Mapster32 problems and bugs "Please post them exclusively here"
#121 Posted 25 March 2010 - 11:22 PM
#122 Posted 26 March 2010 - 03:34 PM
Quote
include names.h
defstate grouphitag
for i selsprites ifactor XXX ifge .hitag 0 set .hitag 1
ends
put that code into a file called yourmap.m32
XXX is the name of the tile it is going to affect
You have to define these tiles in names.h
#define XXX 6000
If the tile your using this for is stock it may already have a name
#define TOILETWATER 921
When you get into mapster select the sprites and bring down the console (~) and type
include yourmap then type
do state grouphitags
it should transform all those sprites to the selected values
ifge .hitag 0 set .hitag 1
if they have a hitag of 0 they will be changed to hitag of 1, this works for xvel, pal, lotag, etc
#124 Posted 01 April 2010 - 06:19 PM
XThX2, on Oct 2 2009, 09:59 AM, said:
Oh, gosh. With my computer, panning walls with KP2 and KP8 requires both Shifts to be held, and panning them with KP4 and KP6 is impossible. (I tried everything.) The only workarounds are to use the mouse and Shift (which is not very precise) or to use F8 in 2D mode (where it is very hard to get it right because you can't see it while you're editing it). Out of those two, I easily prefer the mouse method.
#125 Posted 01 April 2010 - 06:23 PM
Nfelli64, on Oct 4 2009, 06:16 PM, said:
I have the same issue when Mapster32 is in fullscreen mode. It plays the sounds like you would expect, but you get a weird texture instead of the actual level, and I can't even see the menu when I press Esc. These problems don't seem to occur when Mapster32 has a regular window, but then it behaves even worse...
#126 Posted 01 April 2010 - 06:29 PM
Spiker, on Dec 29 2009, 03:20 PM, said:
I think it's a little helpful, but yes, it's a real pain sometimes because it gets in the way of the map when I try to do things down there. Ugh!
#127 Posted 06 April 2010 - 07:17 AM
#128 Posted 07 April 2010 - 10:09 AM
#129 Posted 11 April 2010 - 05:32 AM
dukedude, on Apr 2 2010, 03:19 AM, said:
Check the FAQ.
The Commander, on Apr 6 2010, 04:17 PM, said:
Yes.
Spiker, on Apr 7 2010, 07:09 PM, said:
Definitely! If you think there's Mapster strangeness going on I'd very much like to see that. Can you attribute these crashes to something particular in your map or do they happen at random?
#130 Posted 11 April 2010 - 07:01 AM
Helixhorned, on Apr 12 2010, 01:32 AM, said:
Quote
Thank you.
This post has been edited by The Commander: 11 April 2010 - 07:01 AM
#131 Posted 11 April 2010 - 06:29 PM
#132 Posted 11 April 2010 - 07:09 PM
also when close to the max wall limit for eduke, adding walls or joining sectors will randomly crash or weird, random sprites sometimes appear that are only visible only in 2d mode. The sprite can have really high numbers like :20345,90876 or sometimes can have three numbers:2346,0,34865. They usually appear on an adjoining wall or vertice that is being worked on and can be easily deleted, but are also usually a sign that a crash is immanent. When viewing a wall aligned sprite in 2d mode, the sprite looks like a letter T with the orientation lines; sometimes these random sprite's orientation lines are dashed.
This post has been edited by Forge: 11 April 2010 - 07:14 PM
#133 Posted 11 April 2010 - 07:28 PM
hold "shift + mouse1" to move around the textures
hold "ctrl + mouse1 " to resize textures
shade with the mouse wheel.
its much quicker once you get used to it and wont crash on you
#134 Posted 12 April 2010 - 03:55 AM
"stay away from the numpad" Is that supposed to be some kind of solution?
This post has been edited by Forge: 12 April 2010 - 03:57 AM
#135 Posted 12 April 2010 - 03:25 PM
I did never know about that mouse trick, it´s certainly cool but pretty unaccurate.
#136 Posted 12 April 2010 - 03:52 PM
#137 Posted 12 April 2010 - 04:59 PM
#138 Posted 15 April 2010 - 07:53 PM
I can place a sprite and edit the tile number in 2d mode with f8 just fine, and I've yet to come across any problem textures or models... I also have a test map in which one of every single texture and model I have is placed in for reference, and that loads fine with no crashes. It just seems I can't view that tile range in mapster (which really gets in the way of placing textures and models that I don't recall the exact tile number of).
Anyone else getting something like this? I've cleaned all the texture caches and tried it in both polymer and polymost, but it's the same either way.
#139 Posted 18 April 2010 - 05:47 AM
#140 Posted 18 April 2010 - 12:20 PM
#141 Posted 18 April 2010 - 04:00 PM
#142 Posted 18 April 2010 - 05:44 PM
Forge, on Apr 18 2010, 09:00 PM, said:
The same rule applies to panning textures. It happens when you hold the key until it starts moving fast.
#143 Posted 18 April 2010 - 07:30 PM
#144 Posted 18 April 2010 - 08:10 PM
My processor may not be the best, 2.0 mhz dual core & winxp 64bit, but I have four gigs ram and a 9800 gtx video card that should be able to handle mapster's demands.
#145 Posted 19 April 2010 - 05:07 AM
2D mode works fine full screen, but 3D does not.
#146 Posted 19 April 2010 - 07:43 AM
#147 Posted 19 April 2010 - 03:13 PM
#148 Posted 19 April 2010 - 05:40 PM
I was just reporting that it does crash in full screen mode, not that I would use it.