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> Mapster32 problems and bugs, Please post them exclusively here
post Apr 20 2010, 04:07 AM
Post #151
Roma Loom
Loomsday Device
also launching mapster32 in fullscreen on dual-monitor system makes the secondary desktop look like "8bit corrupted palette total fuckup". On another note - there's a switch on the ceiling in e4l3 you have to shoot at which is invisible due to maphacks haven't been implemented in polymer.
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post Apr 20 2010, 01:50 PM
Post #152
The Commander
Duke Nukem Red Alert Developer
QUOTE (Marked @ Apr 20 2010, 11:38 PM) *
I set it back to 4 only when I am actually placing and adjusting some light effects. Then its right back to 3.

That is what everyone should be doing IMO, trying to run Mapster in constant Polymer mode will be asking for trouble.
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post Apr 23 2010, 05:57 PM
Post #153
Sobek
There's coffee in that nebula!
Well I sorted out most of my map's performance issues - though I still don't understand what the problem was anyway (had to delete some random sprites as they were destroying the frame-rate throughout the entire map).

There is however one old 'issue' that I still struggle with... Mapster32 only uses about 200-300mb of ram at any given time (this system has 1gb of ram with most of it free, being a really slimmed down XP install), and yet even when there's a good 400mb free, it seems to start hammering my hdd every 5 seconds or so, absolutely killing the frame-rates and causing a brief pause each time it does. We talked about this once a while back but I don't recall any solution ever being found.

It'll start doing this when I'm just sitting still, doing absolutely nothing... It's like a memory leak only, not. And when I quit after this, my system acts like it's been hammered for hours on end by some incredibly intensive app - mapster32 takes forever to exit, the hdd is just going nuts and even opening an explorer window is extremely slow for a decent while after. It's like when you've been playing some 'heavy' game for hours on end, and your system needs a short while to recover afterwards.

Only this is Mapster32, and it's barely touched my system resources.


This post has been edited by Sobek: Apr 23 2010, 06:01 PM
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post Apr 25 2010, 05:32 AM
Post #154
Micky C
Octabrain
It doesn't seem like anyone else has mentioned this pretty damn big error:

A while back I discovered mapster32 now has an undo function by hitting control-z in 2D mode. The problem is if I use it, it randomly deletes every single sprite in the entire map. Most of the time it works correctly, but when this error happens, it's fatal.

It must have happened at least 5 times: 3 of those were easily fixed by reverting to autosave.map, but twice I didn't notice it in time before saving. Luckily one of those times I had a decent backup, and the other time it was relatively early stages of a new map (but still a big setback)

Has anyone else noticed this? The undo is a handy feature and I'd hate to avoid using it, or use any other work around.
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post Apr 25 2010, 03:29 PM
Post #155
Gambini
Pig Cop
I did know that undo thing was unsafe. I think i´ve used it once and never more for the reasons you just mentioned.

I rather save often and go back to the saved file when i commit a mistake.
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This post has been edited by Gambini: Apr 25 2010, 03:29 PM
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post May 21 2010, 05:48 PM
Post #156
TX
EDuke32 developer & Tyrant Administrator
Helixhorned, I noticed a couple of issues:

Quick map cycling is broken
F1 help browser in 2D mode is broken

Just those two for now.
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post May 22 2010, 06:10 AM
Post #157
Helixhorned
Assault Trooper
Fixed 'em, but found some new ones in the process (specific to my system, which is 32-bit Ubuntu 10.04):
- Sound seems to be broken: it's very "buzzy" and has an echo attached.
- Various SDL and/or malloc-related crashes: 640x480 and 800x600 don't work at all for me, giving the following:
CODE
mapster32: malloc.c:3096: sYSMALLOc: Assertion `(old_top == (((mbinptr) (((char *) &((av)->bins[((1) - 1) * 2])) - __builtin_offsetof (struct malloc_chunk, fd)))) && old_size == 0) || ((unsigned long) (old_size) >= (unsigned long)((((__builtin_offsetof (struct malloc_chunk, fd_nextsize))+((2 * (sizeof(size_t))) - 1)) & ~((2 * (sizeof(size_t))) - 1))) && ((old_top)->size & 0x1) && ((unsigned long)old_end & pagemask) == 0)' failed.

Also crashes when changing to 3D mode, although I can't reproduce them reliably.
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post May 28 2010, 03:07 AM
Post #158
The Commander
Duke Nukem Red Alert Developer
Quitting Mapster32 in 3D Mode always seems to result in an error.
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post Jun 5 2010, 07:25 PM
Post #159
The Commander
Duke Nukem Red Alert Developer
Clicking "Cancel" on the start up window for Mapster32 always causes a "Mapster32 has encountered a problem bla bla bla"
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post Jun 7 2010, 04:31 AM
Post #160
Forge
Sentry Drone
Snapshot 1657. So far things seem to work fine except: I can't change the gridextent. I change it to 393216 in mapster32.cfg, but when I launch mapster, it automatically reverts it back to default.
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post Jun 7 2010, 04:47 AM
Post #161
The Commander
Duke Nukem Red Alert Developer
QUOTE (Forge @ Jun 8 2010, 12:31 AM) *
Snapshot 1657. So far things seem to work fine except: I can't change the gridextent. I change it to 393216 in mapster32.cfg, but when I launch mapster, it automatically reverts it back to default.

262144 is the highest it will go for me now, but that is higher than the default of 131072.
The biggest size I think that it could allow was 524288 from looking at an older build.

That said, I don't think anything was done in the r1657 shot mapster related as it still errors when you quit from 3D mode or click cancel in the start up window for mapster.
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This post has been edited by The Commander: Jun 7 2010, 04:51 AM
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post Jun 7 2010, 07:42 AM
Post #162
TX
EDuke32 developer & Tyrant Administrator
Yes, editorgridextent was lowered. For a reason. It didn't need to be so large that errors cropped up based on where exactly you decided to put your sectors. 1657 has multiple fixes for crashes that actually occur within the editor, not for bullshit like deciding to cancel at startup.
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post Jun 7 2010, 12:20 PM
Post #163
Forge
Sentry Drone
That's cool. I really didn't need all that extra space. The only issue I really had was I had started a map that was out of bounds for the new limit. I re-installed an older version, moved the map back within limits, re-installed the new version. No big deal. I didn't know if the limit was on purpose or a bi-product of something else and needed to be addressed.

btw: I'm not experiencing the errors about shutting down or canceling a launch that have been reported by other users in either full screen or windowed mode.
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post Jun 11 2010, 06:55 PM
Post #164
Forge
Sentry Drone
I'm not hex code savy, so maybe somebody can tell me what the value is supposed to be.

snapshot 1657

In 2d mode both KP4 & KP6 lengthen sprites. KP4 is supposed to shorten sprites.

mapster.cfg

KP4=4B and KP6=4D
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post Jun 26 2010, 10:24 AM
Post #165
Helixhorned
Assault Trooper
4b=4*16+11=75
4d=4*16+13=77
but you should never need them since you enter hex values into the remap string (if that's what you're concerned about).

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post Jun 26 2010, 10:52 AM
Post #166
TX
EDuke32 developer & Tyrant Administrator
Speaking of that bug Forge mentioned, "svn blame" says you introduced it in r1644. tongue.gif I just looked at it and it's caused by shifting 2 places on line 6590 and 6592 instead of 1.
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post Jun 26 2010, 11:31 AM
Post #167
Helixhorned
Assault Trooper
Ah, then take my hex calculations with a grain of salt wink.gif unsure.gif
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post Jun 27 2010, 03:24 PM
Post #168
Forge
Sentry Drone
r1662 & r1663

Issue: SE (xx, 12) Switch activated lights
&
SE (xx, 3) Ceiling lights flicker when shot

SE12 works normal as long as the SE12 and the switch are in the same sector. If there is an SE12 in a different sector than the switch, then the first time the switch is activated (lights on), it keeps the sector shaded as if the lights were off. If the switch is activated again to make the lights go off, the the SE will light up the sector as if the switch were on. Somehow the SE12 that is outside the sector of the switch skips a cycle then gets on opposite cycles of what the switch is on. (There was only one wall switch to activate the lights).

SE3 works randomly. Sometimes it works just fine. Sometimes if the light is shot, the sector will dim, but the sector may or may not flicker.


have not tested SE (xx,4), but the "C" cycler works flawlessly

Further testing results:

SE12: after flicking the light switch several times the SE12 that is not in the switch sector goes into "turned on" mode and stays there no matter what position the light switch is in.

SE3 is a little more complicated. To simplify it picture a flat, straight hallway with three sectors. The first sector is where the player enters. The second sector has a touchplate switch to activate explosions that break the lights in the second and third sector. The second sector has a normal SE3, the third sector has a pal SE3 to accommodate for the color of the fire.
With the touch plates in the second sector, the second sector's flickering will not work, but the third's will. If the touch plate is put into the first sector the second sector will flicker, but the third will not. If the touch plates are removed and the lights are shot out, they will not flicker. Somehow flickering shot out lights are tied to switches. The switch and the shot out light can't be in the same sector or two sectors apart, but must be in separate, adjoining sectors.

Further experimenting proves that it doesn't matter which is where and what's is it what sector. One time all flickerings will work, other times only one will work, and sometimes none of them work. This is an eduke quirk and not a mapster issue. dry.gif



This post has been edited by Forge: Jun 27 2010, 08:01 PM
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