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Mapster32 problems and bugs  "Please post them exclusively here"

User is offline   Micky C 

  • Honored Donor

#211

Open up the console and type in "setrendermode 4" without quotation marks, and to go back to polymost likewise type in "setrendermode 3." To see polymer lights in mapster, press ' and x as the same way as if you were adding a hitag.

As for polymer specific effects, there's only the lights at the moment as far as I can tell, and this is how you add them?

Pointlight; casts light in all directions, will not cast a shadow:
SE 49
hitag: radius
To edit colours, press F8 in 2D mode on the SE, then the x, y, z velocities control the magnitude of red, green and blue colour (I don't remember which one controls which, you'll have to play around and find out).

Spotlight; casts light in one direction, casts shadows:
SE 50
hitag: distance of light
shade: width of spotlight
extra: up/down angle (100 points straight ahead)
x,y,z velocities work the same as with the pointlight
owner: equal to the tile number you want to project, (-1 means no texture projection), not recommended as it projects the texture upside down and back to front

The included a.m32 script allows you to see the radius and colour of the lights in 2D mode along with other features that make editing easier. Here's the page for it: http://wiki.eduke32....script_examples

Hope that helps WG :blink:

Edit: also note that 255 is the highest you can set each colour, and that if you wanted say a whitish light (x:250, y:220, z:220), you can dim it down by keeping the ratios the same but lowering the magnitudes, e.g dividing by 2: (x:125, y:110, z:110). The colours mix pretty much the same way they do in microsoft paint, which can sometimes help you find a specific colour.

This post has been edited by Micky C: 20 November 2010 - 11:06 PM

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#212

Thanks! :blink: now I can join the polymer builders club. :blink: fun!
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User is offline   Mike Norvak 

  • Music Producer

#213

This will be a great!

This post has been edited by Norvak: 20 November 2010 - 10:51 PM

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#214

Mapster32 crashes whenever I try to load a second map. No crashes if I only ever have one map open, but when I go to open another level, it crashes.

Edit: I will just try a clean install.

EDIT: Yup still same problem. Using polymer of cause.

Attached File(s)



This post has been edited by William Gee: 21 November 2010 - 12:50 AM

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User is offline   DavoX 

  • Honored Donor

#215

Are you using a latest snapshot? You can find it here:

http://dukeworld.duk...ke32/synthesis/
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#216

uh I was using the latest one from eduke32.com
I will try that one now.

This post has been edited by William Gee: 21 November 2010 - 09:00 AM

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#217

Ok I dont get the crash using the latest snapshot. :blink:
Is it posible to make a rotating spotlight? or a pulsating spotlight? or hmm I could have alot of ideas.
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#218

Umm, that's weird, the thread appeared to end several pages ago, William Gee was the last poster on that page too :blink: :blink:

You can make Pulsating lights with DukePlus, rotating have not been done yet but you might be able to drop a light in a rotating sector with a Relative floor, it definitely works on Subways.

This post has been edited by High Treason: 22 November 2010 - 08:01 PM

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User is offline   Mike Norvak 

  • Music Producer

#219

View PostWilliam Gee, on Nov 22 2010, 08:18 PM, said:

Ok I dont get the crash using the latest snapshot. :blink:
Is it posible to make a rotating spotlight? or a pulsating spotlight? or hmm I could have alot of ideas.


Maybe this help u...

Or better see the dukeplus documentation due the format of the attached file...

This post has been edited by Norvak: 22 November 2010 - 08:11 PM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#220

Not everyone uses Duke Plus, maybe he is mapping for another mod etc.
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User is offline   Micky C 

  • Honored Donor

#221

View PostHigh Treason, on Nov 23 2010, 02:29 PM, said:

Umm, that's weird, the thread appeared to end several pages ago, William Gee was the last poster on that page too :blink: :blink:

You can make Pulsating lights with DukePlus, rotating have not been done yet but you might be able to drop a light in a rotating sector with a Relative floor, it definitely works on Subways.


It doesn't seem to work with two way trains though, which is a bummer.

I tried making the SEs floor aligned, and the lights didn't show up in-game. Now I have no idea about how flags and tags and all that jazz works but it'd be nice for example that if a polymer light SE was floor aligned, that would tell the engine to keep the light relative to its position in the sector rather than have fixed grid coordinates.
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#222

In theory, any sprite can have any alignment in amoving sector and will move with it if you hit R on the floor, you can place the sprite as high as you like.

I've never tried on two-way trains though.
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#223

Im not really building for anything ATM, just learning how to use polymer lights. But Thanks anyways guys. (y)
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User is offline   Danukem 

  • Duke Plus Developer

#224

View PostWilliam Gee, on Nov 23 2010, 12:34 PM, said:

Im not really building for anything ATM, just learning how to use polymer lights. But Thanks anyways guys. (y)


In the first post of the Polymer and EDuke32 thread in the main modding forum, I explained the basics of how to set up the lights in mapster. The information is probably somewhere more official by now, though I'm not sure where.
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#225

its pretty simple. x*y/z^2 = q*r*v^2
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User is offline   Micky C 

  • Honored Donor

#226

So I've tried making a switch activated water current and regardless of the switch position, the current is always running at the start of the game. Is this just one of those things that you can't change or is there something I missed? If I didn't miss anything, is there some kind of workaround to have no current at the start of the game, and then get it going with a switch? Keep in mind I'm activating other stuff at the same time.
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User is offline   Forge 

  • Speaker of the Outhouse

#227

Mapster32 crashes to the desktop when trying to switch from 2D to 3D while using fullscreen mode. (works in windowed mode)

Windows 7 64x
AMD Athlon II x2 220 Processor (2.8 ghz)
4 gb ram
ATI 760g (Radeon 3000) (<-yea,yea, I'm waiting for my Nvidia 9800 gtx to get back from warranty work, but I've had no problems with the core game other than this...so far)


mapster32 log:
Mapster32 2.0.0devel 20100521
Using C:/Program Files (x86)/Duke3D/Build/ for game data
Windows 7 (build 6.1.7600) w/ nedmalloc.dll
Initializing DirectDraw...
Loading "m32help.hlp"
Loading NAMES.H
Read 765 lines, loaded 737 names.
Initializing DirectInput...
- Enumerating attached game controllers
* JOYSTICK: Logitech RumblePad 2 USB
Controller has 4 axes, 12 buttons, and 1 hat(s).
Initialized 16.0M cache
Enabling desktop composition...
Setting video mode 1152x864 (8-bit fullscreen)
Loading sounds from 'game.con'
Loaded 376 sound definitions.
Loaded map /12_12.map successfully
Disabling desktop composition...
Setting video mode 1152x864 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitializing DirectDraw...
Uninitializing DirectInput...


ATI problem?
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#228

I also have crashes, I have a log file but it reports no errors. I will upload it if it is wanted though.

However, it seems to crash most if I have been placed/fiddled with a sprite in 3D Mode, either trying to enter 2D Mode or on rare occasions, when the editor tries to autosave, it crashes.

Also, it says failed to save board when I try to save but seems to save the map just fine. It often crashes shortly after saving though.

It won't be an ATi issue in my case though as I am using an nVidia card.

This post has been edited by High Treason: 18 January 2011 - 05:50 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#229

View PostHigh Treason, on Jan 19 2011, 02:49 AM, said:

I also have crashes, I have a log file but it reports no errors. I will upload it if it is wanted though.

Please do that.

Quote

However, it seems to crash most if I have been placed/fiddled with a sprite in 3D Mode, either trying to enter 2D Mode or on rare occasions, when the editor tries to autosave, it crashes.

The "on rare occations" part make it quite hard. Are you sure you can't narrow it down?

Quote

Also, it says failed to save board when I try to save but seems to save the map just fine. It often crashes shortly after saving though.

That sounds familiar, though I've never experienced it myself. Are you runnning the latest snapshot? What exactly is the message it displays?
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User is offline   Forge 

  • Speaker of the Outhouse

#230

View PostHigh Treason, on Jan 18 2011, 08:49 PM, said:

Also, it says failed to save board when I try to save but seems to save the map just fine. It often crashes shortly after saving though.


I have the same message when I save, and it also seems to save alright.

I'm running r1775.

This post has been edited by Forge: 19 January 2011 - 06:04 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#231

I have the same problems with crashing to the desktop (in full screen mode) when entering 3D mode using any release, so it's probably an ATI problem.

Another problem I'm having in 3D mode (windowed): when I lock onto a texture or wall, or when I change a texture, I lose mouse look. Could be another ATI problem.

r1768 is the last release before the "failed to save" message occurs.

This post has been edited by Forge: 20 January 2011 - 11:42 AM

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User is offline   Scott_AW 

#232

So far, and this is up to date, the only problem I've been experiencing is two crashes in mapster.

If a I accidentally go through a solid wall into the void in 3d mode, then it crashes out hard.

The other crash I noticed is when you quit out from 3d mode, it gives a crash error but doesn't do anything negative(I think).
*Frame still locked 1 times when showframe() called.
Uninitializing DirectDraw..*

Other than that, the only other wierdness I noticed is a total freeze of the engine if you try and change the resolution in-game setup to a lower one while in 8-bit mode and in full screen.

Don't have any logs of this on hand, but I'll see if I can get the last one to happen again in eduke32.debug when I get a chance. Anyone experience the first two often?

This post has been edited by Scott_AW: 19 January 2011 - 09:50 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#233

That false save message is fixed now, it was the "programming while half asleep"-type bug...

I find those crashed rather worrisome. They seem to be common, yet I've never experienced them myself. So don't hesitate to dump logs and crashlogs to http://eduke32.pastebin.com/ and provide a link here. The more data, the better.

View PostForge, on Jan 20 2011, 03:05 AM, said:

Another problem I'm having in 3D mode (windowed): when I lock onto a texture or wall, or when I change a texture, I lose mouse look. Could be another ATI problem.

Weird. Were you using Polymer?
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User is offline   Scott_AW 

#234

View PostHelixhorned, on Jan 20 2011, 04:05 PM, said:

That false save message is fixed now, it was the "programming while half asleep"-type bug...


I noticed that yesterday and thought something was wrong until I realized it did save, oh and it seems like it won't hard crash if you go through a wall into the void, just gets you stuck and allows you enough time to get back to 2d.
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User is offline   Forge 

  • Speaker of the Outhouse

#235

View PostHelixhorned, on Jan 20 2011, 07:05 PM, said:

Weird. Were you using Polymer?


no. I've never mapped in polymer. how do I enable it to test it?

edit:
nevermind, my build folder is not the same directory as my duke3d folder; i didn't have a copy of the autoload folder in my build directory.



fyi (if it's of any importance) rendmode 3

This post has been edited by Forge: 22 January 2011 - 11:22 AM

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User is offline   Danukem 

  • Duke Plus Developer

#236

View PostForge, on Jan 20 2011, 06:06 PM, said:

no. I've never mapped in polymer. how do I enable it to test it?

fyi (if it's of any importance) rendmode 3


change that to rendmode 4 in mapster32.cfg
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User is offline   Forge 

  • Speaker of the Outhouse

#237

rendmode 4 made no difference

using polymer made no difference

This post has been edited by Forge: 22 January 2011 - 11:21 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#238

r1778

text cannot be edited

CTRL-T to edit text

error message:

"Alphabet configuration not read"
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#239

Just want to chip in that I will post a log at a later time, but the last few times I have run Mapster I have not had any issues and I lost the log I had from when it did crash.

Also, I don't get a .crashlog file from Mapster32 when it does crash, am I supposed to? If I am, then I assume it crashes before it can dump it.
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User is offline   Helixhorned 

  • EDuke32 Developer

#240

View PostForge, on Jan 23 2011, 04:01 PM, said:

r1778

text cannot be edited

CTRL-T to edit text

error message:

"Alphabet configuration not read"

You mean, r1778 introduced it? Otherwise it's loaded from tiles.cfg, so you need it in one of the directories that Mapster checks.

View PostHigh Treason, on Jan 23 2011, 05:32 PM, said:

Just want to chip in that I will post a log at a later time, but the last few times I have run Mapster I have not had any issues and I lost the log I had from when it did crash.

Also, I don't get a .crashlog file from Mapster32 when it does crash, am I supposed to? If I am, then I assume it crashes before it can dump it.

Crash logs are produced only with mapster32.debug.exe. It can happen that they aren't, under certain circumstances, I guess...

Check out the newest revision, it should be a bit more stable.
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