D'jinni 1.4.5.1282 bugs
To keep things ordered, please report all D'jinni-related bugs and problems here. I'll try to keep this list (in the top post) as much up-to-date as possible, keeping track of confirmed, unconfirmed and ongoing issues. (I know the REDs likely have their own bugtracker, but as long as theirs isn't public, this one here should help users stay informed.)#1 : Clicking "walkmesh only" when loading an area.Severity: crashConfirmed: 2#2 : Clearing the 'filter by name' field results in duplicate folder-like entries in the list.Severity: unusableNeeds confirmation.#3 : In the area editor, View > Instances of type > ... gets out of sync.Severity: minorNeeds confirmation.Steps: Turn off triggers and reload an area - you'll see triggers, while they're off in the menu; you'll have to turn them on in the menu and off again.#4 : Scripts: including "inc_ai" results in a recursive inclusion.Severity: fixable.Steps: #include "inc_ai" and watch the compiler scream in terror.Fix: either remove the "#include inc_musicans" line from inc_ai.nss, or the other way around.#5: WFX: Removing phase causes a crash 9 out of 10 timesSeverity: unusable?Steps: remove a phaseNeeds confirmation#6: WFX: Adding a keyframe causes a crash 4 out of 10 timesSeverity: unusable?Steps: add a keyframe?Needs confirmation#7: Dialogue: The dialogue file loading routine has a limit of 64 levels of conversation, while there is no such limit when editing or saving.Severity: horrible timewaster!Steps: Create a really long dialogue. Save it, test it, it will work in-game, all will be fine. When you load it again, it will be terminated with a "maximum depth" node. Funny how the editor didn't have problems letting you edit it before.[hr]Ongoing issues that need further inspection:Thingol's problem with descriptions disappearing when switching to German language: http://www.thewitcher.com/forum/index.php?topic=16813.msg392525#msg392525
To keep things ordered, please report all D'jinni-related bugs and problems here. I'll try to keep this list (in the top post) as much up-to-date as possible, keeping track of confirmed, unconfirmed and ongoing issues. (I know the REDs likely have their own bugtracker, but as long as theirs isn't public, this one here should help users stay informed.)#1 : Clicking "walkmesh only" when loading an area.Severity: crashConfirmed: 2#2 : Clearing the 'filter by name' field results in duplicate folder-like entries in the list.Severity: unusableNeeds confirmation.#3 : In the area editor, View > Instances of type > ... gets out of sync.Severity: minorNeeds confirmation.Steps: Turn off triggers and reload an area - you'll see triggers, while they're off in the menu; you'll have to turn them on in the menu and off again.#4 : Scripts: including "inc_ai" results in a recursive inclusion.Severity: fixable.Steps: #include "inc_ai" and watch the compiler scream in terror.Fix: either remove the "#include inc_musicans" line from inc_ai.nss, or the other way around.#5: WFX: Removing phase causes a crash 9 out of 10 timesSeverity: unusable?Steps: remove a phaseNeeds confirmation#6: WFX: Adding a keyframe causes a crash 4 out of 10 timesSeverity: unusable?Steps: add a keyframe?Needs confirmation#7: Dialogue: The dialogue file loading routine has a limit of 64 levels of conversation, while there is no such limit when editing or saving.Severity: horrible timewaster!Steps: Create a really long dialogue. Save it, test it, it will work in-game, all will be fine. When you load it again, it will be terminated with a "maximum depth" node. Funny how the editor didn't have problems letting you edit it before.[hr]Ongoing issues that need further inspection:Thingol's problem with descriptions disappearing when switching to German language: http://www.thewitcher.com/forum/index.php?topic=16813.msg392525#msg392525


