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LVZ Error

 
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k0zy
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PostPosted: Sat May 03, 2003 7:44 am    Post subject: LVZ Error Reply to topic Reply with quote

This lvz doesnt show up in cont...

DeBuildLevel says:
Could not correcty decompress data

Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole....




fly.lvz - 35.77 KB
LVZ Dump: INI
File downloaded or viewed 36 time(s)

test.ini - 0.11 KB
File downloaded or viewed 49 time(s)

fly.bmp - 80.19 KB
File downloaded or viewed 52 time(s)
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k0zy
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PostPosted: Sat May 03, 2003 7:57 am    Post subject: Reply to topic Reply with quote

I got it to work with the old Makelevel...

but it's supposed to work with buildlevel, too, isnt it?

Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole....
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Hunch Hunch
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PostPosted: Sat May 03, 2003 12:22 pm    Post subject: Reply to topic Reply with quote

When i built that with the new BuildLevel, worked fine.



fly.lvz - 71.49 KB
LVZ Dump: INI
File downloaded or viewed 36 time(s)
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k0zy
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PostPosted: Sat May 03, 2003 1:46 pm    Post subject: Reply to topic Reply with quote

Strange...
it still doesnt work for me...!!

Take a look at the size of your lvz and the size of mine...

Y do i only get 36kb when u get 71kb???

Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole....
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Heat Stroke
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PostPosted: Sat May 03, 2003 7:05 pm    Post subject: Could not correctly decompress data Reply to topic Reply with quote

Could not correctly decompress data
Exiting from file D:\Workspace\WarperLvlMaker\BuildLevel\Main.cpp, line 173


Code: Show/Hide
test.ini
------begin here------
OutFile=test.lvz
File=test.bm2
[objectimages]
IMAGE0=test.bm2
[screenobjects]
C-20,C-20,IMAGE0,TopMost,EnterArena,0,35
------end here---------


works with old lvztools (v1) buildlevel, but not the buildlevel.exe (v2)

md5sum.exe gives me this...
Code: Show/Hide
169cb332be617e79eaba439c8de70375 *BuildLevel.exe
bcc0d2003ab3c7be572cf6777034245e *DeBuildLevel.exe



In the example above test.bm2 is regular uncompressed bitmap, generic small bitmap that worked in .37

I cant get buildlevel.exe to reliably produce working lvz's.... when they 'dont work' debuildlevel.exe wont decompress them either.

-HS



[The Extension 'bm2' was deactivated by an board admin, therefore this Attachment is not displayed.]

as simple as I could get in trying to disagnose what buildlevel was doing ;)

test.ini - 0.12 KB
File downloaded or viewed 39 time(s)

debuildlevel will not decompress this... - incidently debuildlevel from the lvl1 tools gives a less descriptive error... but the main error is the same... 'Could not correctly decompress data' maybe that is a hint - dunno

test.lvz - 2.63 KB
LVZ Dump: INI
File downloaded or viewed 36 time(s)
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SuSE
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PostPosted: Sat May 03, 2003 8:21 pm    Post subject: Reply to topic Reply with quote

use buildlevel (0.37).exe for .37, use buildlevel.exe for .38
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Heat Stroke
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PostPosted: Sat May 03, 2003 9:25 pm    Post subject: akai - bah.... Reply to topic Reply with quote

heh - no kidding...

.38 is out now

that simple test.ini wont compile a working .lvz from the .38 version of buildlevel. the .37 version of buildlevel produces a working lvz. Please correct me but itsnt that broken behavior? Shouldnt that simple test.ini produce a working .lvz in both v1 and v2 formats? maybe the confusion is mine.. someone with insight please comment.

-HS
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PostPosted: Sun May 04, 2003 12:31 am    Post subject: Reply to topic Reply with quote

not sure what you just said, but from the most recent lvztookit.zip, buildlevel.exe if your zone is setup for .38, buildlevel(0.37).exe if it's still .37
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PostPosted: Sun May 04, 2003 1:04 am    Post subject: Reply to topic Reply with quote

In the lvz, the section it uses for object data seems to not be compressed with small object ammounts. Debuildlevel was designed that all sections are always compressed, even if the compressed data would be larger than the uncompressed data. It seems as if the new buildlevel now chooses which is smaller to store.

Asking Priitk for more info about a possible fix (probably means a new buildlevel).
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PostPosted: Sun May 04, 2003 1:06 am    Post subject: ..hrmmm Reply to topic Reply with quote

I dont know how much clearer I can be ;(

take the reflvz.ini from the sample included with lvztoolkit.zip


Code: Show/Hide
------- reflvz.ini -------
; OutFile specifies lvz file data is written into and it is overwritten if already present
OutFile=ref.lvz

File=hotspot.bmp
File=a.bmp
File=b.bmp
File=c.bmp
File=e.bmp
File=f.bmp
File=g.bmp
File=o.bmp
File=r.bmp
File=s.bmp
File=t.bmp
File=v.bmp
File=w.bmp

[objectimages]
IMAGE0=hotspot.bmp
IMAGE1=a.bmp
IMAGE2=b.bmp
IMAGE3=c.bmp
IMAGE4=e.bmp
IMAGE5=f.bmp
IMAGE6=g.bmp
IMAGE7=o.bmp
IMAGE8=r.bmp
IMAGE9=s.bmp
IMAGE10=t.bmp
IMAGE11=v.bmp
IMAGE12=w.bmp

[screenobjects]
-2,-2,IMAGE0,TopMost,EnterArena,0,1

c-2,c-2,IMAGE0,TopMost,EnterArena,0,2
c0,c0,IMAGE3,TopMost,EnterArena,0,2

b-2,b-2,IMAGE0,TopMost,EnterArena,0,3
b-21,b-23,IMAGE2,TopMost,EnterArena,0,3

s-2,s-2,IMAGE0,TopMost,EnterArena,0,4
s0,s0,IMAGE9,TopMost,EnterArena,0,4

g-2,g-2,IMAGE0,TopMost,EnterArena,0,5
g0,g-20,IMAGE6,TopMost,EnterArena,0,5

f-2,f-2,IMAGE0,TopMost,EnterArena,0,6
f0,f0,IMAGE5,TopMost,EnterArena,0,6

e-2,e-2,IMAGE0,TopMost,EnterArena,0,7
e-10,e0,IMAGE4,TopMost,EnterArena,0,7

t-2,t-2,IMAGE0,TopMost,EnterArena,0,8
t0,t-20,IMAGE10,TopMost,EnterArena,0,8

r-2,r-2,IMAGE0,TopMost,EnterArena,0,9
r-23,r-10,IMAGE8,TopMost,EnterArena,0,9

o-2,o-2,IMAGE0,TopMost,EnterArena,0,10
o-20,o-20,IMAGE7,TopMost,EnterArena,0,10

w-2,w-2,IMAGE0,TopMost,EnterArena,0,11
w-23,w-20,IMAGE12,TopMost,EnterArena,0,11

v-2,v-2,IMAGE0,TopMost,EnterArena,0,12
v-23,v0,IMAGE11,TopMost,EnterArena,0,12

------end reflvz.ini ----------------------------



replace an existing image b.bmp with a different file, same name.
recompile it using buildlevel.exe. Debuildlevel is now pissed and gives the above error when trying to decompress it (see previous messages..).

Continuum will still use the lvz and at this point it 'works'.

Now remove the cruft from the .ini so that you only have b.bmp and the entries that apply to b.bmp.

Code: Show/Hide
----------custom-reflvz.ini---------------------
; OutFile specifies lvz file data is written into and it is overwritten if already present
OutFile=ref.lvz

File=b.bmp
[objectimages]
IMAGE2=b.bmp
[screenobjects]
b-21,b-23,IMAGE2,TopMost,EnterArena,0,3

-----------end custom-reflvz.ini-----------------


This lvz compiles without error, still gives the same error when debuildlevel is run on it... and continuum does NOT use the image contained within the lvz.

I dont know if we have an ini size problem or what... but it works before you remove the extraneous stuff from the ini.


Akai, please take the files from the previous post and attempt to make a working lvz. I for one cannot.... 1 file, 1 image definition, 1 object and it doesnt work.

-HS
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Heat Stroke
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PostPosted: Sun May 04, 2003 1:08 am    Post subject: Reply to topic Reply with quote

MGB


thank you icon_smile.gif

I knew I wasnt insane.. haha
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Hunch Hunch
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PostPosted: Sun May 04, 2003 2:08 am    Post subject: Reply to topic Reply with quote

Priitk released a fixed buildlevel.exe, now included in lvztoolkit.zip.
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k0zy
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PostPosted: Sun May 04, 2003 3:12 am    Post subject: Reply to topic Reply with quote

I wonder if priitk changed anything...

The lvz built with the new buildlevel still doesnt work, in cont and with debuildlevel!!!!

It works fine with the .37 compilers, though.

like Heat Stroke said, the new buildlevel should be able to produce lvz that already worked in .37

Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole....
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