Duke4.net Forums: Mapster32 problems and bugs - Duke4.net Forums

Jump to content

  • 42 Pages +
  • « First
  • 34
  • 35
  • 36
  • 37
  • 38
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Mapster32 problems and bugs  "Please post them exclusively here"

User is offline   DavoX 

  • Honored Donor

#1051

View PostHelixhorned, on 08 July 2013 - 01:24 AM, said:

Does an eduke32_or_mapster32.crash.log get generated?



Not really :)
0

User is offline   Micky C 

  • Honored Donor

#1052

Is there any way to make a sprite bigger than the 255 scaling in mapster?
0

User is offline   Mark 

#1053

By increasing the size of the original texture. I know, its not a Mapster solution.
0

User is offline   Micky C 

  • Honored Donor

#1054

I seem to recall DT saying it was possible in mapster. Although there's a chance he was getting things mixed up.
0

User is offline   Micky C 

  • Honored Donor

#1055

Ok how about this one: In areas with heavy spritework, it is litterally impossible to insert points on a wall because the focus is heavily biased towards nearby sprites. Is there some way to tell the mouse cursor to ignore sprites, like holding down a button? This one has caused much frustration at certain times for a while when I've had to drag a lot of stuff around and put it back just to insert a point or two, and sometimes the sector work is complex too which adds to the frustration.
3

User is offline   DavoX 

  • Honored Donor

#1056

A system like that would also work to select sprites only and to avoid selecting vertices by accident.
0

User is offline   DavoX 

  • Honored Donor

#1057

This is a bit crazy but how about a night vision mode in mapster32? sometimes it's really hard to edit a dark section of a map and it's not good at all increasing the lighting everytime you need to edit a dark place. It could work like a mode in which everything is increased by x amount of light without really modifying anything.
1

User is offline   Forge 

  • Speaker of the Outhouse

#1058

View PostDavoX, on 18 July 2013 - 07:52 PM, said:

This is a bit crazy but how about a night vision mode in mapster32? sometimes it's really hard to edit a dark section of a map and it's not good at all increasing the lighting everytime you need to edit a dark place. It could work like a mode in which everything is increased by x amount of light without really modifying anything.

don't know if ' + X would work in this case.
go to 2d, rt Alt select the area, then in 3d mode adjust the shading in the entire area with rt ctrl + KP +/- (put it back when you're done)
that's probably the easiest way.
i don't see night vision being that useful in dark areas since it doesn't really "light up" walls

This post has been edited by Forge: 18 July 2013 - 08:41 PM

0

User is offline   Micky C 

  • Honored Donor

#1059

It might be sufficient to adjust the mapster visibility. It doesn't effect the map in any way. It doesn't make dark areas brighter, but ramp it up enough and the black fog disappears.

But I'm on my phone at the moment and can't remember the key combination. Look it up on the wiki.
0

User is offline   DavoX 

  • Honored Donor

#1060

I didn't mean night vision from the game, but something that instantly lights up all walls, not really related to sector visibility. I mean this should also work when visibility is full bright but the walls are really dark at the same time.
0

User is offline   Forge 

  • Speaker of the Outhouse

#1061

put a polymer light in the area, delete it when you're done
0

User is offline   Micky C 

  • Honored Donor

#1062

View PostForge, on 19 July 2013 - 05:47 AM, said:

put a polymer light in the area, delete it when you're done


That reminds me, didn't DanM use a similar system? I have a strange feeling that Helix added some kind of feature that makes a polymer light follow the camera in 3D mode...
0

User is offline   DavoX 

  • Honored Donor

#1063

View PostForge, on 19 July 2013 - 05:47 AM, said:

put a polymer light in the area, delete it when you're done



DUH! Good Idea man, I'm editing on software mode but I guess I can switch back and forth....
1

User is offline   Helixhorned 

  • EDuke32 Developer

#1064

View PostMicky C, on 19 July 2013 - 05:53 AM, said:

That reminds me, didn't DanM use a similar system? I have a strange feeling that Helix added some kind of feature that makes a polymer light follow the camera in 3D mode...

Yup. Search a.m32 for "headlight_enabled". Also see r3648.
1

User is offline   Mark 

#1065

I used that feature from the day it was made. A real blessing since my maps are all very dark because they will rely heavily on Polymer lighting. I still occasionally have to bump up the brightness with F11 but not often.

This post has been edited by Mark.: 19 July 2013 - 10:23 AM

0

User is offline   DavoX 

  • Honored Donor

#1066

Whenever I write setrendermode 4 to start polymer it says "rendermode switched to classic" no matter what number I put in....
0

User is online   Hendricks266 

  • Weaponized Autism

  #1067

To switch between Classic and OpenGL, you will also need to issue a vidmode command to switch the BPP between 8 and 32.
0

User is offline   DavoX 

  • Honored Donor

#1068

Thanks Hendricks266

Another problem:

Sometimes when I Alt + TAB out of Mapster32 the task dissapears from the task bar and I often found myself opening a second instance of mapster32 and even saving using an old version of a map over a new one, losing work in the process.
0

User is offline   Paul B 

#1069

Two observations I noticed when tweaking my next user map. If you give a Respawn sprite object a sprite number when the respawn sprite spawns the object doesn't take on the shade of the Respawn sprite which I believe it should when sprite shading is enabled on the respawn sprite.

Also switching rapidly by closing Mapster and opening Eduke or visa versa can cause Eduke or Mapster to hang the entire PC using 100 percent CPU usage. Sometimes the PC will allow you to close or force close the application but most of the time it results with a black screen with intermitant hard-drive activity and a non responsive PC requiring a manual cold boot. Sometimes this scenario can also result in a Windows STOP error with the video driver crashing.

I always load EDUKE using command line such as. Eduke32 -map myuser.map -m
So when I close mapster I have this command line in the doskey I up arrow and press enter to load the map but mapster is still attempting to shutdown and it results in what I explained above.

This post has been edited by Paul B: 14 August 2013 - 09:35 PM

1

User is offline   DavoX 

  • Honored Donor

#1070

Have you tried using only BAT files for mapster and Eduke32? I do this for my parameters so I don't have to write them all over again.

I always use the "test" option in mapster32 to test the maps, you can even set mapster to start the bat file when testing.
0

User is offline   Paul B 

#1071

View PostDavoX, on 12 August 2013 - 08:30 AM, said:

Have you tried using only BAT files for mapster and Eduke32? I do this for my parameters so I don't have to write them all over again.


I don't use a batch file to load my maps because the map name is always incrementing for previous versions of the map. I don't mind typing it out and typically once i've executed it once doskey lets me retype the syntax for the next time in the same DOS console window.
1

User is offline   Helixhorned 

  • EDuke32 Developer

#1072

View PostMikko C, on 17 July 2013 - 01:31 AM, said:

Ok how about this one: In areas with heavy spritework, it is litterally impossible to insert points on a wall because the focus is heavily biased towards nearby sprites.

Possible with r4026:

Quote

Mapster32: allow inserting point on wall line even if a sprite is highlighted.

Note: the wall line will not light up periodically, but point insertion will
be possible nontheless. A bit inconsistent, but I didn't want to do a full
analysis of which side effects allowing a sprite highlight and a line highlight
to coexist at the same time would have.


View PostDavoX, on 17 July 2013 - 07:15 AM, said:

A system like that would also work to select sprites only and to avoid selecting vertices by accident.

Already possible by holding RCtrl when RShift is released.
2

User is offline   Stabs 

#1073

View PostMikko C, on 19 July 2013 - 05:53 AM, said:

That reminds me, didn't DanM use a similar system? I have a strange feeling that Helix added some kind of feature that makes a polymer light follow the camera in 3D mode...


i wear my headlight like its going out of fashion, one of my most used scripts.

did notice some bugs that could be bad they seem to make orphan sprites, making a sector around sprite kills the sprite in a way, it wont get drawn in 2d mode but if you go into 3d mode and no clip you can find the sprite, this is more common for making tror sectors as they automatically turn red but can/will/maybe do funny things to any sprite within that new red box.

even i make the box away from the sprites and just move the sector around the new sprites they will still vanish

This post has been edited by DanM: 22 August 2013 - 07:10 PM

0

User is offline   Micky C 

  • Honored Donor

#1074

I have a LOT of sectors in a map I want to release soon which have a floor very slightly off from the height of the floors around them. Is there any way I can just select them all and manually change their heights all at once to an exact value? Using F7 only lets you change one at a time.

And I agree with DanM that when you have TROR and you drag sectors over some sprites, the sprites disappear from 2D mode as though they're becoming sprites of a sector in another layer. It can get very messy and ugly very fast sometimes.

This post has been edited by Mikko C: 24 August 2013 - 08:10 PM

0

User is offline   DavoX 

  • Honored Donor

#1075

You can take the hard work of editing the z value to match the surrounding sectors micky. Then copy paste again if it isn't too much hard work.
0

User is offline   Micky C 

  • Honored Donor

#1076

I'm sure there's an easier way of doing it. I bet there's some sort of method of doing it using mapster script.

Like "do for i selsectors { set sector[i].floorz ### }" or something like that?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1077

View PostMikko C, on 25 August 2013 - 04:41 AM, said:

Like "do for i selsectors { set sector[i].floorz ### }" or something like that?

Well, that's pretty much valid m32script code already. Was that your problem, or the actual selecting of the proper sectors in a programmatic way?
0

User is offline   Micky C 

  • Honored Donor

#1078

That was almost a complete guess actually; haven't tried it.

So that will do what I want if I just select the sectors with 'alt' and type that in the console?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1079

View PostDanM, on 22 August 2013 - 07:09 PM, said:

did notice some bugs that could be bad they seem to make orphan sprites, making a sector around sprite kills the sprite in a way, it wont get drawn in 2d mode but if you go into 3d mode and no clip you can find the sprite, this is more common for making tror sectors as they automatically turn red but can/will/maybe do funny things to any sprite within that new red box.

even i make the box away from the sprites and just move the sector around the new sprites they will still vanish

Nice catch! One case of this has been fixed with r4033:

Quote

Mapster32: after auto-inserting inner sector, change sectnums for sprites now in it.

But changing sectnums with point dragging is more involved, since in general, there are more than two candidate sectors. By the way, I definitely consider "entombing" sprites into void space by drawing a white wall around them a user error, but if this happens often enough, maybe Mapster32 should issue a warning?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1080

View PostMikko C, on 25 August 2013 - 04:59 AM, said:

So that will do what I want if I just select the sectors with 'alt' and type that in the console?

Yup, that's it.
0

Share this topic:


  • 42 Pages +
  • « First
  • 34
  • 35
  • 36
  • 37
  • 38
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options