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I get an error as well on my lovely ATi card. Program is working just fine otherwise though, so I just ignored it and didn't bother reporting, sorry  :oops:

openbrf_error.jpg
 
In the newest version, mount on one bone doesn't work properly. It moves the mesh to the right position, but it doesn't actually become animated
 
Thanks, it will be fixed in next vers.

Meanwhile, a simple workaround is that you save and reload your file (the mesh gets rigged, it's just that OpenBrf forgets to "notify to itself" that the mesh is now rigged).
 
Did something change in 0.74 version when it comes to viewing skeleton animations? When today I wanted to check out timings on some Papa Lazarou animations I noticed that all the timings are gone. I reloaded the file and timings showed up, but they were incorrect. I used "play animation" button and strange things started to happen - once the animation was stuck on frame 1 (it was actually playing the animation, but it it showed that current played frame is always frame 1), another time it showed 0 timings all the time. What's more, when I tried to view animation manually, frame by frame, it got stuck and jumped back to first frame after just few frames.

I opened the file with old 0.69b version and all is fine there.
 
Slawomir of Aaarrghh said:
Did something change in 0.74 version when it comes to viewing skeleton animations?
[...] all the timings are gone.

You are right, something must have gone wrong in that area. I'll have a closer look as soon as I'll have time (RL again these days). For now, thanks for spotting+reporting that.

Rath0s said:
Sometimes when I delete several things from my BRF files, it crashes.

Sometimes, to me too. But very seldom, and absolutely never when I try to reproduce that on purpose  :roll:
 
It happens to me usually when I try to delete 3 or more materials, two or more textures, or over 10 meshes (I have a 90% crash rate with those 3 terms being met). And about 10% of those crashes happen while trying to save a file, which has corrupted my BRF in the past
 
It always happens to me when I try to delete the item on the BOTTOM of the list. I have gotten into the habit of moving the item I want to delete up so that there is another item below it before I risk deleting it.
 
Sorry to double post, but I found a major error bug. Mirroring an animation causes it to look all willy nilly. Try it with your last release to see what I mean. :lol:
 
ahahah you're right the (totally unintended) effect is so amusing that it will be almost a pity to fix that.
Especially with walk-run animations. "Warriors from the Ministry of Silly Walks" mod, anyone?
 
:grin:

I switched a death animation (forgot which one) just to have a wee bit of variety and got something like a guy dangling from a noose  :lol:
 
Specialist said:
Sorry to double post, but I found a major error bug. Mirroring an animation causes it to look all willy nilly. Try it with your last release to see what I mean. :lol:

Ok, should be fixed in current version (0.0.75)

Slawomir of Aaarrghh said:
Did something change in 0.74 version when it comes to viewing skeleton animations

Hopefully, fixed too.
 
Specialist said:
Actually, testing that theory now...

Edit: Yeah, happens a bunch when you delete at the bottom too
For whatever it is worth, the crash report from deleting items at the bottom of a list (collision meshes and animations, most recently) from the current 0.0.75 version:
Code:
Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	openBrf.exe
  Application Version:	0.0.0.0
  Application Timestamp:	4f4ec7d4
  Fault Module Name:	QtGui4.dll
  Fault Module Version:	4.7.3.0
  Fault Module Timestamp:	4d925693
  Exception Code:	c0000005
  Exception Offset:	005265c0
  OS Version:	6.1.7601.2.1.0.256.48
  Locale ID:	1033
  Additional Information 1:	0a9e
  Additional Information 2:	0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:	0a9e
  Additional Information 4:	0a9e372d3b4ad19135b953a78882e789
 
Thanks, that helps... still difficult to reproduce.
I tried delete hundreds of last-items-in-the-list in quick successions, multiple times, and almost never anything happens. But sometimes it does.

In latest version (0.76) I tried to make it more robust. This might or might not have fixed it.
 
I think I found a very minor bug: The camera doesn't re-center after using roto-translate-rescale to move a collision body. You have to reload the .brf to make it center.
 
Zimke Zlovoljni said:
I found one minor but anoying bug, mirror function doesn't work any more.

Shredzorz said:
I think I found a very minor bug: The camera doesn't re-center after using roto-translate-rescale to move a collision body. You have to reload the .brf to make it center.

Thanks, corrected (in the next version).
Edit: i.e. in version 0.0.77, now out.
 
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