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Mapster32 problems and bugs  "Please post them exclusively here"

User is offline   Stabs 

#361

heh silly me, yeh tex allignment, not text ;)
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User is offline   Helixhorned 

  • EDuke32 Developer

#362

View PostDanM, on Mar 15 2011, 12:38 AM, said:

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 . & ,

Alignment of textures to the right is there since BUILD, but used to loop forever occasionally in those times.

About that Win7 crash: so is the crashlog non-existent or useless? If that's such a big inconvenience you could try bisecting the synthesis builds (search for the offending revision by halving the set of potential candidates in each step).
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User is online   Danukem 

  • Duke Plus Developer

#363

View PostHelixhorned, on Mar 15 2011, 12:02 PM, said:

About that Win7 crash: so is the crashlog non-existent or useless? If that's such a big inconvenience you could try bisecting the synthesis builds (search for the offending revision by halving the set of potential candidates in each step).


I don't recall there ever being a time when Win7 did not crash when returning to mapster after an alt-tab. Of course, I've only had Win7 for about 6 weeks.

This post has been edited by DeeperThought: 15 March 2011 - 02:29 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#364

I have win 7. I experimented with alt-tabbing out of mapster and back, and experienced no crashing.

This post has been edited by Forge: 15 March 2011 - 03:20 PM

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User is offline   Gambini 

#365

Quote

I have win 7. I experimented with alt-tabbing out of mapster and back, and experienced no crashing.


That´s because you´re beyond human problems!
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User is offline   Stabs 

#366

windowed mode? cause thats what iam always using

need about 4-5 alt-tabs before a crash anyway
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User is online   Danukem 

  • Duke Plus Developer

#367

View PostDanM, on Mar 15 2011, 07:42 PM, said:

need about 4-5 alt-tabs before a crash anyway


just 1 does it for me, if i'm away for more than about 10 seconds
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User is offline   Gambini 

#368

I know it isn´t maybe the proper thread to ask, but how i can enable lights in mapster32? i know how to set polymer "setrendermode 4" in 32 bits but the lights don´t show up.
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User is offline   Roma Loom 

  • Loomsday Device

#369

View PostDeeperThought, on Mar 16 2011, 04:58 AM, said:

just 1 does it for me, if i'm away for more than about 10 seconds

Exactly the same thing, tested on two different machines (one with ATI and another with GeForce) - happens only in win7 for me.
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User is offline   Micky C 

  • Honored Donor

#370

View PostGambini, on Mar 16 2011, 02:44 PM, said:

I know it isn´t maybe the proper thread to ask, but how i can enable lights in mapster32? i know how to set polymer "setrendermode 4" in 32 bits but the lights don´t show up.


'x ;)
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User is offline   Stabs 

#371

just have to use ctrl+p for now... untill the cursor disappears ;)
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User is offline   The Commander 

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

#372

View PostRoma Loom, on Mar 16 2011, 08:47 PM, said:

Exactly the same thing, tested on two different machines (one with ATI and another with GeForce) - happens only in win7 for me.

This sounds like it must be a Win 7 only error then, because I can alt-tab till the cows come home. (I am XP SP3)
I don't remember the last time Mapster crashed for me alt tabbing.
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User is online   Danukem 

  • Duke Plus Developer

#373

View PostThe Commander, on Mar 16 2011, 10:28 AM, said:

This sounds like it must be a Win 7 only error then, because I can alt-tab till the cows come home. (I am XP SP3)
I don't remember the last time Mapster crashed for me alt tabbing.



Just found out that running mapster in compatibility mode for XP sp3 fixes it. Don't know why I didn't think of that before.
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User is offline   TerminX 

  • el fundador

  #374

It's interesting that that would have any effect on the issue, since theoretically at least there should be no difference in how Windows 7 vs XP or anything else handle the various window management hint messages sent to an application. Logic dictates that their handling would have to be damn near identical just for compatibility purposes.

Anyway, I have a possible fix for this problem in my tree that I'll commit someday, but I don't really know if it actually fixes it or not. I'm unable to reproduce the issue here with the fix applied but I admittedly haven't tried very hard with previous revisions, so I don't know if the behavior is actually any different now. ;)
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User is offline   Hank 

#375

^ I never used Alt Tab, so I tried it. Crashes like in real good.

It crashes whenever I'm in 2D, map view. It does not crash when I'm in 3D, game view. One thing I noticed is that the mouse still hangs with Mapster in 2D, when I switch to another program. That does not happen when I switch while in 3D view. ;)
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User is offline   Forge 

  • Speaker of the Outhouse

#376

I tried like mad to make mapster crash using alt-tab in both full screen and windowed mode. Not happening after more than a dozen switches. I did nothing to change the compatibility or ownership of the program.
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User is offline   Hank 

#377

@ Forge: OK, I tried full screen. Mapster does not crash in full screen, but the other program, in this case Notepad does not get the mouse or any key. No crash, but in essence no Tab-Alt either. Just a matter of curiosity, when you open Mapster in a Window, can your mouse move outside the window? Mine can't. But since you don't get crashes, you have a setting somewhere in Windows7 that is desirable for others. ;)
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User is offline   Forge 

  • Speaker of the Outhouse

#378

I can get mouse outside of mapster if i alt-tab or windows key out of the program.

I have customized my windows with Ultimate Windows Tweaker and Classic Shell (i don't remember which settings i changed using these two programs, they're free btw), and put UAC to the lowest setting (i have other security software and was getting annoyed by all the pop-up boxes asking permission every time I tried to install or do anything)

My guess would follow the logic that DT changed his program to be compatible with XP and I installed Classic shell, so there's something "not quite right" in the way the explorer.exe in win 7 is handling mapster.

This post has been edited by Forge: 16 March 2011 - 05:49 PM

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User is offline   Gambini 

#379

More nitpicking. the map shade preview ´X no longer shades sprites. Also, it did never work as in game.This is how it should work:

1st rule: Any pal value not equal to 0 in the floor of a sector will turn all the sprites within this sector to that pal value.

2nd rule: The shade of a sprite will be taken from the floor unless the ceiling is parallaxed, in which case will be taken from the ceiling. but not the pal which always follow the 1st rule.

3rd rule: relative to wall sprites will keep their own shade unless they´re actors, but they will still retain the floor pal.

The r_shadescale of mapster32 isnt the same as in game. it is still the broken 1.3 and if you change it manually you have to go to 2d mode and back to 3d mode so the changes make effect in walls (it also works if you change the shade of a wall, but just for that wall).

EDIT: that about the shadescale is partly wrong. Deeperthought has made me see that i had an autoexec.cfg lying around my duke folder, which set the shadescale to 0.99 when the game runs. This means that Mapster32 just has the same value than Eduke32.

This post has been edited by Gambini: 16 March 2011 - 07:13 PM

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User is offline   Gambini 

#380

Quote

* Auto-alignment of walls can be controlled in a finer grained fashion now:
When pressing '.', only the immediate neighbors get aligned. Use Ctrl-. for
the old behaviour.


I think it would be a lot better if . and , work as before and ctrl+, or . does the new neighbor alignment. People that doesn´t read changelogs or map sporadically will be confused.
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User is offline   Gambini 

#381

Maybe this is unrelated to Mapster32 but, from a day to now, if i turn on polymer and then go to 2d mode, move a light and go back to 3d mode Mapster gets freezed in a gray screen and after about a minute it gets closed. I use XP SP3 and have a nvidia card.
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User is offline   Helixhorned 

  • EDuke32 Developer

#382

View PostGambini, on Mar 18 2011, 01:46 AM, said:

I think it would be a lot better if . and , work as before and ctrl+, or . does the new neighbor alignment. People that doesn´t read changelogs or map sporadically will be confused.

I believe that neighbor alignment is going to be used much more frequently, that's why I made it have a shorter shortcut... if that turns out to be false I could revert it, of course.
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User is offline   The Commander 

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

#383

Not really a bug but more of a feature request, would it be possible in 2D mode so that when we press a key or combo that the entire sector that either the cursor or arrow (which ever is easier) is highlighted.

Similar to ALT selecting sectors, but just used for highlighting a single sector in complex areas so that we know which walls are connected to this sector.
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User is offline   Helixhorned 

  • EDuke32 Developer

#384

Did you mean to say

View PostThe Commander, on Mar 21 2011, 07:16 AM, said:

... would it be possible in 2D mode so that when we press a key or combo that the entire sector that either the cursor or arrow is over (which ever is easier) is highlighted.

?

This is planned for 2D side-view mode, along with "what-you-expect" mouse handling.
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User is offline   Micky C 

  • Honored Donor

#385

I might be missing something but one of the more annoying things when I'm mapping is keeping track of which hi-tags I've already used. Is it possible to bring up a list of unused hi-tags? Or maybe some kind of feature where if you insert a hi-tag, it takes the largest hi-tag in the map and adds 1 to it?
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User is offline   Gambini 

#386

In Valve Hammer when you enter a name (it uses names as tags) it will look bold if the name is already used by another entity and it will look bold and red if the tag doesn´t connect to anything yet.

Just an example of how it could work, although its implementation would be a little bit harder since some sprites use lotag as channel and some others use hitag. This would require a smart script that determines which sprite/sector/wall is using what and what purpose it has.
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#387

I thought this was implemented, if not, then yeah, we need it.

Blood has a facility, if you press F10 I think, where it finds the next unused "channel" (Blood doesn't use tags, it's Channel system is much better.) and also allows you to play sounds. The first 100 channels are reserved by the system (And can be used, for example, 7 is triggered at level start).

Actually, Mapedit has loads of awesome features for it's time, for example, making an elevator is easy because you press F3 on it's floor in the "Off" position and F4 in the "On" position (There is no SE or ST sprite in Blood) you can toggle ANYTHING between On and Off by pressing F2 on it.

It might be cool to add a few of these ideas in.
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User is offline   Micky C 

  • Honored Donor

#388

Yeah the whole tagging thing is definitely one of the more dated features of mapster32, and it could probably be made a lot easier/faster to use with new/different features. After DNF is released if eduke32 could be advertised as a very-easy-to-map-for engine, it could help keep it alive for the next 14 years. Let's face it, with the DNF engine with it's interactivity, eduke's ease of mapping is really the only thing it has going for it.

View PostGambini, on Mar 26 2011, 09:22 AM, said:

In Valve Hammer when you enter a name (it uses names as tags) it will look bold if the name is already used by another entity and it will look bold and red if the tag doesn´t connect to anything yet.

Just an example of how it could work, although its implementation would be a little bit harder since some sprites use lotag as channel and some others use hitag. This would require a smart script that determines which sprite/sector/wall is using what and what purpose it has.


There are some nice suggestions in the last few posts, but if we're sticking with the tag system after all, perhaps we could also have a feature that renames and reorders all the hi-tags into distinct blocks to make it easier for CBPs. It'd be interesting to see if any of these ideas could have any practical application, but if not, we've still had many other eduke revolutions in the meantime such as highpalookus and those highly appreciated ;)
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User is offline   The Commander 

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

#389

When will see some textured mode for the whole 2D side view mode?
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#390

I would rather have improvements for how many possibilities of modding that we can have. I find the whole texture mode in 2D rather useless, still a cool feature. I want more useful stuff, like the fake 3d view ;)
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