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Mapster32 request thread  "reasonable ones only"

User is online   ck3D 

#1

So I understand Mapster isn't specifically a priority to keep refining right now, and in all actuality, the recent builds are excellent enough that most of the time one will get stumped is going to be due to their own fault (e.g.. not knowing about a documented feature, or only understanding the internals so much). But every now and then, little practical issues do come up, and I couldn't find a thread where mappers may bring them up. I am not talking 'how about a full interface revamp' mass hysteria but really just specific practical points.

For instance I looked on the Wiki and I could not find a shortcut that would exist to (possibly?) turn off visible sector highlighting. This is a problem when manipulating SOS/TROR as soon as too many layers overlap, because then 2D mode often looks like this and in such conditions, seeing exactly where you are moving the sector(s) to is impossible and so results in any number of failed blind attempts/undo's/reloads (unless one TROR joins a part to automatically shift the structure, but as a requirement to do would be convoluted):

Posted Image

Or maybe it should be made that the highlighting doesn't add up the way it presently does, I don't know, just there is this weird problem that exists.

Another important request mappers have been communicating for a while really should be incorporated into mainline Mapster32 would be oasiz's 3D mode sector selection script (at the very least out of all of oasiz's scripts), it is such an absolute game changer that in itself it would make the engine easier to approach and tame by newcomers, and of course it makes an experienced mapper all the more efficient too but most of them already have adopted the script. So it is regrettable that it is one download/install away from the main tool that it complements so fundamentally. It is the one manipulation I'm pretty sure no one gets why it wasn't a thing in DOS Build in the first place, surely.

Doctors hate him (maybe).

This post has been edited by ck3D: 10 January 2026 - 07:18 AM

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User is online   ck3D 

#2

Another small problem another thread just reminded me to relay (even if I do not expect an actual fix, it is valid to put out there): some documentation such as the Infosuite states that there is a limit of moving sectors per map, which technically is incorrect since it is the number of walls that actually matters (e.g.. break the limit by one wall and a map just won't run, but it will again if you delete that one wall although the sector count remains the same). That is just a clarification in case a mapper ever comes to need it, but now an actual inconvenience with the editor is it doesn't ever show a tally for keeping track anywhere, and so one has no way of knowing how close they may be to that limit of moving walls but by being familiar and going by feel. I remember oasiz once told me it mostly was the game side checking that and so on the editor side could be made to check but that may be difficult (perhaps could be some kind of sector motion SE/ST detection then addition of the walls of the corresponding sectors?). It isn't an important issue since that limit is so high, only the most ambitious maps possible ever hit it anyway, but some kind of indicator of it technically is something that is missing.

This post has been edited by ck3D: 11 January 2026 - 03:49 PM

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User is online   oasiz 

  • Dr. Effector

#3

select sectors (i.e. with script in 3D), CTRL + R will set the Z range (min/max floor-ceiling of selected)

Now here is the good one... press CTRL ALT R to remove greyout.

You're welcome!
1

User is offline   Mark 

#4

A few years ago I noticed and reported that the Mapster F11 selector had undergone a change. It was horribly whitewashing the screen after the first 2 levels and was useless. After the "fix" it still just whitewashed the screen but not as badly. That control's behavior used to help bring up visibility in a way that it would actually let you see things in dark places in the maps. Now it acts like only the brightness level is adjusting and it really does nothing to help see the map. In older Mapsters it seemed like gamma, contrast or other combos were getting adjusted too and F11 was useful. After seeing this new thread I decided to install the latest eduke and mapster to see how things are going years later. F11 still operates that same whitewashing way. This is using Polymost or Polymer. I didn't check software mode.

OR...Maybe I'm senile and mis-remembering the old F11 behavior. Nobody else back then or it seems now has ever mentioned the problem.

This post has been edited by Mark: 16 January 2026 - 12:08 PM

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User is offline   Mark 

#5

A feature I would to see added is being able to view the hardcoded Polymer lighting from things like flames, not just the SE lighting. Since the light radius for flames relies on the flame sprite's set size in mapster I have to go back and forth between eduke and mapster a number of times to test while getting the size/radius correct.

This post has been edited by Mark: 16 January 2026 - 12:08 PM

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User is online   oasiz 

  • Dr. Effector

#6

Would this only be for actors?
Not textures on geo
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