Mapster32 problems and bugs "Please post them exclusively here"
#362 Posted 15 March 2011 - 11:02 AM
DanM, on Mar 15 2011, 12:38 AM, said:
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).
#363 Posted 15 March 2011 - 02:29 PM
Helixhorned, on Mar 15 2011, 12:02 PM, said:
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
#364 Posted 15 March 2011 - 03:20 PM
This post has been edited by Forge: 15 March 2011 - 03:20 PM
#365 Posted 15 March 2011 - 03:48 PM
Quote
That´s because you´re beyond human problems!
#366 Posted 15 March 2011 - 06:42 PM
need about 4-5 alt-tabs before a crash anyway
#367 Posted 15 March 2011 - 06:58 PM
DanM, on Mar 15 2011, 07:42 PM, said:
just 1 does it for me, if i'm away for more than about 10 seconds
#368 Posted 15 March 2011 - 08:14 PM
#369 Posted 15 March 2011 - 11:47 PM
DeeperThought, on Mar 16 2011, 04:58 AM, said:
Exactly the same thing, tested on two different machines (one with ATI and another with GeForce) - happens only in win7 for me.
#370 Posted 16 March 2011 - 01:05 AM
Gambini, on Mar 16 2011, 02:44 PM, said:
'x
#371 Posted 16 March 2011 - 02:23 AM
#372 Posted 16 March 2011 - 09:28 AM
Roma Loom, on Mar 16 2011, 08:47 PM, 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.
#373 Posted 16 March 2011 - 11:14 AM
The Commander, on Mar 16 2011, 10:28 AM, said:
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.
#374 Posted 16 March 2011 - 11:45 AM
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.
#375 Posted 16 March 2011 - 03:14 PM
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.
#376 Posted 16 March 2011 - 03:31 PM
#377 Posted 16 March 2011 - 05:10 PM
#378 Posted 16 March 2011 - 05:45 PM
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
#379 Posted 16 March 2011 - 06:52 PM
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
#380 Posted 17 March 2011 - 04:46 PM
Quote
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.
#381 Posted 19 March 2011 - 07:17 AM
#382 Posted 19 March 2011 - 09:34 AM
Gambini, on Mar 18 2011, 01:46 AM, said:
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.
#383 Posted 20 March 2011 - 10:16 PM
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.
#384 Posted 21 March 2011 - 03:02 AM
The Commander, on Mar 21 2011, 07:16 AM, said:
?
This is planned for 2D side-view mode, along with "what-you-expect" mouse handling.
#385 Posted 25 March 2011 - 02:38 PM
#386 Posted 25 March 2011 - 03:52 PM
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.
#387 Posted 25 March 2011 - 08:59 PM
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.
#388 Posted 26 March 2011 - 01:02 AM
Gambini, on Mar 26 2011, 09:22 AM, said:
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