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Mapster32 problems and bugs  "Please post them exclusively here"

User is offline   Paul B 

#781

Something I've noticed in Eduke32 since the beginning. I didn't say something because I thought perhaps it was the fault of my keyboard. But now i'm not so sure it's the keyboards fault.

When playing Eduke I find Duke can occasionally get stuck in crouch position. When I press F7 on my keyboard to change the view to third person I notice instead of changing the view it posts a remote ridicule. I don't believe this is a fault with my keyboard because I don't have any problems with my shift keys in notepad or any other program.

Can you please look into this strange behavior for me as it forces me to close Eduke and open it again in order to regain normal functionality. It appears this happens randomly too so I don't even know what brings it on.

Thanks

This post has been edited by Paul B: 14 June 2012 - 08:23 PM

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User is offline   Darkus 

#782

Paul B, you're not alone, I'm experiencing a similar problem as for you; for me it's when I use arrows keys, it's like i'm pressing SHIFT at same time, which make moving erronous (same effect on Mapster32). Also, when I press ALT + F4 for using a RTS message, it bring me the game menu (like I use ESC key).

On the Eduke32.log, i found this: Switching kb layout from 0000040C to 00000409, maybe it's related.
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User is offline   Helixhorned 

  • EDuke32 Developer

#783

@Paul, Darkus: It's obviously system-specific though, I'm not getting these. I would suggest installing the US keyboard layout and using that whenever playing EDuke32. If the problem still persists, we'll need to look further. Even if I agree that it's a bug, I can't test the game with all possible OS localization settings.

@Darkus: Why would you use RTS messages now? Multiplayer is totally unfinished...
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User is offline   Paul B 

#784

View PostHelixhorned, on 15 June 2012 - 03:40 AM, said:

@Paul, Darkus: It's obviously system-specific though, I'm not getting these. I would suggest installing the US keyboard layout and using that whenever playing EDuke32. If the problem still persists, we'll need to look further. Even if I agree that it's a bug, I can't test the game with all possible OS localization settings.


Hi, Helix, I'm pretty sure that I'm using US Keyboard layout under Regional and Language settings in the control panel. But I will double check and get back to you as I'm at work at the moment.

This post has been edited by Paul B: 15 June 2012 - 07:37 AM

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User is offline   Paul B 

#785

View PostHelixhorned, on 15 June 2012 - 03:40 AM, said:

@Paul, Darkus: It's obviously system-specific though, I'm not getting these. I would suggest installing the US keyboard layout and using that whenever playing EDuke32. If the problem still persists, we'll need to look further. Even if I agree that it's a bug, I can't test the game with all possible OS localization settings.

@Darkus: Why would you use RTS messages now? Multiplayer is totally unfinished...



Just want to confirm that I am running the US Keyboard layout and this crouching bug still very randomly occurs while in Eduke. It happens really quite rarely but when it happens its annoying because the game has to be closed and opened again. If there is something I can do to help assist with a fix for this problem please let me know. Thanks!
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User is online   Mark 

#786

I hesitated to bring this up until I could either find a pattern to the problem or someone else mentioned it. But neither one of those has happened in the last month or two. I am having issues with the placement of sprites and models on floors again. Sometimes after I place one in 3D mode it works fine. Sometimes it will place the item half way down into the floor. Other times it puts the item way down under the floor, maybe 8 "key clicks" down. Sometimes after placing it properly I will drag it slightly to one side and when I go back to 3D mode it has sunk down again. Sometimes I place the item in 3D mode and it does not show at all. I go to 2D mode and move or change it's angle and it will show up now in 3D mode. It is happening so randomly in maps with or without TROR that I can't figure out a pattern. The only consistant thing I found is if I make just a single square test map the problem never appears.

If you remember there was a kind of vote ( was it earlier this year ? ) to put Mapster back to automatically placing sprites at the floor height of the sector it was dragged to in 2D mode. I remember that working fine for a while and then this problem crept back in. I can't be very specific about when I first noticed the problem. I'm now running the latest but up until recently I was using version 2552 and the problem goes back at least that far for me. Before that I think I was running version 2340 but I don't recall if the problem was there at that time.

Anyone else having issues or is it just me ?
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User is offline   Paul B 

#787

View PostMarked, on 20 June 2012 - 05:11 PM, said:

I hesitated to bring this up until I could either find a pattern to the problem or someone else mentioned it. But neither one of those has happened in the last month or two. I am having issues with the placement of sprites and models on floors again. Sometimes after I place one in 3D mode it works fine. Sometimes it will place the item half way down into the floor. Other times it puts the item way down under the floor, maybe 8 "key clicks" down. Sometimes after placing it properly I will drag it slightly to one side and when I go back to 3D mode it has sunk down again. Sometimes I place the item in 3D mode and it does not show at all. I go to 2D mode and move or change it's angle and it will show up now in 3D mode. It is happening so randomly in maps with or without TROR that I can't figure out a pattern. The only consistant thing I found is if I make just a single square test map the problem never appears.

If you remember there was a kind of vote ( was it earlier this year ? ) to put Mapster back to automatically placing sprites at the floor height of the sector it was dragged to in 2D mode. I remember that working fine for a while and then this problem crept back in. I can't be very specific about when I first noticed the problem. I'm now running the latest but up until recently I was using version 2552 and the problem goes back at least that far for me. Before that I think I was running version 2340 but I don't recall if the problem was there at that time.

Anyone else having issues or is it just me ?


I have similar situations with sprites but I find that if I place the sprite in 3D mode I have better luck. Also make sure the grid size is set to the smallest grid size when placing sprites so that the sprites can snap to a more accurate location in relation to the position of your mouse cursor. If you place a sprite too close to a wall and the grid is set too large in 2D mode the sprite will sometimes disappear into a wall or have some strange single sided attribute set on it like it was automatically placed flat on a wall but somewhere inside the wall.

Basically, to help with this I would turn off clipping using <'> + <n> Then go below, above or in the floors, ceilings or walls to find the offending sprite. Also it is important to make note of the sprites angle in 2D mode beforehand so you know what direction you need to be facing in case it has turned into a one sided sprite.

When I find the sprite in 3D mode I point at the sprite with the mouse and press <CTRL> + <PGUP> or <CTRL> + <PGDN> which will force the sprite to either the ceiling or the floor of the sector it's suppose to be in depending on where I want it. Typically these problems are more noticeable when using overlapping sectors or the use of TROR sectors. Sometimes, if the sprite totally disappears all together on your 2D grid screen you can press <CTRL> + <A> to switch between layers to see if the sprite will appear somewhere in another layer (usually the case). By dragging the sprite in 2D Mode it will sometimes will cause the sprite to snap to the layer you are currently in.

I believe these functions are just the way the editor works now with TROR and i'm not sure it's necessarily a bug, it does slow the sprite placement down and it definitely works a little different then the original build editor but I am getting use to the behaviour so it doesn't bother me as much.

The key to finding missing sprites is to use the no clipping mode in 3D. <'> + <n> a couple times to disable clipping and go hunt for it after knowing the direction and relative location and angle where you placed it.

I'm pretty sure these sprite placing things happen to everyone who edits maps you're just the first to bring it to light.

This post has been edited by Paul B: 20 June 2012 - 08:35 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#788

View PostPaul B, on 20 June 2012 - 02:48 PM, said:

Just want to confirm that I am running the US Keyboard layout and this crouching bug still very randomly occurs while in Eduke. It happens really quite rarely but when it happens its annoying because the game has to be closed and opened again. If there is something I can do to help assist with a fix for this problem please let me know. Thanks!

Can you try backing up and deleting (or simply renaming) the config files so that EDuke32 will generate a set of fresh ones and then see if it still happens? It could be that some key settings in eduke32.cfg and settings.cfg interfere. If you're playing a mod, keep in mind that these might be called like wgr2.cfg and wgr2_settings.cfg, for example.

@Marked, that sprites appear "way down" is surely a bug. I'll need to review the 3D mode sprite placement code and/or map a little myself.
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User is offline   Paul B 

#789

View PostHelixhorned, on 21 June 2012 - 02:05 AM, said:

Can you try backing up and deleting (or simply renaming) the config files so that EDuke32 will generate a set of fresh ones and then see if it still happens? It could be that some key settings in eduke32.cfg and settings.cfg interfere. If you're playing a mod, keep in mind that these might be called like wgr2.cfg and wgr2_settings.cfg, for example.


Okay just to give you back ground on my installation. The only mod I have used is the Duke HRP and for the time being while i create maps I rename the autoload folder to noautoload so Duke HRP isn't enabled while i edit maps. In my duke3d folder I have these config files.


Of course when this crouching bug occurs there is no log file or technically crash associated with the problem so I have no errors or reports to send you.
Is there something I can type in the console to output the current situation to a file for further analysis?

Attached File(s)



This post has been edited by Paul B: 16 July 2012 - 02:27 PM

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User is offline   Paul B 

#790

I just want to report that the new releases latetly seem to have dramatically impacted the functionality of the mapster editor with sprites. I have problems where sprites are now disappearing on their own not in the Mapster editor but when playing in Eduke.. The only way to fix it is to delete the offending sprite in mapster because it isn't invisible in mapster and recreate it only to find out another sprite is now disappearing in Eduke somewhere else. I'm in an endless loop of deleting and creating sprites so that they will stay but once i fix one another sprite disappears when testing the map in Eduke. Very frustrating. using Eduke & mapster version 2780.

I've also noticed corruption in the copy paste function when pasting a texture to another wall using key combination <tab> and <shift> + <enter> sometimes the texture doesn't paste just the shade. Also the relative alignment and the texture alignments don't work as well as they use to where they don't match up to the wall beside. I am finding I have to manually align the textures because the auto align "o" key doesn't work very well at all now.

I've tried going as far back as version 2696 and I'm still experiencing the same problems.

This post has been edited by Paul B: 24 June 2012 - 01:17 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#791

I appreciate the diligent bug reporting, but...

View PostPaul B, on 23 June 2012 - 10:24 PM, said:

I just want to report that the new releases latetly seem to have dramatically impacted the functionality of the mapster editor with sprites. I have problems where sprites are now disappearing on their own not in the Mapster editor but when playing in Eduke.. The only way to fix it is to delete the offending sprite in mapster because it isn't invisible in mapster and recreate it only to find out another sprite is now disappearing in Eduke somewhere else. I'm in an endless loop of deleting and creating sprites so that they will stay but once i fix one another sprite disappears when testing the map in Eduke. Very frustrating. using Eduke & mapster version 2780.

it would be easier if you just posted a small portion of that map.

Quote

I've also noticed corruption in the copy paste function when pasting a texture to another wall using key combination <tab> and <shift> + <enter> sometimes the texture doesn't paste just the shade.

I believe this is related to your other keyboard input problems.

Quote

Also the relative alignment and the texture alignments don't work as well as they use to where they don't match up to the wall beside. I am finding I have to manually align the textures because the auto align "o" key doesn't work very well at all now.

Phew, that auto-align functionality is somewhat contorted and I don't understand it fully myself. There are many orientation parameters and I'm sure that not every case it covered.

Quote

I've tried going as far back as version 2696 and I'm still experiencing the same problems.

I hope you didn't search them backwards linearly? Doing a bisection would be far more efficient, handing one presumed bug at a time.

@Marked, same here. A small test map (e.g. cut out from what you're working on in case you're disinclined to give away the whole map) with the sprite in the ground would help.
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User is online   Mark 

#792

My problem has happened in a bunch of places in different maps. As usual they use custom textures and models but I'll see if I can do a cut and paste of the latest affected area and replace custom with regular duke stuff. And then see if the problem copied over to the new test map. If it does, I'll post it.

This post has been edited by Marked: 24 June 2012 - 05:54 AM

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User is online   Mark 

#793

After cutting and pasting a portion of the map I found the reason for the sprite height placement problem in one area of my full map. This may be a hint as to why it is happening elsewhere. I'll research it more today. As you can see in my pic, the parallaxed ceiling height was lower than the height of the arch model. So after placing the model on the floor it was fine until I moved it's position in 2D mode ( keeping it in it's same sector ). It was then sunk part way into the floor. And if I raised the ceiling height the model would follow it up instead of staying aligned with the floor. So after raising the ceiling higher than the model my problem has disappeared. But that doesn't fully explain the other problems I mentioned in my previous post. At least one mystery solved. I don't know if this behavoir is still considered a bug in this instance.

Attached thumbnail(s)

  • Attached Image: capt0003.jpg


This post has been edited by Marked: 24 June 2012 - 06:47 AM

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User is offline   Diaz 

#794

View PostMarked, on 20 June 2012 - 05:11 PM, said:

I hesitated to bring this up until I could either find a pattern to the problem or someone else mentioned it. But neither one of those has happened in the last month or two. I am having issues with the placement of sprites and models on floors again. Sometimes after I place one in 3D mode it works fine. Sometimes it will place the item half way down into the floor. Other times it puts the item way down under the floor, maybe 8 "key clicks" down. Sometimes after placing it properly I will drag it slightly to one side and when I go back to 3D mode it has sunk down again. Sometimes I place the item in 3D mode and it does not show at all. I go to 2D mode and move or change it's angle and it will show up now in 3D mode. It is happening so randomly in maps with or without TROR that I can't figure out a pattern. The only consistant thing I found is if I make just a single square test map the problem never appears.

If you remember there was a kind of vote ( was it earlier this year ? ) to put Mapster back to automatically placing sprites at the floor height of the sector it was dragged to in 2D mode. I remember that working fine for a while and then this problem crept back in. I can't be very specific about when I first noticed the problem. I'm now running the latest but up until recently I was using version 2552 and the problem goes back at least that far for me. Before that I think I was running version 2340 but I don't recall if the problem was there at that time.

Anyone else having issues or is it just me ?


Me too. And it happens also on sectors with a parallaxed sky that are much higher than the model itself...

This post has been edited by Diaz: 26 June 2012 - 09:47 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #795

View PostDarkus, on 15 June 2012 - 03:09 AM, said:

Also, when I press ALT + F4 for using a RTS message, it bring me the game menu (like I use ESC key).

I encountered this when I was freaking around with the controls code and talked with TX about it in IRC. The problem has a couple potential locations but no one felt like doing anything about it at that time.
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User is offline   Micky C 

  • Honored Donor

#796

I've recently opened up some older maps I was working on in a new mapster, and discovered blue walls where there were no blue walls before. What's going on here? Posted Image
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User is offline   Hendricks266 

  • Weaponized Autism

  #797

Check the changelog, more overflows have been discovered with walls of shorter length than previous limits.
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User is offline   underTaker 

#798

I've found pretty annoying bug in Mapster. Sometimes in 3D mode texture scalling buttons (arrows on numpad) are getting locked. Well - not on my keyboard, i don't even touch them. Every texture i point at is changing it's size, and stops doing that when i press one of thoose arrows. I hope i explained it pretty clearly. I've tried to reproduce the problem, but i just can't do it. I'm posting it in case you didn't know about it, and i suppose you, guys, want to fix all the bugs that exists :(
It isn't fault of my computer, keyboard or system - my mobo has been replaced few days ago, keyboard has been replaced few weeks ago, and my system has been reinstalled when the mobo was changed. It was happening before the swap and after.
Mapster version: Mapster32 2.0.0devel r2761, Compiled Jun 13 2012 16:22:06 according to what is says in Message Log.

Oh, by the way - it isn't crashing when other applications are focused - good job here :> (well, it has been fixed few releases ago, but i just wanted to thank you for that, it was driving me crazy sometimes ;o )
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User is offline   Helixhorned 

  • EDuke32 Developer

#799

View PostunderTaker, on 29 June 2012 - 11:59 AM, said:

I've found pretty annoying bug in Mapster. Sometimes in 3D mode texture scalling buttons (arrows on numpad) are getting locked. Well - not on my keyboard, i don't even touch them. Every texture i point at is changing it's size, and stops doing that when i press one of thoose arrows.

Sounds like a key release event fails to get propagated, or something along these lines. Mapster32 has a key press/release tracing functionality in samples/a.m32: at the EVENT_KEYPRESS code, either move the
    ifholdkey thekey
        qsprintf TQUOTE "pressed %d" thekey
    else
        qsprintf TQUOTE "released %d" thekey
    print TQUOTE

portion above the "ifvare use_notebook_keys 0, return" check, or set use_notebook_keys to 1 at the beginning. (Uncomment that code in any case.) Then, watch out for missing key release events in the log.

View PostPaul B, on 21 June 2012 - 10:49 AM, said:

Of course when this crouching bug occurs there is no log file or technically crash associated with the problem so I have no errors or reports to send you.
Is there something I can type in the console to output the current situation to a file for further analysis?

Hm, here some kind of key log would also help, but unfortunately I don't have a recipe for doing that in the game.

View PostPaul B, on 23 June 2012 - 10:24 PM, said:

I just want to report that the new releases latetly seem to have dramatically impacted the functionality of the mapster editor with sprites. I have problems where sprites are now disappearing on their own not in the Mapster editor but when playing in Eduke.. The only way to fix it is to delete the offending sprite in mapster because it isn't invisible in mapster and recreate it only to find out another sprite is now disappearing in Eduke somewhere else. I'm in an endless loop of deleting and creating sprites so that they will stay but once i fix one another sprite disappears when testing the map in Eduke. Very frustrating. using Eduke & mapster version 2780.

So do you have some kind of map where I could see this for myself? Not to sound mean, but it's rather un-helpful to complain about such complicated bugs merely by describing them.
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User is offline   Paul B 

#800

View PostHelixhorned, on 02 July 2012 - 09:57 AM, said:

So do you have some kind of map where I could see this for myself? Not to sound mean, but it's rather un-helpful to complain about such complicated bugs merely by describing them.


You're absolutely right sorry for not posting a map. I will get right on this. I have worked around the problem by putting a sprite overtop of the sprite that disappears. If i delete the offending sprite and create a new sprite another random sprite disappears. So I found it easier to just put two sprites in the same place and not have to dance around this problem because it loops.

Anyway I'll work on getting a piece of the map to you. Sorry Helix, I didn't mean to leave ya hanging.

As stupid as this sounds every time I copy the offending sector to another map I can't reproduce the problem. I'm not sure I want to publicly display this map yet so I'm a bit hesitant to post it here.

This post has been edited by Paul B: 02 July 2012 - 06:33 PM

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User is offline   zykov eddy 

#801

Hello guys. I'm currently on vacation, and I have a notebook device. This device is powerful and it can run dukeres, EDuke 32, mapster 32 and other important Duke stuff. Only one problem - it doesn't have a numpad. I'm planning to make a small project while I'm here. How can I set important mapster 32 numpad keys to somewhere else? I opened cfg file, but got confused.
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User is offline   Paul B 

#802

View Postzykov eddy, on 04 July 2012 - 11:40 AM, said:

Hello guys. I'm currently on vacation, and I have a notebook device. This device is powerful and it can run dukeres, EDuke 32, mapster 32 and other important Duke stuff. Only one problem - it doesn't have a numpad. I'm planning to make a small project while I'm here. How can I set important mapster 32 numpad keys to somewhere else? I opened cfg file, but got confused.


To enter or exit 3D / 2D Mode on the laptop you would use the (Function Key) or <FN> and + <Enter> keys

This topic was just recently mentioned in this forum topic.

There are also remap options in mapster32.cfg. In this file there is a chart indicating the Hex values of each keyboard key. This is where you use that chart as a reference to enter the values for whatever function you want to assign to a different key. Anything in the mapster.cfg file with a semi colon before the start of a line is a remarked statement. Meaning, its useful information to help you but isn't processed by the computer. Basically the program will ignore any lines that start with a semi colon. It is just there for you to read to help you with the syntax.

Hopefully this helps ya,
There really shouldn't be a need to make a lot of changes in this file as the numeric pad really isn't used in mapster.

This post has been edited by Paul B: 04 July 2012 - 03:22 PM

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User is offline   zykov eddy 

#803

I have a Fn key, but Enter doesn't work when I push it. Everything else works fine.

Tried to use remap. Doesn't work either

remap = 9C-21

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User is offline   Paul B 

#804

View Postzykov eddy, on 05 July 2012 - 12:28 AM, said:

I have a Fn key, but Enter doesn't work when I push it. Everything else works fine.

Tried to use remap. Doesn't work either

remap = 9C-21



Hold the FN key down then press the enter key while holding the 'FN' key down.
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User is offline   Helixhorned 

  • EDuke32 Developer

#805

View Postzykov eddy, on 05 July 2012 - 12:28 AM, said:

I have a Fn key, but Enter doesn't work when I push it. Everything else works fine.

Tried to use remap. Doesn't work either

remap = 9C-21



It's the other way around though. The new revision adds a notice in mapster32.cfg.

Quote

; This option allows you to remap keys in case some of them are not available
; (like on a notebook). It has to be a comma-separated list of SOURCE-TARGET
; scancode values, looked up in the keyboard map above. This also means that
; the key positions count, not their labels for non-US keyboards.
;
; Example:
; 1. Map the backslash key (0x2B) to KPENTER (9C), since portable devices often don't have the latter
; 2. make KP0 (0x52) function as KP5 (0x4C), countering the inability to pan using Shift-KP5-KP8/2 in 3D mode
; remap = 2B-9C,52-4C


edit: also, you tried to remap to 'F', not 'Fn'. The latter has no scancode in the key map and anyway would probably not work right, being a somewhat 'magic' modifier key.
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User is offline   sedition 

#806

Since rev2804 I have an annoying bug with editing floor textures. When I change the floor texture it just places a more or less solid color texture. I have to go back to 2D mode and into 3D mode again and then it shows the texture in its right dimensions.
I noticed, that this problem only occurs when using textures which aren't already in use. I have to note that this appears with custom and original textures when using Hires textures (haven't tried it with classic mode yet).

Here are two screenshots. First shows the texture placed the first time, second shows it after leaving and re-entering 3Dmode.Attached Image: capt0012.jpg
Attached Image: capt0013.jpg

My graphics card is a GTX550Ti, if this is useful, but everything worked fine with it before the above mentioned revision.
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User is online   Mark 

#807

I have had the same issue recently. I have different versions in different project folders, but I'm pretty sure the project with version 2800 is the one with this issue. My other versions are all older.

This post has been edited by Marked: 10 July 2012 - 02:36 PM

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User is offline   sedition 

#808

I've just copied rev2810 into my mod folder and the bug disappeared. Maybe it is the new version or increasing the cachesize solved the problem.
1

User is offline   Plagman 

  • Former VP of Media Operations

#809

It's the new version; I reverted the change that caused this regression. Sorry about the inconvenience!
1

User is offline   Paul B 

#810

Found new sprite bug. (I think)

When you take a multiplayer switch if it has a palette of 1 it only appears in multi-player when it is wall aligned. If the switch is floor aligned it appears blue and isn't removed.

I am trying to do a ladder in my Duke map that is only available for multi-player so I want to give these sprites a palette of 1 so they only appear in multiplayer. I don't want people to use this ladder in single player. Shouldn't all switches that have a palette of 1 be removed from the game regardless of their alignment?

This post has been edited by Paul B: 14 July 2012 - 09:16 AM

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