Mapster32 problems and bugs "Please post them exclusively here"
#1111 Posted 04 March 2014 - 02:43 PM
It probably was around the SDL2 time, not that I can remember when that was.
#1112 Posted 04 March 2014 - 03:05 PM
Micky C, on 04 March 2014 - 02:43 PM, said:
You mean, like toggle keys for x and y, separately? I think the [.]/[,] user interface is already pretty complex, not to mention the code.
#1113 Posted 04 March 2014 - 04:06 PM
#1114 Posted 05 March 2014 - 04:40 AM
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
#1115 Posted 05 March 2014 - 01:17 PM
#1116 Posted 05 March 2014 - 01:23 PM
Micky C, on 05 March 2014 - 01:17 PM, said:
In the OSD, type 'script_expertmode', this will toggle the two states.
#1117 Posted 07 March 2014 - 08:43 AM
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
#1119 Posted 07 March 2014 - 11:20 AM
#1120 Posted 07 March 2014 - 11:39 AM
#1121 Posted 10 March 2014 - 09:07 AM
Helixhorned, on 07 March 2014 - 11:39 AM, said:
Everything works fine now, thank you Helix and Drek.
I think I pushed the wrong key
#1122 Posted 18 March 2014 - 12:13 PM
#1123 Posted 18 March 2014 - 02:53 PM
#1124 Posted 19 March 2014 - 12:19 AM
#1125 Posted 19 March 2014 - 12:39 AM
#1126 Posted 19 March 2014 - 07:19 AM
ive checked sector flags, remade doors, but nothing seems to stop it happening and it seems exclusive to this map
dne01.zip (508.88K)
Number of downloads: 260
#1127 Posted 19 March 2014 - 07:54 AM
Mark., on 18 March 2014 - 02:53 PM, said:
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.
#1128 Posted 19 March 2014 - 09:43 AM
Never Forgotten, on 19 March 2014 - 07:54 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.
#1129 Posted 19 March 2014 - 11:37 AM
Helixhorned, on 19 March 2014 - 09:43 AM, said:
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.
#1131 Posted 19 March 2014 - 03:27 PM
Stabs, on 19 March 2014 - 07:19 AM, said:
ive checked sector flags, remade doors, but nothing seems to stop it happening and it seems exclusive to this map
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
#1132 Posted 19 March 2014 - 05:00 PM
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
#1133 Posted 05 April 2014 - 12:18 AM
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).
This post has been edited by Micky C: 05 April 2014 - 12:29 AM
#1134 Posted 05 April 2014 - 01:04 AM
Quote
Yes, if you make sure the new file gets included at some point, that's it.
Quote
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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.
#1135 Posted 05 April 2014 - 01:13 AM
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
#1136 Posted 05 April 2014 - 05:24 AM
Micky C, on 05 April 2014 - 01:13 AM, said:
That's a bummer, you're right. Revision 4414 adds a new state to a.m32 also available from the [']+[F]-menu.
#1137 Posted 07 April 2014 - 06:21 AM
#1138 Posted 07 April 2014 - 06:24 AM
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?
#1140 Posted 07 April 2014 - 10:20 AM
Paul B, on 07 April 2014 - 06:21 AM, said:
MetHy, on 07 April 2014 - 06:24 AM, said:
Data, please. For example, screenshots of maps (attached if not original or widely known) taken with 'cl_showcoords 2' could be helpful.