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How to find wall #0, map corruption?  "Seems to be a bug but I cannot verify"

User is offline   Stumpy 

#1

I have this map I've been working on and have tons of saved revisions (incremental filenames). Recently I noticed while play testing, in an area of the map I haven't edited for a long time, one of the red walls which is only used to divide sector for shading has magically become blocking :blink:

Funny thing is that in Mapster32 this particular wall has no flags or special attirbutes at all. But it is wall #0. So I just joined sectors (to make the red line go away) and then put the line (wall) back. Of course now it has a much higher wall # and is back to normal, not blocking in game as before.

Problem is, now another wall has become wall #0 and exhibits the same problem! So I join sectors then put it back, problem solved for now... But now how do I find where the "new" wall #0 is located in the map so I can check it? There doesn't seem to be a search for wall by number, only by tag which won't help in this case. This is driving me nuts since I can't spend too much time hunting down the elusive wall #0 every time I edit the map to see if it has been affected.

Has anyone seen this before? I really hope there is some solution to this vexing problem :(
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User is offline   ck3D 

#2

One thing I would do if I were you the next time you find the wall #0 that's in your map is, instead of deleting/reseting it and probably just causing the bug to persist somewhere else again, isolate it - make a copy of the parent sector(s), move the original that has the wall #0 outside of the map, and replace it with the copy instead so you can safely unblock what would now be a different wall inside the map, all the while keeping the bug locked to a wall that's out of bounds. Then you can probably edit the bunch of sectors with the buggy wall to make it eat up less resources if needed, or even put it to practical use by turning it into a security screen message/dummy door/helper sector of some kind where it wouldn't matter so much if the wall is blocked.
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User is offline   Stumpy 

#3

View PostStumpy, on 09 January 2025 - 07:01 AM, said:

I have this map I've been working on and have tons of saved revisions (incremental filenames). Recently I noticed while play testing, in an area of the map I haven't edited for a long time, one of the red walls which is only used to divide sector for shading has magically become blocking :blink:

Funny thing is that in Mapster32 this particular wall has no flags or special attirbutes at all. But it is wall #0. So I just joined sectors (to make the red line go away) and then put the line (wall) back. Of course now it has a much higher wall # and is back to normal, not blocking in game as before.

Problem is, now another wall has become wall #0 and exhibits the same problem! So I join sectors then put it back, problem solved for now... But now how do I find where the "new" wall #0 is located in the map so I can check it? There doesn't seem to be a search for wall by number, only by tag which won't help in this case. This is driving me nuts since I can't spend too much time hunting down the elusive wall #0 every time I edit the map to see if it has been affected.

Has anyone seen this before? I really hope there is some solution to this vexing problem :(



BTW I've since discovered this ONLY affects classic Duke3d.exe but not the current release of EDuke32 :rolleyes:

As to why I've been using the DOS game all this time, well I'm oldschool and hardheaded I guess, and I like the challenge.
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#4

Rather hastily written script. This should show wall labels, but you won't see all of them because there's nothing to sort labels on walls that share x/y locations. A pink circle should appear wherever wall 0 is, but from what I understand Mapster's UI got a different palette at some point, so it might not be pink any more.

To use the script, throw it in the same directory as Mapster, enter 2D mode and type:
script_expertmode
include samples\a.m32
include dwl.m32


Cannot vouch for performance being brilliant while the script it running.

Attached File  dwl.zip (558bytes)
Number of downloads: 10

Edit: Forum keeps eating my post.

This post has been edited by High Treason: 09 January 2025 - 10:24 PM

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User is offline   Stumpy 

#5

View PostHigh Treason, on 09 January 2025 - 10:22 PM, said:

Rather hastily written script. This should show wall labels, but you won't see all of them because there's nothing to sort labels on walls that share x/y locations. A pink circle should appear wherever wall 0 is, but from what I understand Mapster's UI got a different palette at some point, so it might not be pink any more.

To use the script, throw it in the same directory as Mapster, enter 2D mode and type:
script_expertmode
include samples\a.m32
include dwl.m32


Cannot vouch for performance being brilliant while the script it running...



This is a brilliant script for a quick one-off! I know on one particular map revision I had saved where wall 0 is located. Unfortunately the script only tagged the reverse side of it and didn't show any circle where wall 0 is. I understand this is due to the them having the same x/y coordinates as you mentioned. It favors the higher numbered wall on all the ones I've examined in my map so far. I wonder if there is a way to have it favor the lower numbered wall instead? Perhaps step through the walls in reverse order? I would try to mod the script if I had any scripting know-how but I don't really.

Thanks for this and I think others may find it useful in other ways as well, even if just for the scripting technique and knowledge.

This post has been edited by Stumpy: 10 January 2025 - 07:35 AM

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