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Mapster32 problems and bugs  "Please post them exclusively here"

User is offline   Micky C 

  • Honored Donor

#1111

I'd say people would align both x and y axis more often than just the y, but it would be nice to get a 2nd and 3rd opinion, especially if we're changing it from the original build format.

It probably was around the SDL2 time, not that I can remember when that was.
1

User is offline   Helixhorned 

  • EDuke32 Developer

#1112

 Micky C, on 04 March 2014 - 02:43 PM, said:

I'd say people would align both x and y axis more often than just the y, but it would be nice to get a 2nd and 3rd opinion, especially if we're changing it from the original build format.

You mean, like toggle keys for x and y, separately? I think the [.]/[,] user interface is already pretty complex, not to mention the code.
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User is offline   Micky C 

  • Honored Donor

#1113

No, isn't it currently that [.] by itself just does y, and [alt]+[.] does both x and y? I meant that having it the other way around would make more sense purely based on the proportions of how much each is used.
1

User is offline   Stabs 

#1114

yeah its really more sensible to have . and , do x & y and . + alt do more specific stuff, i would say its a fair bet that 99% want their textures lined up perfectly without weirdly stretched bits

in fact . + alt would be better used alligning x & y across TROR layers.

This post has been edited by DanM: 05 March 2014 - 04:41 AM

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User is offline   Micky C 

  • Honored Donor

#1115

Does anyone remember how to get expert mode working in mapster?
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User is offline   Helixhorned 

  • EDuke32 Developer

#1116

OK, Alt has now reversed meaning with r4361.

View PostMicky C, on 05 March 2014 - 01:17 PM, said:

Does anyone remember how to get expert mode working in mapster?

In the OSD, type 'script_expertmode', this will toggle the two states.
1

User is online   blizzart 

#1117

Since I have to use the insert key with FN on my notebook, I tried to remap it to the "0" key, but this didn´t work.

Am I doing something wrong?

; Key Settings
;  Here's a map of all the keyboard scan codes: NOTE: values are listed in hex!
; +--------------------------------------------------------------------------------
-------------+
; | 01   3B  3C  3D  3E   3F  40  41  42   43  44  57  58          46                           |
; |ESC   F1  F2  F3  F4   F5  F6  F7  F8   F9 F10 F11 F12        SCROLL                         |
; |                                                                                             |
; |29  02  03  04  05  06  07  08  09  0A  0B  0C  0D   0E     D2  C7  C9      45  B5  37  4A   |
; | ` '1' '2' '3' '4' '5' '6' '7' '8' '9' '0'  -   =  BACK    INS HOME PGUP  NUMLK KP/ KP* KP-  |
; |                                                                                             |
; | 0F  10  11  12  13  14  15  16  17  18  19  1A  1B  2B     D3  CF  D1      47  48  49  4E   |
; |TAB  Q   W   E   R   T   Y   U   I   O   P   [   ]    \    DEL END PGDN    KP7 KP8 KP9 KP+   |
; |                                                                                             |
; | 3A   1E  1F  20  21  22  23  24  25  26  27  28     1C                     4B  4C  4D       |
; |CAPS  A   S   D   F   G   H   J   K   L   ;   '   ENTER                    KP4 KP5 KP6    9C |
; |                                                                                      KPENTER|
; |  2A    2C  2D  2E  2F  30  31  32  33  34  35    36            C8          4F  50  51       |
; |LSHIFT  Z   X   C   V   B   N   M   ,   .   /   RSHIFT          UP         KP1 KP2 KP3       |
; |                                                                                             |
; | 1D     38              39                  B8     9D       CB  D0   CD      52    53        |
; |LCTRL  LALT           SPACE                RALT   RCTRL   LEFT DOWN RIGHT    KP0    KP.      |
; +--------------------------------------------------------------------------------
-------------+

keyforward = C8
keybackward = D0
keyturnleft = CB
keyturnright = CD
keyrun = 2A
keystrafe = 9D
keyfire = 1D
keyuse = 39
keystandhigh = 1E
keystandlow = 2C
keylookup = D1
keylookdown = C9
keystrafeleft = 47
keystraferight = 49
key2dmode = 9C
keyviewcycle = 1C
key2dzoomin = D
key2dzoomout = C
keychat = F
keyconsole = 29

; This option allows you to remap keys in case some of them are not available
; (like on a notebook). It has to be a comma-separated list of SOURCE-TARGET
; scancode values, looked up in the keyboard map above. This also means that
; the key positions count, not their labels for non-US keyboards.
;
; Example:
;  1. Map the backslash key (0x2B) to KPENTER (9C), since portable devices
;     often don't have the latter
;  2. make KP0 (0x52) function as KP5 (0x4C), countering the inability to pan
;     using Shift-KP5-KP8/2 in 3D mode
; remap = 2B-9C,52-4C

remap = D2-0B

0

User is offline   Kyanos 

#1118

vice versa I think
remap = 0B-D2
1

User is online   blizzart 

#1119

View PostDrek, on 07 March 2014 - 09:13 AM, said:

vice versa I think
remap = 0B-D2


Unfortunately not. :blink:
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User is offline   Helixhorned 

  • EDuke32 Developer

#1120

Drek is right. If you want to behave [0] as [Ins], the correct line is "remap = 0B-D2". If that doesn't work for you, some debugging would be in order as to why not, but right now I'm a bit out of ideas. In the meantime, check whether the examples work for you, assure yourself about the correct order, and try changing the source key.
2

User is online   blizzart 

#1121

View PostHelixhorned, on 07 March 2014 - 11:39 AM, said:

Drek is right. If you want to behave [0] as [Ins], the correct line is "remap = 0B-D2". If that doesn't work for you, some debugging would be in order as to why not, but right now I'm a bit out of ideas. In the meantime, check whether the examples work for you, assure yourself about the correct order, and try changing the source key.


Everything works fine now, thank you Helix and Drek.
I think I pushed the wrong key :blink:
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#1122

I have a slight problem. I'm working on a level, and everytime I inster a point using either [I] or the insert button, it causes my Mapster32 to close out... What's wrong?
0

User is online   Mark 

#1123

Try using insert on a different map. Maybe the one you are working on is corrupted somehow.
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User is offline   Micky C 

  • Honored Donor

#1124

Make sure you have the latest mapster32 as well. If there's pink text saying the map's corrupted in the top right (?) of the screen, then it means your map is corrupted. If that's the case then you need to either fix the corruptions, or go back to an earlier version of the map from before the corruptions happened.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1125

If the issue persists, use a debug build (mapster32.debug.exe) and attach your post-crash mapster32.log and eduke32_or_mapster32.crash.log.
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User is offline   Stabs 

#1126

can any of you guys look at the finer details of this level, its the only level i have where opening more swing doors / ceiling doors / or blowing up walls causes the FPS to bomb, you constantly keep opening the one swing door and the FPS bombs to 1-2 fps, seems to stack with each additional door

ive checked sector flags, remade doors, but nothing seems to stop it happening and it seems exclusive to this map

Attached File  dne01.zip (508.88K)
Number of downloads: 260
0

#1127

View PostMark., on 18 March 2014 - 02:53 PM, said:

Try using insert on a different map. Maybe the one you are working on is corrupted somehow.


I have been working on it, as long as I don't insert a point it's fine. And I can insert on any other map but this one. And there's not indication that the map is corrupt. The mapster I have I've had for a while, but I can't find a download for the most recent one, everyone I try doesn't work.
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User is offline   Helixhorned 

  • EDuke32 Developer

#1128

View PostNever Forgotten, on 19 March 2014 - 07:54 AM, said:

The mapster I have I've had for a while, but I can't find a download for the most recent one, everyone I try doesn't work.

http://dukeworld.duk...ke32/synthesis/

If they don't work for some reason, then that's the problem that should be addressed first.
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#1129

View PostHelixhorned, on 19 March 2014 - 09:43 AM, said:

http://dukeworld.duk...ke32/synthesis/

If they don't work for some reason, then that's the problem that should be addressed first.


Aha. Thank you, that worked. I've been there before, but it didn't work. This time it did, and now I can press [I] and [insert] all I want. It says it has 4 level 3 corruptions, but I dunno how to remove them.
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User is offline   Hendricks266 

  • Weaponized Autism

  #1130

http://wiki.eduke32....32_Map_Checking
0

User is online   Mark 

#1131

View PostStabs, on 19 March 2014 - 07:19 AM, said:

can any of you guys look at the finer details of this level, its the only level i have where opening more swing doors / ceiling doors / or blowing up walls causes the FPS to bomb, you constantly keep opening the one swing door and the FPS bombs to 1-2 fps, seems to stack with each additional door

ive checked sector flags, remade doors, but nothing seems to stop it happening and it seems exclusive to this map

Attachment dne01.zip

I just DL'ed it. I'll check it out shortly.

EDIT: I see the problem doors but can't find the problem itself. At first I thought it might be that one of the pivot corners was briefly crossing over a white wall so I moved the door edges inward but it didn't solve the slowdown. I noticed that the slowdown happens only under Polymer. So I removed any lights in the areas on either side of the doors. No help. Just to play it safe I also removed the sound sprite from the door sectors. No help. I also put more of a seperation between the 2 doors just in case they were too close together when you turned off grid locking and placed the vertices. I'm at a loss to why they slow down FPS drastically only while opening.

This post has been edited by Mark.: 19 March 2014 - 04:27 PM

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User is offline   Stabs 

#1132

yeah its just weird, i think the map needs some external fixing via notepad or something.

sucks because its the first level and it eventually bombs its FPS beyond DNE in 2011, really runs great till you start opening doors.

This post has been edited by Stabs: 19 March 2014 - 05:00 PM

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User is offline   Micky C 

  • Honored Donor

#1133

It's probably better to carry on this discussion here than bloat up the eduke32 thread.


defstate NAME
gamevar i 0 0
gamevar ii 0 0

for i allsprites
{
    if sprite[i].picnum PICNUM	
    findnearsprite TILE MAXDIST ii
    ifvarge ii 0
        set sprite[ii].lotag LOTAG
}
ends



Yeah I forgot to include in my code that this check should only be done on certain sprites. For example, "if tile X is near tile Y, modify tile Y, for all tile Y's in the map"

I modified the code, does it make sense/will work as expected? Also, I'm guessing that by defining it as a state as I've done, pasting it in a.m32 or creating a new script, then typing in the console "do state NAME", that would run it? (I've only ever run script from the console before).

And how would I got about changing the properties of both those sprites if they're close to eachother? Probably just by adding a set sprite[i].lotag LOTAG I guess.
The only thing I don't understand is the ifvarge ii 0. I'm guessing that if the previous line finds the relevant sprite in the distance, it will give a value greater than or equal to 0 (and if not, -1?) which is what the next line is checking for?

This post has been edited by Micky C: 05 April 2014 - 12:29 AM

1

User is offline   Helixhorned 

  • EDuke32 Developer

#1134

Quote

Also, I'm guessing that by defining it as a state as I've done, pasting it in a.m32 or creating a new script, then typing in the console "do state NAME", that would run it? (I've only ever run script from the console before).

Yes, if you make sure the new file gets included at some point, that's it.

Quote

I modified the code, does it make sense/will work as expected?

Quote

Yeah I forgot to include in my code that this check should only be done on certain sprites. For example, "if tile X is near tile Y, modify tile Y, for all tile Y's in the map"

It should read something like:
defstate NAME
gamevar i 0 0
gamevar ii 0 0

for i allsprites
{
    ife sprite[i].picnum PICNUM   // ife means "if equal"
    {  // note the added braces
        findnearsprite TILE MAXDIST ii
        ifvarge ii 0
            set sprite[ii].lotag LOTAG
    }
}
ends


But there's still the issue that the code is not really correct for the reason I mentioned in the Polymer thread. I have already come up with some Lua code and will describe it shortly.
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User is offline   Micky C 

  • Honored Donor

#1135

Ah I only just understand what you meant by that; that although the sprite we want might be within the desired distance, it might check a different sprite first and hence wouldn't work. The sprites basically share the same coodinates so assuming it starts from the closest, it will probably do the job. However, there's also the case that there might be multiple sprites with this tile within the range and I'd like to change them all, so I look forward to the LUA code.
I'm learning a lot about mapster scripting though so at least there's that.

As you can probably guess, this code is for the AMC TC, and will probably be run over all the maps in episodes 1 and 2, hence would save a LOT of time so I really appreciate you helping out with this. My only concern is if we need to use the lua mapster script(?) in the lunatic version of mapster32, that the maps won't save because they have TROR?

This post has been edited by Micky C: 05 April 2014 - 01:14 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#1136

View PostMicky C, on 05 April 2014 - 01:13 AM, said:

My only concern is if we need to use the lua mapster script(?) in the lunatic version of mapster32, that the maps won't save because they have TROR?

That's a bummer, you're right. Revision 4414 adds a new state to a.m32 also available from the [']+[F]-menu.
1

User is offline   Paul B 

#1137

I would like to add that I've noticed something funky with recent releases of mapster. well at least within the last few months. Initially I thought it was a problem with Cage's Template map since the last map I was working on was for Duke Hard. However, after completing that map and starting a new map I noticed even with the basic sectors the map would graphically glitch. What I mean is randomly the 3D environment will flicker and visually clip through sectors. It does this in Eduke and in Mapster. This never use to happen before. But since around the beginning of 2014 i've noticed it. This doesn't happen in Megaton and it never use to happen in Eduke. Just thought i'd mention it.
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User is offline   MetHy 

#1138

Several people are having problem with recent versions of mapsters regarding flat sprites against wall. They look fine and then suddenly for no reason, they diseappear, like they're inside the wall or something.

For me putting the sprite one inch BEFORE the wall with the grid unlocked avoids the issue, but it doesn't for someone else. Any suggestion?
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User is offline   Micky C 

  • Honored Donor

#1139

That can happen in polymer. (?)
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User is offline   Helixhorned 

  • EDuke32 Developer

#1140

View PostPaul B, on 07 April 2014 - 06:21 AM, said:

I would like to add that I've noticed something funky with recent releases of mapster. well at least within the last few months.

View PostMetHy, on 07 April 2014 - 06:24 AM, said:

Several people are having problem with recent versions of mapsters regarding flat sprites against wall. They look fine and then suddenly for no reason, they diseappear, like they're inside the wall or something.

Data, please. For example, screenshots of maps (attached if not original or widely known) taken with 'cl_showcoords 2' could be helpful.
0

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