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Mapster32 problems and bugs  "Please post them exclusively here"

User is offline   TerminX 

  • el fundador

  #331

That's absolutely not allowable. Sprites that are somehow in the wrong list cause nothing but problems and will eventually fuck up other sprites in the map.
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User is offline   Helixhorned 

  • EDuke32 Developer

#332

Some points I forgot to mention.

View PostForge, on Mar 6 2011, 12:40 AM, said:

Aaarrrgggghhh!!

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.


View PostGambini, on Mar 7 2011, 08:26 AM, said:

(...) had to copy it manually, (...)

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. :P
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User is offline   Gambini 

#333

Ok. I have a copy of the version that got corrupted. But don´t spy behind the backdrop unless you want the surprise to be spoiled. Seriously.
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User is offline   Gambini 

#334

More stuff:

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

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User is offline   Forge 

  • Speaker of the Outhouse

#335

View PostHelixhorned, on Mar 7 2011, 11:52 AM, said:

So the right shot shows how far you have to aim below in order to get the correct result shown in the left shot?


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.


View PostHelixhorned, on Mar 7 2011, 02:26 PM, said:

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.


???? 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

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User is offline   Helixhorned 

  • EDuke32 Developer

#336

View PostGambini, on Mar 7 2011, 09:17 PM, said:

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.


Hah, I made the updating conditional on the sprites being not floor aligned. It's fixed now.
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User is offline   Helixhorned 

  • EDuke32 Developer

#337

View PostForge, on Mar 7 2011, 11:28 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

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.
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User is offline   Forge 

  • Speaker of the Outhouse

#338

There's alot of things i don't need to do, but in previous snapshots, i never lost mouselook by locking onto something or changing a texture by using "v".
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

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User is offline   Danukem 

  • Duke Plus Developer

#339

The aim is off if you use one of the new widescreen resolutions. If you use the old resolutions, it's fine.

This post has been edited by DeeperThought: 07 March 2011 - 07:24 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#340

View PostDeeperThought, on Mar 7 2011, 10:21 PM, said:

The aim is off if you use one of the new widescreen resolutions. If you use the old resolutions, it's fine.

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.
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User is offline   Helixhorned 

  • EDuke32 Developer

#341

After some thinking I've come to the conclusion that losing mouselook when locking onto stuff is somewhat of a bug, so that should be better in the new revision. It did live through tile selection for me, though.
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User is offline   Helixhorned 

  • EDuke32 Developer

#342

View PostTX, on Mar 7 2011, 08:02 PM, said:

That's absolutely not allowable. Sprites that are somehow in the wrong list cause nothing but problems and will eventually fuck up other sprites in the map.

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.
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User is offline   TerminX 

  • el fundador

  #343

But statnum 2 sprites just turn into statnum 1 sprites as soon as the player encounters them... maybe you should elaborate on these circumstances.
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User is offline   Danukem 

  • Duke Plus Developer

#344

So here are the two biggest problems with mapster by far, in my opinion:

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.
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User is offline   The Commander 

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

#345

View PostDeeperThought, on Mar 12 2011, 06:49 AM, said:

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.

Do you run mapster in full screen or windowed mode?
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User is offline   Helixhorned 

  • EDuke32 Developer

#346

View PostTX, on Mar 11 2011, 05:58 PM, said:

But statnum 2 sprites just turn into statnum 1 sprites as soon as the player encounters them... maybe you should elaborate on these circumstances.

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.

View PostDeeperThought, on Mar 11 2011, 06:49 PM, said:

2) It is no longer possible to go through closed doors in 3D mode. You get stuck in blackness if you try.

That can be fixed.
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User is offline   Danukem 

  • Duke Plus Developer

#347

View PostThe Commander, on Mar 11 2011, 10:33 AM, said:

Do you run mapster in full screen or windowed mode?



Windowed mode.
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User is offline   Plagman 

  • Former VP of Media Operations

#348

Does it always crash on alt-tab, or only after a bunch of them? Also, does it only crash when alt-tabbing back to 3D mode? Can you try with only 2D mode?
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User is offline   Stabs 

#349

it crashes either way, you can have about 3-4 alt-tabs without it crashing but after that it will crash
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User is offline   Gambini 

#350

TX once told me to just open the console to release the mouse. After implementing that method i didn´t ever have any more crashes. After the cursor is released you can manipulate Mapster32 as any other window. Notice I use it in windowed mode, and always change windows in 2d mode as a rule. Using it in full screen just complicates things and if your screen is wide the grid proportion will be wrong.

Quote

It is no longer possible to go through closed doors in 3D mode. You get stuck in blackness if you try.


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

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User is offline   Danukem 

  • Duke Plus Developer

#351

View PostGambini, on Mar 11 2011, 05:14 PM, said:

TX once told me to just open the console to release the mouse. After implementing that method i didn´t ever have any more crashes.


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.
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User is offline   Forge 

  • Speaker of the Outhouse

#352

I use the "windows logo" key to get to the desktop, then I click on the minimized mapster32 program in the taskbar to get back, and I haven't suffered any crashes. I do sometimes get major lag when switching from 2d to 3d afterwards, but no crashes.

This post has been edited by Forge: 11 March 2011 - 06:15 PM

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User is offline   The Commander 

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

#353

Helix, you broke Mapster rather badly with r1843. :P
It's impossible to start a new map because you can't even create a sector.

Quote

0/1024 sect. 4/8192 walls 0/4096 sprites
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

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User is offline   Helixhorned 

  • EDuke32 Developer

#354

Wow, that was awesome!

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?
1

User is offline   The Commander 

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

#355

View PostHelixhorned, on Mar 15 2011, 06:44 AM, said:

Wow, that was awesome!

Test before commit. :P

View PostHelixhorned, on Mar 15 2011, 06:44 AM, said:

Is there anything specific I made worse?

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

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User is offline   Danukem 

  • Duke Plus Developer

#356

In all the latest revisions (starting with r1843 and possibly sooner), the game immediately crashes with "fatal signal caught" if I try to set a tag on any sprite in 3D mode. Basically mapster is unusable.
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User is offline   Helixhorned 

  • EDuke32 Developer

#357

Oh joy... fixx0red now.

View PostThe Commander, on Mar 14 2011, 07:01 PM, said:

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.

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?
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User is offline   Gambini 

#358

I didn´t find annoying this new change. The only thing i noticed is that if you extend the lenght of a wall, the texture will look very stretched. But that´s a million times better than resizing textures that Mapster just decides to reset, like in those Build times. At least now i know which walls i have to tweak, without surprises.
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User is offline   Stabs 

#359

yeh that text allignment has always been "broken" just the way it stretches out textures, but its a meh issue ive worked around for so long.. now if you could make it allign to the right that would be great, shadow warriors build would let you allign to left or right with . & ,
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User is offline   Gambini 

#360

that´s a good idea, i always wanted to aling both directions.

Quote

yeh that text allignment has always been "broken"


Text? are you talking about textures or i´m in the wrong channel?
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