx-9.13.0725-driver.html
The one that's linked in DE only has support for XP and Vista (or so it says).
I truly love you. You guys are a bunch of genious's. This worked for me, thanks a lot everyone!
Good catch Jamie..
Looks like i might need to update the help file... I used the old link to make sure that the right version of PhysX was installed since i am using an older PhysX API, but i guess the newer one still works with the older API..
hey,
i was wondering if anyone could tell me what each of the spline line colors mean?
do they act as suggested lines for the AI or just boundaries?
also alot of the information in the start of this thread is very useful and would be great if it was posted here: http://www.twisteddirt.com/wiki/TwistedDIRTWiki
maybe with some extra details added such as hotkeys and what i asked before.
thnx =D
Hey Jeff,
We have plans to update the wiki this week actually. There's a lot of info that just hasn't been written down yet, so hopefully all that will be in pretty soon.
As for the lines on the spline, the outer lines define the limits of the track. If you travel outside of these you will be reset. Moving inwards, the next set of lines are the AI boundaries. The AI will do its best to stay within these lines. The finish line also sits on this pair of lines, so you need to make sure the finish line stretches all the way across the track. The centre line defines the position where riders get respawned after going off the track.
thanks Jamie =D
Hello everyone,
New to the scene here :)
I looked up Al167 custom track making video's. i downloaded his "building kit" but i used the latest version of Digital Earthworks: 0.8.2.7 instead of his 0.8.0.6
Now the problem is that i after i installed it and would like to run it (yes, i do run it as administrator) i get the following error: "Necessary system files missing" - You need to install some extra software before you can run the editor, you can try to continue but the editor will not function properly. Do you want to close the editor and upgrade your system? - Yes - No -.
So i decided to go Yes and it just crashed with the message: Access violation at address 008EC29D in module 'DigitalEarthworks.exe'. Read of address 0000044D.
if i press No it pops up the error multiple times but then earthworks opens up but it is like it said not working at all.
Can somebody help me out here? I do have to say that my computer is a High-end pc and is updated.
Thank you very much and sorry for my crappy english.
Hi Jenz,
You need DirectX 9.0c End User Runtime
http://www.microsoft.com/en-gb/download/details.aspx?id=34429
And Nvidia PhysX Driver
http://www.nvidia.com/object/physx-9.14.0702-driver.html
Hi,
Thx for your fast response and fix :)
It now starts up without any errors.
Big thanks.
Digital Earthworks has had another update, this time it includes custom model support, water system and tractor track decals. You can find the updated link in the first post.
See JamieT's Reflex Surface Creator tool (http://twisteddirt.com/smf/index.php/topic,4689.0.html) and the Reflex Lib maker tool (http://twisteddirt.com/smf/index.php/topic,4691.0.html) if you're interested in making custom objects.
Have fun
Laurie
Bug fix: When loading a saved *.track file custom objects were not being loaded, this has been fixed - no point building custom models if they can't be loaded by the editor! :)
New link in the first post..
Bug fix: The saved properties for custom objects wasn't being loaded with the track. This was only a problem if you use custom objects and set the properties to non default values.
Hi guys I have some trubles getting my objects to work eather I get in the DE Z-NAN or it says that the object works but it isn't showning for me in the editor :'(
are these custom objects or rbw? where do you see the z-NaN error? Screen shot? i haven't seen the z-nan err before..
(http://imagizer.imageshack.us/v2/xq90/912/XjOqHR.jpg)
Here is the pic ...
The object is made in blender exported as collada (.dae)
Ok thanks - that makes it clearer.. :)
The NaN means not a number. I guess that appears in the Y because there was a problem calculating the height off the gorund for the model. That might be because the original model from blender had some strange value in it's positional data, or the lib maker has done something to the Y data from the model.
You could try moving the model up and down and see if DE can calculate the height. If it can't then it is probably in the model somewhere. If you send me the model I can take it apart and check it to see where the data is wrong.
Been busy over the last few weeks and it's now possible to place trees in the track using Reflex's eco system support. So you can now place full 3D trees and bushes around the track.
Note: In testing if less than 20-30 trees are placed on the track this can lead to the game crashing after the track has loaded - just at the point that your enter the track. You might also see trees with no collision so players can rider right through them. If you experience this then you probably need a few more trees and spread them around a bit.
Updated link is in the 1st post.
Have fun.
I just had a thought as to why DE is crashing with too many trees/objects. I made a first stab at multithreading in DE in the last release. JamieT reported that he had problems with it so i took it out and uploaded again. If you downloaded the latest DE more than a couple of weeks back i would suggest trying to download it again now, and use the non threading version and see if this fixes the instabilities.
The version number is the same - link still in the 1st post.
..and of course if this helps with the instability it would be good to hear about it.. :)
Can anyone help me? When i go to export my track once everything has been completed, it is absolutely nowhere to be found at all. My MVA Reflex folder is on an external hard drive as well as my entire steam library, and i cannot select my reflex folder at the beginning of the DE Startup because it does not allow you to select any other directory other than Program files?
Any further help would be highly appreciated..
I am surprised to hear it won't let you change or select a folder outside of Program files, pretty sure i could when i tested, i will need to take another look at it.
You can edit the saved value of the Path that DE uses to find Reflex, if you can edit the registry.
In the registry find: HKEY_CURRENT_USER\Software\Strawberry\DigitalEarthworks\options
In the \options you see an option labelled: ReflexRootPath. Change this to the folder that contains your MXReflex.exe.
Now when you save a track DE should be able to put it in the Database folder of your Reflex installation.
Thanks, ill give this a shot. :)
Still no luck my friend :(
Are you running DE as administrator? Windows will save files to some other folder if a program without administrator access tries to write files to protected folders.
Are you running 64bit windows?
Tried running as admin and still no luck. And yes, i am running 64-bit windows.
Another minor problem, it wont allow me to place objects or environmental scenery... could the program, not being able to locate my steam or reflex library, be the cause for this also?
The thing that will definitely fix it (if you're willing to do it) is install Steam, Reflex and Digital Earthworks all on the same drive.
Yes, DE not finding the Reflex folder will cause those problems, without being able to find the game files it can't load and so can't display the objects in the track.
Small correction to what i said before, in the registry entry HKEY_CURRENT_USER\Software\Strawberry\DigitalEarthworks\options\ReflexRootPath
Add \Database\ to the end of the path to your Reflex install folder, use the complete file path including the drive letter etc..
..that might be why it didn't work 1st time.. :)
Feel like a pain in the butt, but still no luck with it guys :(
My track is on its final stages but isnt going to included any authenticity without objects and/or environmental objects.
Also, no matter if i have the alpha on or not on the RGB Map, it still shows up extremely reflective. Any help on that would also be great!
Sorry for all the drama fellas, really looking forward to resolving this minor issue and such a great program.
Ok one last shot, do you have the following registry key?
HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Steam
if yes - does it have a value listed in there for InstallPath and does that point to your Steam installation on the external HD?
If not then create a value that does.
If it does have a value but isn't correct then - well change it.. :)
Is this a legit version of MXReflex - if not or it isn't registered through Steam then this won't work?
Laurie
Thank you for the great work you do.
Quote from: rodi18 on August 30, 2015, 07:26:36 AM
Thank you for the great work you do.
If that's for me then thanks.. :)
Hey guys,
My DE project suddenly has missing objects from the stock libraries, they don't appear when I load the scene and I can't add new stock objects.
Any idea what's going? Thanks
Update: Nevermind, I accidentally deleted some files from the data folder. Restored them and now the objects are back... wuhu!
Here's another update to DE, this will probably be the last for a while. Water is now used as objects with different sizes, and you can place as many as you want (there probably is a limit to how manyu but i don't know what that limit is), instead of a single water plane for the whole track. It's possible to add watert UV maps, but not needed since it seems to work without one. Each water object can be moved where you want so some high some low if that works for your track, and for people used to the earlier water system in DE, you don't need to make a water depth map any more - DE does that for you.
Another new feature is the possibility to use the stock RBW textures, for dirt, skies, reflection, lighting maps and tire tracks. A new button has been added to the terrain tab, so if the texture you have selected in the terrain tab supports stock textures, this new button will be active and clicking on it will open a selection window with previews of all possible stock textures for you to pick from. The tire track system has been extended to use the stock textures as well as being able to add your own tire textures.
A few bugs have been fixed - hopefully people with Steam installed on other drives should now have no more problems - though that might chnage if Steam changes the way it handles this.
That's about it, link is in the first post..
Have fun.
Unfortunately it does not work for me. I do not see objects. What did I do right?(http://s015.radikal.ru/i330/1510/fd/2c74db91c294.jpg)
Every time I try to open an existing track oder try to create a new one I get an error "Access violation at address 0040884C in module 'DigitalEarthworks.exe'. Read of address FFFFFFE8."
Restartet my pc, reinstalled several times on different HDDs (as admin and normal) tried to run as an admin - nothing helped.
Never had an issue with older versions.
I'm running Windows 7 64bit, any clues what that could be? :-\
edit: spelling mistake
This version has some awesome new features but it's kinda weird.. every track i load in the ground texture(s) are black/grey.. also getting an error msg everytime i start it/load tracks in
Sorry gents, all i can say is it worked fine for me..
@Karpuha - you didn't have this problem with the last version? Do you get any error messages as DE starts up? No objects would normally mean the modellib.database file is missing - since that's where it gets the list from.
@Monster704 - i will have to take a look and try to recreate your error, thanks for the feedback. It does seem like you are having a problem that other people aren't having, maybe there is something different about your setup. Is Steam or Reflex installed in the usual places?
@Darkslides19 - can you supply the error messages when you start DE or load a track?
Laurie
Thank you for the response @mcm2boys.
Steam and Reflex are not installed at C:\ (Windows HDD) but on my other HDD - so I guess not the usual places.
As I mentioned, no problems with earlier versions. I just installed the previous setup again to keep working on my track, and there was no error.
It's just with the latest version.
Here are a few images:
Error msg when importing a track: https://gyazo.com/bd5d3fe533bbb288d0a7a23d1ff07d17
error when creating a new track: https://gyazo.com/e6c082aa40e93e4f47bf471f0c1fa06e
scaling is a bit of i guess: https://gyazo.com/f476d4f1b83360e1d6de2186e7f3d4e3
https://gyazo.com/e66eb4d550658cd8c18d13dd4e3db0fd
only 1 bump model to inport? https://gyazo.com/29ec8ff06ff749c9dce4f6fdeeb97064
when i create a new track: https://gyazo.com/0fbe270e8a98e5b77902e1072023d6d8
when i try to open the stock textures: https://gyazo.com/f25ae2a90c2a527662adc3f3946354a0
hope some of them help..
~Ds19
I just noticed that the Reflex plugin for DE might not have been the latest version, which could cause some issues. Try d/l this zipped DLL file and unzip the file into your '%DEInstallFolder%\Plugins\' folder - and see if that makes any difference.
Reflex.zip link was removed since it didn't help.
Thanks for the quick response, Darkslides19 and me tried the plugin but it didn't change anything.
We are still getting the errors.
ok thanks, i'll keep looking then..
is anyone else having problems or is it just monster and me? :-\
There are no msgs when you start DE?
Do you see anything in the log file window when you try to load a track?
Which version of German do you use as input and language?
When I load a track with no models, just a heigtmap it says "No models found to load" in the log. Should be fine.
Darkslides and me both use German (Germany) as input and language.
I tried using german locale, language and keyboard but i can't reproduce the issue. I also found the location that the error is reported at, but on my machine the code path never passes through that code.. so right now i need to do a little more thinking...
You'll probably do this anyway, but it would help if you could play around with DE and collect more info about what it is and not doing to try to find exactly where it's going wrong - thanks..
It would also help if people who it is working for post as well.
Sorry but this might take a while longer..
Can you post your PC specs, at least is the CPU amd or intel.
I'm using a Intel Core i7-2600K 3,4GHz, GTX570 1280MB GDDR5, 16GB DDR3 RAM (4x4GB).
I'll keep messing around with DE.
intel i5 4570 @3.2ghz
8gb ram
win7 64 bit
thnx for the info, another question - when you first load a track with models into DE v0.8.2.17 when the access violation message pops up, is the list of objects in the resource Tab already there, and does an object get selected with it properties displayed in the Objects tab, and what is in the log window when the error pop up appears?
Actually that's 3 questions.. :)
So, I hope I got you right:
1) The list in the resource tab is blank (just plain white) but as soons as the access violation message pops up the list gets displayed.
2) No object gets selected
3) "AV_Van_02 [Success]" is the last entry in the changelog
I sent you a pm with the complete log if that helps. ;)
edit: I can't pm you the changelog, it's more than 45000 characters.
I uploaded it on an external site:
http://m.uploadedit.com/ba3k/144536783944.txt
edit 2: all objects get loaded, but none of them shows up in the objects tab - the list is just blank.
Looks like you understood me ok..
Just to be sure, the log that you posted, that is what was in the log just before the violation popped up? So the objects were all loaded before the access violation?
1 more thing to try, there is an option to switch off multi-threaded rendering under the options tab, labelled 'Enable Multithreading' make sure this box is unchecked - multithreading is experimental and should be disabled by default.
The multi-thread option was enabled. I disabled it but it made no difference.
For the changelog: I have all 5 logging options enabled. I switched to the Logs tab, imported a track file and it started logging. But as soon as the violation pops up the view changes to the objects tab so I don't have a chance to see if there are any logs added after I click "OK" or the "X" on the pop up. I have to click the pop up away in order to get to the logging tab again. Theoretically the log should be until the pop up appears but I can't make sure. I hope you understand what I'm trying to say.
ok thnx, i understand it's the best you can do since the tab changes on you. Back to some more thinking.. :)
A couple more questions, again when you load the first track in DE:
- Are there any trees in the track - looks like an sx so i'm guessing not?
- If you have the Scene tab open, do the rollouts load and fill with data in there when the error message pops up?
- Does the terrain Tab have any of the tire model data in the rollout when the error message pops up - ds19 seems to show just 1?
Thanx for your patience.. :)
1) No, there are no trees in the track. (It was created before the eco system got introduced)
2) The scene tab will just stay plain white (in the scene settings area). Just the rotation and pitch of the sun shows up.
3) When I click through the radio buttons at the terrain area in the terrain tab, I can see the stock textures for each of the 4 bump maps. But in the bump models area just underneath I also just have the caterpillar bump model to load (just like ds19)
Thank you so much for your effort to help us out :)
i think i'm nearly there now:
- if you click on the load bump model for the Caterpillar tracks does the file extension filter show 'Reflex surface(*.surface)' ?
- Does the text at the of the window say 'Digital Earthworks v0.8.2.17[NameOfYourTrack]' before the error message pops up?
1) yes, the filter shows 'Reflex surface(*.surface)'
2) Do you mean the window of DE itself?
Yes i mean the title of the DE window?
Alright.
When I start DE it says 'Digital Earthworks v0.8.2.17'. When I load the track it stays the same and right when the error appears it changes to just 'Digital Earthworks' and stays like that when I click the pop up away.
Great that tells me what i wanted to know..
Ok, i've uploaded a new version in 1st post. It's a shot in the dark since i can't repro the error, however the fix is right in the place that it breaks for you guys and is related to where the error message says it breaks so fingers crossed - let me know how it goes.. :)
Oh my god..I can't thank you enough for this!! :D
Everything seems to work now, I can create a new track or load existing ones.
Also all 4 bump models now show up.
I hope I can contact you again if anything goes wrong but I think we're good now.
Thank you!
Edit: So I just found another bug. As soon as I'm placing an object the object positioning controls disappear (the 3 elements with the green arrows to rotate and stuff).
You should still be able to use the keyboard controls to move objects, but i'll take a look today and see if i can find what's wrong..
I'm so used to the buttons, that I forgot about the keyboard controls.
I'm really sorry to annoy you again but ds19 just sent me a .surface file to test the bump models. Apparently they are not working. I tried all 4 options (tractor, sand rut, etc.), none of them seems to work.
The .surface file is ok as ds19 already used it in another track without problems.
Just in time, i was about to release an update but if the bump models are not working then i can fix that 1st.
Can you send or link me to the surface file so i can use it in testing. Not sure how that broke, but i'd like to check it out.
..and you're not bugging me, i don't have a big test team to run DE until it breaks, and i have to choose to either spend time testin or coding (with some testing :) ) so i welcome all the feedback you can give me.. i can't promise to fix it all but it will go on the todo list if i can't..
Hope you haven't found anything else, cos here is another update, object controls and bump models are working again..
..thanks for your help and patience hopefully this is the last of the major bugs..
Quote from: mcm2boys on October 21, 2015, 01:42:39 PM
Hope you haven't found anything else, cos here is another update, object controls and bump models are working again..
..thanks for your help and patience hopefully this is the last of the major bugs..
Thanks everything works fine.. already loaded a few of my tracks in to check if everything was working correctly. I have to say that there were no problems. Also bump models work (also changing them :P) so yea..
Thanks for all the "extra work" you put into this. now it's a
AWESOME update for everyone.
Thanks for letting me know and good to hear it is all working and your help (Monster704 too).
I think there are now a lot of possibilities with DE (helped along by JamieT's surface creator) maybe not everything - but most things are now possible so there shouldn't be too much getting in the way of all that track design creativity.
Like i said before this will probably be the last update for a while, so i wanted to just add these bits and pieces.
i dont really wanna tell you but.. we (monster and me) got a problem..:
https://www.youtube.com/watch?v=WWiVgvXgRxU&feature=youtu.be
pretty sure you can fix that in a few mins tho :D
back to the drawing board then.. :)
New version, fixed group objects and trees that also weren't working. Link in the 1st page - let me know if you find any other issues.
You're a true hero :)
Thanks for the kind words, without you guys DE wouldn't be 1/2 of what it is.. so thanks..
Sorry to have to do this to the guys who have already d/l DE several times, but someone showed me another bug - trying to load a custom sky texture gives an error message. This has been fixed so yet version is now available in the 1st post.
Note: The 2 ppl who d/l v0.8.2.21 can you re-d/l it there was a small problem with it.
Hey guys! So I've ran across an issue with 8.2.21. I had an ecosystem finished up on my track and then heard about the new version and what was added, so of course I immediately downloaded. Upon loading my track the ecosystem was wiped, every other object stayed, just the trees and bushes. Now I tried loading it manually and it just sits there, so I gave it time to load, aaaaaand I got nothing. So I attempted to create a new ecosystem from scratch, just added a few things here and there and when I go to compile the track it just says "Error saving ecosystem." If anyone has a fix for this I would greatly appreciate it. I never had this problem on previous versions of DE so I have no idea what it could be.
That's a bug - thanks for letting me know..
New version (v0.8.2.22) posted in the 1st post with a fix for the Eco system bug BeeAzEeOlly posted.
P.S. It's probably a good idea to save your tracks with different names at first - so don't overwrite your original track files - when you use a new version of DE until the bugs all get fixed and it gets more stable, so you don't risk losing stuff from your tracks.
Thats probably not a bad idea, but thank you thank you thank you for fixing the bug. Finishing up my latest track as we speak. Theres another error Im getting saying the object (2751) a.k.a. that specific eco system object is out of bounds, it doesnt lock up the application it just throws the error message. Other than that the update is perfect, lots of things added to make track building life much more enjoyable. I really appreciate the effort you guys put into this!
Last question for the night. Is it possible to have too many trees for the application to package? Ive hit a wall and it seems when I compile it for a beta it doesnt update my trees or objects.
tbh i don't know if there is a limit on the number of trees in Reflex, DE has no limit iirc - how many are we talking about - trees and objects?
'out of bounds' messages are usually an error related to lists where something is trying to use an index into the list that is less than 0 or greater than the number of items in the list. Do you have 2751 trees?
So you didn't get the beta file packed in the end because of the error? When i tested the fix i was able to save trees to a beta track - which then worked in game but only had about 10 trees. It might be related to how much memory you have in your system, since DE doesn't put any limit on the number of trees and there are a lot of structures used when you save a track to a beta slot so you might just run out of memory if there's a lot of stuff in the track - but that would normally throw some form of error from windows.
Well... when i take "stock textures" they arent exported when you export as a .track file.. i think that causes DE to crash when i try to load a map that uses stock textures (they arent there and DE tryes to load them but there's nothing to load )
https://gyazo.com/00bfe2fc0f816277ae5b2c8b96c2b4b0 these are the only files i get when i export as .track (i used stock textures for sky, rgb, bump maps, etc.)
The stock textures are not supposed to be exported with the track file, there is no need since they are already available from the game files. When i tested i spent a lot of time on the loading of tracks with stock textures and it worked in my tests - that doesn't mean the problem is not there but maybe somethng else is causing the crash? Can you watch the log and see what the last thing written to the log is before it crahses?
If you can send me the files that cause the crash via PM maye, your track secrets are safe with me, then i can take a look at the problem better..
I should say that DE shouldn't crash, so there is a bug in there somewhere..
so, i have the newest version of de. I made a test eco system with some trees and bushes (140 in total) and the game keeps crashing :(. Without the eco system it loads up fine
Quote from: TwizardT on November 09, 2015, 03:55:01 PM
so, i have the newest version of de. I made a test eco system with some trees and bushes (140 in total) and the game keeps crashing :(. Without the eco system it loads up fine
I had that too.. i fixed it but dont ask me why.. i thimk i had bushes placed that were not working.. at the end i ended up remaking it..
if you can send me the files or a link via pm, i can take a look for the issue..
I don't know if someone else wrote this but I have a little problem...
If i place a model group in DE the object position controls are not shown.
If I click on an other object (like a bale) they are back and If I click on the grouped model they are away again.
When I restart DE and I click on the grouped model they are not away. When I click on an other qrouped model they are not shown again. (And so on and so on...)
Maybe someone can help me...
Sounds like a bug, i'll have to take another look at it..
Hello,
I'm not sure if this is a bug but I'm encountering a big issue lately.
Everytime I try to export a track in DE it stops somewhere in the middle of the process - without any notification or error.
Most of the time this happens while "Processed asset" but not during a specific model, it stops randomly.
The interesting part about it is that this problem only occurs when I try to export tracks with a big (~1200-1500) amount of obects.
In about 30 tries of exporting the track it worked just 1 time and that was the first try after restarting my PC.
Is there anything I can do as I don't want to delete any of the objects?
Thanks in advance.
~Monster704
Edit: forgot to mention - running Windows7 64bit, 16GB ram, i7-2600K - 3,4GHz
you could try checking the options and disable the Mutli-threading option - if it's enabled. It should be disabled by default but it doesn't always seem to be and can cause some issues.
If you can send me the track files i can look into it..
Thanks for the tip but it already is disabled :(
Also noticed that it always stops somewhere between 500 and 600 while processing assets.
Quote from: Danwasaki on November 18, 2015, 01:18:35 PM
I don't know if someone else wrote this but I have a little problem...
If i place a model group in DE the object position controls are not shown.
If I click on an other object (like a bale) they are back and If I click on the grouped model they are away again.
When I restart DE and I click on the grouped model they are not away. When I click on an other qrouped model they are not shown again. (And so on and so on...)
Maybe someone can help me...
this is happening to me aswell
About the trees problem:
I needed to make a new .track file for the trees to work.
also i needed to place a lot more trees to make it stable, i think that ones you get above 350/400 trees you're okay :)
~TwizardT
Yeah like i said on pm the trees seem a little unstable with lower tree counts, sometimes just repositioning a few makes the difference, it is something that needs more looking at.
I have a fix for the group selected movement controls, but i need to do a couple more small things before i release an update, which is taking me a while to get done.
Here's a new update, fixing the group select/move issue and the custom caterpiller track tex issue (thanks DS19). I also added the necessary flags so that the program can use as much memory as windows will allow (so 4GB on x64 systems) and upto 3GB on 32bit systems if you set the /3GB switch in the boot.ini file (thanks to Monster74).
You'll find the link in the first post. I haven't updated the Help file with this, and DS19 - couldn't find a problem with loading .track files with all stock textures maybe you could send me a project that has this problem to check out if you still have it around.
I installed this file from POST #1 & it made my game crash today.
Links:
Extra Sx|Nat beta slots: MXTables_DLC008a.zip
I removed those 2 files and all was OK. Please advise...
You will need the original Beta track files as well, the files you installed are the extra files to create the additional Nat and Sx slots. You can find the link to the original files at the bottom of this post in Post #1 labelled 'Beta track DLC files'.
http://twisteddirt.com/smf/index.php/topic,2996.msg22915.html
Thanks, that worked... I thought that I had those installed - but did not (new PC).
Actually the MXTables_DLC008a.zip files still crashed my game, so I re-downloaded them & the game loads fine now.
Now I need to try some new tracks!
Glad to hear that worked, have fun on those new tracks, a good place to start is JamieT's site, Reflex-central.com if you're not already on it.. :)
Every time I launch Digital Earthworks I keep getting error messages saying "you still need files" and I click yes to install them and nothing happens. But if I click no it install them and launch Digital Earthworks it says "Access violation at 000000" and then "Access violation at address 009225A1". Also I already have the NVidea stuff installed. Lastly when I got to create a new track nothing happens. Please Help.
every time i go to release a my beta track it says "Can't export Reflex tracks for release yet, only Freeride betas are supported." can someone please help?????
Quote from: jaydogg05 on October 15, 2016, 04:35:07 PM
every time i go to release a my beta track it says "Can't export Reflex tracks for release yet, only Freeride betas are supported." can someone please help?????
I have no idea what the "release track" button should do but for now I call it an "unless button" :D so just export it as a beta track (with or without splines), put the 4 beta files into a .zip file (use winrar/7zip etc. for that) then you can upload it to reflex central (the best way to "release" a track).
EDIT: There are actually better explanations of how to get the files on the Forum (just search ;)).
The release button was supposed to be used for publishing final tracks that would appear in the track lists just like the stock tracks, the export for beta compiles them to appear in one of the beta slots. It turned out to be a bigger problem to publish tracks than i imagined so that has never been implemented, so like DS19 says it is useless right now and probably always will be.
Just export it as beta and select the beta slot [1..8] on the Scene tab..
when i download digital earth works and it has finished installing, it comes up with an error message saying '' the program can't start because d3dx9_33.dll is missing from your computer. can someone help me thanks.
i try and start the new 0.8.2.23 and it gives me the error "necessary system files missing
you need to install some extra software before you can run the editor, you can try to continue but the editor will not function properly. Do you want to close the editor and upgrade your system?" i click yes and then nothing happens, what do i do? is there a new version or did i do something wrong here?
Hmmm...thought I might try to put a track together in DE just to give it a go. NO GO was the word of the day!
I figured out how to use DE, to import track maps and texture maps...no problem. Layed out the spline...(this one took some trial and error, but I eventually got even that). So the track exports into REFLEX fine but when I try to run it the game crashes every time.
It may be worth noting that I am trying to run it in Arcade Mode under the first SX series. I DO see the beta slots there and I assume that SLOT 1 is where my track would be...though I have no idea how to figure that out since there doesn't appear to be a way to select which slot your tracks are saved into.
But in any case...if I try to select a bike the game crashes...and this is before going into the track. So I have NO IDEA what that is all about either. So I have to click through and take the default bike to even TRY to ride the track. Then I select the track (Beta 01) and it starts to load and when it's just about done it crashes!
No joy in 'mudville' for old ElDiablo it would seem! Any help would be very greatly appreciated, thanks!
Yo! I'll try to clear a few things up here :)
Quote from: ElDiablo (Paul) on May 02, 2017, 03:49:33 PM
I figured out how to use DE, to import track maps and texture maps...no problem. Layed out the spline...(this one took some trial and error, but I eventually got even that). So the track exports into REFLEX fine but when I try to run it the game crashes every time.
This can have multiple causes. From only placing a startgate without splines all the way to eco systems.. Or just selecting the wrong slot, which leads me to the next point:
Quote from: ElDiablo (Paul) on May 02, 2017, 03:49:33 PM
I DO see the beta slots there and I assume that SLOT 1 is where my track would be...though I have no idea how to figure that out since there doesn't appear to be a way to select which slot your tracks are saved into.
In DE you can adjust the slot where your track is in (1-8) in the "Scene" -Tab third setting from bottom:
https://gyazo.com/65dec30a274476c52e46396d8b80d399
If you have no splines (and startgate) placed then it's on the Freeride section. For a Track with Splines it goes into whatever your spline is set to (SX/NAT)
Quote from: ElDiablo (Paul) on May 02, 2017, 03:49:33 PM
if I try to select a bike the game crashes...and this is before going into the track. So I have NO IDEA what that is all about either.
This sounds like you've installes skins and didn't unequip the ones you had before (so the new ones replaced the old ones that you had selected whis results in Reflex trying to load files that arent there anymore) -> install JT's savegame
Quote from: ElDiablo (Paul) on May 02, 2017, 03:49:33 PM
Then I select the track (Beta 01) and it starts to load and when it's just about done it crashes!
Basically what i said at the top :)
Hope this helped a little :P. Just hit me up if you have any more questions ;)
Sorry it doesn't really help. I have installed ONLY the trackmaking tools. So far I have added NO DLC at all (downloadable content)...so no skins or tracks at all. The game runs fine as long as I do Career Mode (or whatever it's called)...AND I can run the stock tracks in Arcade mode as well...it just crashes if I try to run my Beta track. I DID do some reading and found where I choose the beta slot and it's defaulted to Beta 01 so it should be in the Beta 01 slot on SX in Arcade and the slot DOES show up. However when I try to start that track it loads almost fully before the game just crashes!
So it looks like until I can get this figured out making tracks will be a dream only and not a reality.
To specify...I HAVE downloaded the DLC files needed to create the beta slots and for the leaderboard...just no tracks or skins!
Also before anyone asks -
Windows 10 64-bit OS
Running MvA Reflex on Steam
GeFore 280 GTX
Running all software in Compatibility mode for Vista SP2 as Admin and overriding hi DPI scaling behavior (performed by application)
Quote from: ElDiablo (Paul) on May 02, 2017, 05:39:19 PMHowever when I try to start that track it loads almost fully before the game just crashes!
This basically says that theres something on the track that Reflex won't load... Do you have things done on it alreay or is it just a blank track? Because if it's a fresh track I'm at the end with my knowledge :P
That is strange....but not a deal breaker as long as I can get it straightened out. I don't have anything except the spline and the dropgate start gate, which is the one from the first sx group. I can just start a new project and import the disp, texts, and spline and place the drop/start group afterwards and try exporting once again.
Tried reloading everything and placing a different start and drop gate and still crashes just before finishing loading. Eh!!!
Problem SOLVED! It was a spline issue...sorta temperamental things, splines! Anyway...thanks especially to DS19 for going the extra mile to help out an old track creator with a 'bug' to do something 'new'!
Now that I can ride (and TEST) my creations...might have to whip up something worth releasing! So far just messing around with my current SX experimental track. Trying some new obsticles and experimenting with different styles of whoops, etc... might turn out good...might not! lol Fun begins now!!!
Quote from: ElDiablo (Paul) on May 03, 2017, 02:46:48 PM
Problem SOLVED! It was a spline issue...sorta temperamental things, splines! Anyway...thanks especially to DS19 for going the extra mile to help out an old track creator with a 'bug' to do something 'new'!
Now that I can ride (and TEST) my creations...might have to whip up something worth releasing! So far just messing around with my current SX experimental track. Trying some new obsticles and experimenting with different styles of whoops, etc... might turn out good...might not! lol Fun begins now!!!
Sounds good :) Hope to see a "dank ass track" from ya soon :P Have fun!
Here's a spline question...is it possible to have an either-or spline where the rider can take either path? I'm thinking of creating a natural that has two possible paths that take different directions around a land mass and would like to make sure people can't go on the offtrack area between the paths. Anyone know if that is possible? Anybody try it yet?
Quote from: ElDiablo (Paul) on May 07, 2017, 11:07:16 PM
Here's a spline question...is it possible to have an either-or spline where the rider can take either path? I'm thinking of creating a natural that has two possible paths that take different directions around a land mass and would like to make sure people can't go on the offtrack area between the paths. Anyone know if that is possible? Anybody try it yet?
https://youtu.be/ycikmFpmXOY
Awesome...thanks! I figured that it might be possible. What is the AI behavior like with this type of spline? What happens when you drive in the middle of the 2 splines?
As for the AI.. dont try to mess with it haha.. AI usually sucks at customs and i have yet to find yout a good way to "teach" them riding a track...
Between the splines on a split section you basically also get an offtrack -> you cant cut across sections. Howwever, if you do want this to be possible then just create 1 wide spline :)
~Ds19
Well...I spent a couple hours placing objects and then tried launching the game and as you might expect I'm going to say...the game crashed!
Any tips for objects you can't place in a NAT? I placed some real bales, a few leaning trees, a couple of the fmx tire stacks and then some tree facades. I would imagine that it's one of the models causing the game to crash or possibly the way they were placed? I rotated the leaning trees to make them look less like they were...leaning. Scratching my head as to what I can get away with and what may be causing the issue(s).
Also...is there a tree model that looks like a normal tree one might find in a forest or in the Midwest?
Might be trees.. not 100% sure but i think i had a similar problem with placing trees as an normal object.. For trees etc there are eco systems: www.youtube.com/watch?v=ufnfkWN6ZlA
other things might be a startgate (if no splines are in)
~Ds19
Well...it was the tree facades. When I reopened the track in DE they were all "dropgates"! Not sure what is up with that...but that explains it. I wound up deleting them all and re-exporting the beta and it worked fine. But the problem now is...the leaning trees. I think I'll have to delete them as they aren't even touching the ground. Probably a problem with the axis point somehow. But in any case...it's very difficult to SEE them properly in DE and so I can't really tell what they are going to look like in game. I like the way they look aside from the fact that they aren't at all natural in their placement and defy physics currently! lol
I will watch the video you linked...thanks again DS19!
Umm...PROBLEM! I don't have an ECO SYSTEMS tab!? WTH?! I have the latest version of DE but no eco systems tab? How is that even possible?
WTH? I d/l'd it from the first post and yet my link says version 0.8.2.7? What is going on!?
Hmmm...it's working fine now. NO IDEA how the heck I could've downloaded the wrong version from the first post in this thread. But it's now 8.2.23. So all is well!
NEW PROBLEM! The editor upon load gets a failed message (something like reflex.dll failed to load, you may need a new version for this version of DE). However after clicking that away the editor DOES go ahead and load. BUT...now I can't export my track with the new eco system (with trees placed)????
Thanks for sending the file DS19 but what I need is the OTHER dll that is simply "REFLEX.DLL" as this seems to be an older version that will not load. At this point I am flat dead in the water without a newer version of this DLL file. I actually DO find both dll's in the C:/program files (x86)/DigitalEarthworks/plugins folder but the date on the reflex.dll is 4/3/2014 while the other is 1/22/2016. So I tried to reinstall DE and the dll files remained the same. No joy in mudville!!!
UPDATE: I tried deleting the 'reflex.dll' from the plugins folder and then DE runs fine without the error message. HOWEVER...it appears to export the BETA track fine...but it isn't. The track has older deleted models (leaning trees) which I have since deleted (since getting the eco tab working with the install of 8.2.23). So I believe I still need that dll file to get things working properly.
haha I saw the "old version" issue a few times :P Just keep your eyes in the forum and you find the newest versions :)
So...does anyone have a WORKING version of DE who could send me the reflex.dll please?!
Okay...so I uninstalled DE and deleted the folder, then reinstalled. When it opens it already knows the last track and previous track versions and it WILL open the track with all the trees AND it appears to be exporting the track as well. But when I go into Beta01 it is the previous version without trees (just bales and a couple tree object models that I had placed quickly). So I switched beta slots to 02 and exported. When I try to run that one in game, the game crashes! There are 8 beta slots...so nothing got uninstalled that needs to be redone in the game files. So now I guess I'm stuck with releasing a track without eco files OR just not releasing anything at all. Since I don't like unpolished stuff and that's really NOT what Twisted D.i.R.T. is about...I guess I'm left with nothing unless someone has an idea how to FIX this?
UPDATE(again): So I was sent both dll's from the forum and was able to load and get the track working sort of...but now when it exports (or tries to) it fails saying that Environment Failed to export...see the log. Here's the info in the log which conversely seems to be spline related? I'm baffled!!!
Error: Couldn't fetch Count first lap flag for spline.
Compiling spline 1 failed.
(Error) The database and package files failed to compile.
Track failed to compile.
by the way...the spline has been working FINE up to now. Not sure what the deal is...but I think it's eco-related. ANYBODY????
Quote from: ElDiablo (Paul) on May 15, 2017, 11:09:48 AM
Error: Couldn't fetch Count first lap flag for spline.
Compiling spline 1 failed.
(Error) The database and package files failed to compile.
Track failed to compile.
Pretty sure thats the part at the startgate that causes that. Be sure to fully surround the gate and set the green flag after it. Also i've came across some gares that have a weird collision ior something so maybe swat it out completely. Nothin eco-system realated tho.
UPDATE: Issue Resolved! I noticed that the last couple of beta saves had not been saved with the spline. Somehow it got deleted either through DE or my ignorance. In any case...I clicked out a new spline and exported to Beta01 and just like you'd hope. I had AI, and Trees, and Objects! The track now feels much more natural and I'm kinda digging the environment. Though I think I'll add a few Evergreen trees. I'm using an eco without those...not sure if I can combine or not. But I guess I'll figure that out pretty quick! lol I'm trying to emulate a track that comes from the Midwest, and Pines/Evergreens are not the ONLY type of tree, but they certainly are ONE of them. Plus there's a few areas where the trees are sort of a bit sparse where I'd like them present to keep the rider's vision focused more on the track. Plus I find that objects and trees give a better sense of speed.
I'm re-energized and ready to proceed with this finally!
Here's a quick question however. Is it possible to make track pics that will show up in the game?
Quote from: ElDiablo (Paul) on May 15, 2017, 07:39:22 PM
Here's a quick question however. Is it possible to make track pics that will show up in the game?
If you mean the picure the pic that gets displayed when selecting the track and in the lobby then no :/ would be a nice thing to have tho :p (laurie if your listening:))
Well...it also doesn't display the track name. So ideally it'd be nice to have both!