Mapster32 problems and bugs "Please post them exclusively here"
#301 Posted 03 March 2011 - 10:03 PM
dpcbp.zip (242.55K)
Number of downloads: 327
#302 Posted 04 March 2011 - 02:35 AM
#303 Posted 04 March 2011 - 12:11 PM
if you goto global map properties in edit menu, you can enter a sprites id number and then change its properties for its x,y, just put that at 0 , 0 and the sprite should appear in the middle of that blue cross which is in every lebuild map.
I think the other sprites are still usable you may just have to drag them into an adjacent area, you might have to run "update sprite sectnums" afterwards though.
#304 Posted 05 March 2011 - 06:10 AM
#305 Posted 05 March 2011 - 08:01 AM
tab a free standing wall aligned, viewable from both sides, and non-blocking sprite
paste ("s") tabbed sprite to make another free standing wall aligned sprite, and it will randomly be one sided viewable, and blocking
no big, but caught me off guard the 1st time when I pasted from the non-viewable side and I wondered where the hell my sprite went, then I made several more before going into 2d to see what was going on
#306 Posted 05 March 2011 - 08:21 AM
#307 Posted 05 March 2011 - 09:40 AM
This post has been edited by DeeperThought: 05 March 2011 - 09:41 AM
#308 Posted 05 March 2011 - 10:33 AM
Gambini, on Mar 5 2011, 10:21 AM, said:
i don't think putting a sprite onto a wall has anything to do with it's blocking properties. but it does effect it's 2-sided viewable properties
in 3d mode
if i pick a non-character/actor sprite (i.e. for instance one you would normally use for a wall or door texture)
I give the sprite the properties of:
wall aligned
free standing
viewable from 2 sides (normally default unless it's put onto a wall)
non-blocking
if i tab it and then use "s" to make a new, free standing sprite; an exact duplicate with above said properties should come into existence.
I am saying that at random times, the 2 sided viewable and blocking properties are removed.
This post has been edited by Forge: 05 March 2011 - 10:34 AM
#309 Posted 05 March 2011 - 10:58 AM
#310 Posted 05 March 2011 - 11:50 AM
Helixhorned, on Mar 5 2011, 10:58 AM, said:
Is that true even for the red walls that can't be seen in 3D mode?
#311 Posted 05 March 2011 - 12:15 PM
I'm in a wide open area, i can tab the sprite then make one right next to it. Randomly (if i had to guess 1 or 2 out of 10) will change properties as i've previously mentioned
it wouldn't surprise me if this was related to my trackball issue. i can't aim right at anything unless i'm on the same plane as it. If i'm above something i have to aim about 2 (screen) inches below it to lock on to it. Flip it if I'm below; i have to aim 2 inches high. (though I am compensating for aim when i create my sprites & i aim low so they're made right next to the original. still, i'd have to aim incredibly high to be aiming at the closest wall)
i had to set mousenavigation = 0
every time i locked onto something i'd lose mouse look and have to hit f3. gets really annoying when i'm trying to move something and i can't see what the hell i'm doing with it
This post has been edited by Forge: 05 March 2011 - 12:32 PM
#312 Posted 05 March 2011 - 12:29 PM
#313 Posted 05 March 2011 - 01:04 PM
i think the mouse problem has to do with windows 7 x64. i've changed mice and that didn't fix anything (one used logitech drivers, the other microsoft drivers)
#314 Posted 05 March 2011 - 01:07 PM
#315 Posted 05 March 2011 - 01:14 PM
#316 Posted 05 March 2011 - 01:17 PM
#317 Posted 05 March 2011 - 01:29 PM
when i left click to lock onto something i lose the ability to look around with the mouse and have to hit f3 after every use of the left mouse button
i also lose mouse look every time use "v" to change a texture
This post has been edited by Forge: 05 March 2011 - 03:55 PM
#318 Posted 05 March 2011 - 02:01 PM
#319 Posted 05 March 2011 - 03:40 PM
The stupid f5 key keeps me from losing mouse look.
i !never! had to use it before so i never paid attention to it
This post has been edited by Forge: 05 March 2011 - 03:40 PM
#320 Posted 05 March 2011 - 05:30 PM
#321 Posted 05 March 2011 - 05:40 PM
#322 Posted 05 March 2011 - 07:16 PM
here's a couple screen shots(in polymer) to show how far the aim is off
this shows how far below a target i have to aim at it in order to get a lock on it with the mouse (flip it if it's above; i have to aim over it)
I'm not even at normal duke "gravity" height, i'm just a few bumps up from the floor, and the higher i get the lower i have to aim to hit the object
btw, why aren't the hrp & polymer check boxes available on the mapster launcher when i put my autoload folder into my build directory?
Mapster just automatically assumes that's what i want since the folder is there. no options.
This post has been edited by Forge: 06 March 2011 - 05:59 AM
#323 Posted 06 March 2011 - 06:16 AM
it acts almost like the opposite of fire & fire2
instead of being created two clicks above the floor, it's created 2 clicks below the floor
(i.e. make a normal, free standing sprite in the middle of a floor, use "v" to change that sprite to the waterdrip and now it's below the floor-be sure to keep your mouse button locked on it or you will lose it)
#324 Posted 06 March 2011 - 06:50 AM
#325 Posted 06 March 2011 - 07:28 AM
#326 Posted 06 March 2011 - 08:35 AM
EDIT: Just cheked: the only way the sprite shows up is putting it in 3d mode and aiming to the ceiling. That´s annoying indeed.
This post has been edited by Gambini: 06 March 2011 - 08:38 AM
#327 Posted 06 March 2011 - 09:16 AM
#328 Posted 06 March 2011 - 11:26 PM
#329 Posted 07 March 2011 - 08:52 AM
DeeperThought, on Mar 5 2011, 08:50 PM, said:
Inserting sprites in 3D mode is based on 'hitscan' with CLIPMASK1.
Forge, on Mar 6 2011, 04:16 AM, said:
here's a couple screen shots(in polymer) to show how far the aim is off
this shows how far below a target i have to aim at it in order to get a lock on it with the mouse (flip it if it's above; i have to aim over it)
I'm not even at normal duke "gravity" height, i'm just a few bumps up from the floor, and the higher i get the lower i have to aim to hit the object
So the right shot shows how far you have to aim below in order to get the correct result shown in the left shot?
Forge, on Mar 6 2011, 04:16 AM, said:
Mapster just automatically assumes that's what i want since the folder is there. no options.
TX has mentioned several times that autoload is deprecated. I don't even think that Mapster32 supports it.
Gambini, on Mar 7 2011, 08:26 AM, said:
When do they appear? Can you monitor the corruption progress with the new snapshot? It should do a check every time it creates a new snapshot now, so basically on every edit.
About the waterdrip sprite: it's really one of the annoying leftovers from Duke3D. The issue is that (the absolute value of) tile 660's y offset (in pixels) is greater than or equal its pixel height, in this case meaning that you won't see it when completely on the floor. My solution to this is to make such ill-behaved sprites have their per-sprite y offset set to the negated tile y offset. When you switch to a "good" tile, it should be cleared, but if for some reason it isn't and you're wondering why a certain sprite is off, the sprite info display in 3D mode now shows an asterisk (*) when it has a nonzero x- or y-offset.
About Forge's problem again: I can't reproduce it after all because I copied a one-sided sprite in the first place (facepalm). So apparently the weird mouse issue is responsible for everything.
#330 Posted 07 March 2011 - 10:28 AM
The only instance I can call is when inserting vertex into a red line (some specific red lines seem to be). I once thought it was a soft limit so I should remove some lines to make it safe. I did so, reduced the walls from 16370 to 16353 deleting details and such then went back to the same problematic line, inserted a vertex and the error popped up again. I´m finising this map this week one way or another, if you can wait for the beta stage i´ll send you a copy of this pandora box so you can explore these problems.
EDIT: Is there any chance of compiling an special version of mapster, a script or whatever it could be so i can manually change sectnum in some sprites? i really need that and I use Lebuild for it but everytime i make a change in Mapster the sectnums are reset. There are so many cool things one can do messing with sectnums!
This post has been edited by Gambini: 07 March 2011 - 10:34 AM