Mapster32 problems and bugs "Please post them exclusively here"
#331 Posted 07 March 2011 - 11:02 AM
#332 Posted 07 March 2011 - 11:26 AM
Forge, on Mar 6 2011, 12:40 AM, said:
The stupid f5 key keeps me from losing mouse look.
i !never! had to use it before so i never paid attention to it
F3 mouselook shouldn't be needed since you can freely look around with UnrealEd-mouse mode (F5) enabled or disabled. It's RMB in the first case and MMB in the second.
Gambini, on Mar 7 2011, 08:26 AM, said:
The corruption checker's messages appear in mapster32.cfg.
Gambini: Curious to see your map. If you don't mind, can you send it now? I promise not to enter 3D mode unless absolutely necessary.
#333 Posted 07 March 2011 - 11:59 AM
#334 Posted 07 March 2011 - 12:17 PM
The SE 28 (lightning) and the 27 (playback camera) names are switched. I mean when you put a lightning effect the SE says "Cameraplayback" and so.
The fix for the relative to floor sprites causes that them don´t get their z coordinate updated at all now, when moving, or pasting.
This post has been edited by Gambini: 07 March 2011 - 12:18 PM
#335 Posted 07 March 2011 - 02:28 PM
Helixhorned, on Mar 7 2011, 11:52 AM, said:
The left screen shot shows my cursor aiming at bottom portion of the sprite, but, as you can see on the left of the screen, it's not highlighted. The right shot shows how low I have to aim below the sprite before it is highlighted and I can lock onto it.
Helixhorned, on Mar 7 2011, 02:26 PM, said:
???? If I want to look around with my mouse, i need to hit the f3 key (the f3 key being the mouselook button)
the problem i have is: if i lock onto something with my right mouse, i lose mouselook and have to hit the f3 key again
i just figured out that if i hit the f5 key after i hit the f3 key, then i won't lose mouselook after locking onto something
(i've been manually exiting mapster32 to edit the mapster32.cfg file to set mousenavigation to 0 then restarting mapster32 to accomplish this)
using the f5 key on it's own does nothing on my system, i have to use the f3 key first
This post has been edited by Forge: 07 March 2011 - 02:37 PM
#336 Posted 07 March 2011 - 02:56 PM
Gambini, on Mar 7 2011, 09:17 PM, said:
Hah, I made the updating conditional on the sprites being not floor aligned. It's fixed now.
#337 Posted 07 March 2011 - 03:00 PM
Forge, on Mar 7 2011, 11:28 PM, said:
the problem i have is: if i lock onto something with my right mouse, i lose mouselook and have to hit the f3 key again
i just figured out that if i hit the f5 key after i hit the f3 key, then i won't lose mouselook after locking onto something
(i've been manually exiting mapster32 to edit the mapster32.cfg file to set mousenavigation to 0 then restarting mapster32 to accomplish this)
using the f5 key on it's own does nothing on my system, i have to use the f3 key first
Well, you don't need to use F3 (hint: I rarely look at the interaction between F3-mouselook and the rest of the code, so you could say that it's unsupported). F5 exclusively toggles between UEd on and UEd off. The F3-mouselook is disabled on some occasions, but you can look around freely while holding either RMB when UEd is on, or RMB when it's off.
#338 Posted 07 March 2011 - 03:33 PM
So you say it's unsupported, so you say it's not going to get changed. No worries. I was just pointing out something I observed.
I wouldn't mind so much if the aim wasn't off so bad
This post has been edited by Forge: 07 March 2011 - 03:34 PM
#339 Posted 07 March 2011 - 07:21 PM
This post has been edited by DeeperThought: 07 March 2011 - 07:24 PM
#340 Posted 08 March 2011 - 12:14 PM
DeeperThought, on Mar 7 2011, 10:21 PM, said:
Thanks Dan. That did the trick. The mapster launch screen only gave me a limited amount of choices (and I think it kept defaulting to the native resolution after launch). Had to manually edit mapster32.cfg and then give it a read only property.
#341 Posted 08 March 2011 - 03:14 PM
#342 Posted 11 March 2011 - 02:58 AM
TX, on Mar 7 2011, 08:02 PM, said:
Actually, Gambini has convinced me that it can be useful in certain, very restricted circumstances. The important part is that those sprites will have a constant sectnum throughout their whole lifetime (without going into much detail, they have statnum 2 -- ZOMBIEACTOR -- and so should never change sectnums). I don't think there's potential for corruption there.
#343 Posted 11 March 2011 - 08:58 AM
#344 Posted 11 March 2011 - 09:49 AM
1) It crashes if you alt-tab away and then come back, or use the console to get away, and then come back. Sometimes you can get away with going to a different window for a few seconds, but if you do something else for more than that, crash. This makes it very difficult to do anything in mapster for a noob like me, because I have to look up commands and effects a lot. This has been brought up before, several times. It MIGHT be a Windows 7 issue.
2) It is no longer possible to go through closed doors in 3D mode. You get stuck in blackness if you try.
#345 Posted 11 March 2011 - 10:33 AM
DeeperThought, on Mar 12 2011, 06:49 AM, said:
Do you run mapster in full screen or windowed mode?
#346 Posted 11 March 2011 - 11:34 AM
TX, on Mar 11 2011, 05:58 PM, said:
The sprites in question don't even have actor code, it's only a hack around a glitch. I don't want to go into more detail because Gambini probably wouldn't like to get his cool effects spoiled. But honestly I don't even see much of a problem with actors that could change their sectnum... it's only when the .sectnum and the entry in the lists are inconsistent that the engine would get confused. And at map load time, the lists are populated according to the .sectnum field, if I'm not mistaken.
DeeperThought, on Mar 11 2011, 06:49 PM, said:
That can be fixed.
#347 Posted 11 March 2011 - 12:08 PM
The Commander, on Mar 11 2011, 10:33 AM, said:
Windowed mode.
#348 Posted 11 March 2011 - 12:10 PM
#349 Posted 11 March 2011 - 12:29 PM
#350 Posted 11 March 2011 - 05:14 PM
Quote
Do you know you can disable clipping by pressing ´+x? However that may be a very recent thing I also found, sometimes if you are in 3d mode in some sector, and go to 2d mode drag the playerview to a different sector with a different height and go to 3d mode again, the "player" seems to fall in the void and the program crashes. I think that were introduced at par with the relative to floor sprites fix.
This post has been edited by Gambini: 11 March 2011 - 05:15 PM
#351 Posted 11 March 2011 - 05:26 PM
Gambini, on Mar 11 2011, 05:14 PM, said:
Yes I know about opening the console and I mentioned that in my post. It still crashes for me when I use that to go to other windows and come back.
#352 Posted 11 March 2011 - 06:15 PM
This post has been edited by Forge: 11 March 2011 - 06:15 PM
#353 Posted 14 March 2011 - 08:33 AM
It's impossible to start a new map because you can't even create a sector.
Quote
Created new sector 0
Arrow must be inside a sector before entering 3D mode.
Ouch...
EDIT: Also, is it just me or has the "repeat" on textures been acting differently as of late when creating new sectors etc.
This post has been edited by The Commander: 14 March 2011 - 08:57 AM
#354 Posted 14 March 2011 - 09:44 AM
You're right, I have been messing with xrepeat lately. The original code had various places where it "fixed" a wall's xrepeat after certain operations, but the only thing it took into account was a its yrepeat and its length. I've been annoyed by that since BUILD times, since sometimes you would edit some walls, only to find out later that some adjacent wall's repeat value was reset. I have tweaked things to change as little as possible, but it's not perfect yet.
Is there anything specific I made worse?
#355 Posted 14 March 2011 - 10:01 AM
Helixhorned, on Mar 15 2011, 06:44 AM, said:
Test before commit.
Helixhorned, on Mar 15 2011, 06:44 AM, said:
Because I am not a serious mapper I can't comment on it fully, someone like Gambini or DanM maybe able to share their thoughts on this better.
EDIT: Although I can say I do find it annoying that I need to reset the walls repeat if I move it because it "remembers" the repeat of it's last position.
This post has been edited by The Commander: 14 March 2011 - 10:48 AM
#356 Posted 14 March 2011 - 10:56 AM
#357 Posted 14 March 2011 - 12:13 PM
The Commander, on Mar 14 2011, 07:01 PM, said:
Hm, that's a valid complaint. I'll have to think about it. Maybe make it so that "small" moves restore the repeat while "large" ones reset it?
#358 Posted 14 March 2011 - 03:31 PM
#359 Posted 14 March 2011 - 03:38 PM
#360 Posted 14 March 2011 - 04:29 PM
Quote
Text? are you talking about textures or i´m in the wrong channel?