Mapster32 problems and bugs "Please post them exclusively here"
#781 Posted 14 June 2012 - 08:22 PM
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
#782 Posted 15 June 2012 - 03:09 AM
On the Eduke32.log, i found this: Switching kb layout from 0000040C to 00000409, maybe it's related.
#783 Posted 15 June 2012 - 03:40 AM
@Darkus: Why would you use RTS messages now? Multiplayer is totally unfinished...
#784 Posted 15 June 2012 - 07:36 AM
Helixhorned, on 15 June 2012 - 03:40 AM, said:
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
#785 Posted 20 June 2012 - 02:48 PM
Helixhorned, on 15 June 2012 - 03:40 AM, said:
@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!
#786 Posted 20 June 2012 - 05:11 PM
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 ?
#787 Posted 20 June 2012 - 07:58 PM
Marked, on 20 June 2012 - 05:11 PM, said:
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
#788 Posted 21 June 2012 - 02:05 AM
Paul B, on 20 June 2012 - 02:48 PM, 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.
@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.
#789 Posted 21 June 2012 - 10:49 AM
Helixhorned, on 21 June 2012 - 02:05 AM, said:
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)
-
Config Settings.txt (10.48K)
Number of downloads: 377
This post has been edited by Paul B: 16 July 2012 - 02:27 PM
#790 Posted 23 June 2012 - 10:24 PM
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
#791 Posted 24 June 2012 - 04:55 AM
Paul B, on 23 June 2012 - 10:24 PM, said:
it would be easier if you just posted a small portion of that map.
Quote
I believe this is related to your other keyboard input problems.
Quote
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 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.
#792 Posted 24 June 2012 - 05:54 AM
This post has been edited by Marked: 24 June 2012 - 05:54 AM
#793 Posted 24 June 2012 - 06:45 AM
This post has been edited by Marked: 24 June 2012 - 06:47 AM
#794 Posted 26 June 2012 - 09:45 AM
Marked, on 20 June 2012 - 05:11 PM, said:
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
#795 Posted 26 June 2012 - 03:53 PM
Darkus, on 15 June 2012 - 03:09 AM, said:
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.
#796 Posted 28 June 2012 - 06:05 PM
#797 Posted 29 June 2012 - 11:17 AM
#798 Posted 29 June 2012 - 11:59 AM
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 )
#799 Posted 02 July 2012 - 09:57 AM
underTaker, on 29 June 2012 - 11:59 AM, said:
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.
Paul B, on 21 June 2012 - 10:49 AM, said:
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.
Paul B, on 23 June 2012 - 10:24 PM, 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.
#800 Posted 02 July 2012 - 06:13 PM
Helixhorned, on 02 July 2012 - 09:57 AM, said:
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
#801 Posted 04 July 2012 - 11:40 AM
#802 Posted 04 July 2012 - 03:19 PM
zykov eddy, on 04 July 2012 - 11:40 AM, said:
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
#803 Posted 05 July 2012 - 12:28 AM
Tried to use remap. Doesn't work either
remap = 9C-21
#804 Posted 05 July 2012 - 08:54 AM
zykov eddy, on 05 July 2012 - 12:28 AM, said:
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.
#805 Posted 06 July 2012 - 03:38 AM
zykov eddy, on 05 July 2012 - 12:28 AM, said:
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
; (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.
#806 Posted 10 July 2012 - 10:14 AM
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.
My graphics card is a GTX550Ti, if this is useful, but everything worked fine with it before the above mentioned revision.
#807 Posted 10 July 2012 - 02:34 PM
This post has been edited by Marked: 10 July 2012 - 02:36 PM
#808 Posted 13 July 2012 - 04:03 AM
#809 Posted 13 July 2012 - 09:34 AM
#810 Posted 14 July 2012 - 09:14 AM
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