Mapster32 problems and bugs "Please post them exclusively here"
#481 Posted 20 August 2011 - 07:05 AM
Keep up the good work!
#482 Posted 06 September 2011 - 05:09 PM
#483 Posted 06 September 2011 - 08:46 PM
Gambini, on 06 September 2011 - 05:09 PM, said:
Yeah, we were talking about this in another thread. Mapster32 has become a sensitive bitch lately. Some of the "corruption" happens when a sector was sloped and gets straightened -- some bit for being sloped stays set, which is harmless (I think) but it gets detected as corruption. You can try "corruptcheck tryfix" in the console. I did it on a map with a lot of "corruption" and it apparently fixed it without raping the map.
#484 Posted 07 September 2011 - 07:51 PM
#485 Posted 07 September 2011 - 07:52 PM
Gambini, on 07 September 2011 - 07:51 PM, said:
Off the top of my head, just type "corruptcheck".
#486 Posted 13 September 2011 - 09:16 PM
Let's say I want to make all SEs that have an Extra of 1 a different color from the other SEs in 2D mode. Is that possible? I would prefer not to draw circles around them, but I can fall back to that option if necessary. I don't need help with the logic, I just need to know if there is a command for changing the color of certain sprites in 2D mode...I looked in the wiki and didn't find anything obvious.
#487 Posted 14 September 2011 - 12:54 AM
rscreen = (rBUILD*zoom)>>14
rBUILD = (rscreen<<14)/zoom
where the scaling arithmetic is available via the mulscale and divscale commands.
A small nuisance is that this suggestion will draw ellipses in side-view mode.
#488 Posted 14 September 2011 - 09:58 AM
EDIT: I found all the colors I needed in 0-10
#489 Posted 14 September 2011 - 11:27 AM
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So yeah, the ones you used were first looked up in editorcolors[]. They can be previewed in the 9th "chapter" of the in-editor help (m32help.hlp).
#490 Posted 15 September 2011 - 02:15 PM
ctrl + ' + n = disables sprite / mask / blocking clipping
#491 Posted 16 September 2011 - 11:21 AM
#492 Posted 16 September 2011 - 05:02 PM
This post has been edited by Micky C: 16 September 2011 - 07:17 PM
#493 Posted 17 September 2011 - 07:32 AM
#494 Posted 17 September 2011 - 08:55 AM
Helixhorned, on 16 September 2011 - 11:21 AM, said:
cheers buddy!!!!!
your like some kind of coding genie (on crack!)
speaking of passing through things, DT has some issues with ceiling flipping and RoR so you might want to look into that, i can send you the map if needed
also something that could be fixed is textures being pasted onto sloped surfaces through tab and then enter seems to reset the sloping on surfaces (on vid refresh through enter on the numpad), also if a wall is blocked it seems to copy onto adjacent sectors which is annoying, if i want a wall block i block it, its auto selection is way to erratic to be useful
btw the texture selection flicker like hell still and is very difficult to use at times still
heh as for portal / texture selection i thort that was plagmans problem it seems like a renderer issue that cant be helped, ive used this editor so long and have this sort of affinity with it
This post has been edited by DanM: 17 September 2011 - 09:08 AM
#495 Posted 17 September 2011 - 09:01 AM
This post has been edited by DanM: 17 September 2011 - 09:01 AM
#496 Posted 18 September 2011 - 04:04 AM
DanM, on 17 September 2011 - 08:55 AM, said:
What kind of issues?
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The first one was a bug, it's fixed now. I'm not sure what exactly you mean by the second. Blocking a red wall passed the blocking state to the nextwall since BUILD, and Shift can be used to block only on one side. If you mean pasting, the blocking and hitscan bits are now protected, too.
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Even with lazytileselector=0 in mapster32.cfg?
#497 Posted 18 September 2011 - 07:09 AM
Helixhorned, on 18 September 2011 - 04:04 AM, said:
The first one was a bug, it's fixed now. I'm not sure what exactly you mean by the second. Blocking a red wall passed the blocking state to the nextwall since BUILD, and Shift can be used to block only on one side. If you mean pasting, the blocking and hitscan bits are now protected, too.
Even with lazytileselector=0 in mapster32.cfg?
its in 2d mode if you build around a blocked red wall in 2d it seems to copy that into any walls you build around it, ill give that tile fix a go
#498 Posted 30 September 2011 - 04:11 AM
#499 Posted 30 September 2011 - 04:26 AM
#500 Posted 30 September 2011 - 05:55 AM
DanM, on 30 September 2011 - 04:11 AM, said:
Fixed in revision
EDIT: Use r2049, I did a stupid error in r2048.
rasmus thorup, on 30 September 2011 - 04:26 AM, said:
It does copy the x/ypanning members very well, but that's not the same as having a proper alignment. You should get into the habit of using the PERIOD key to align walls.
#501 Posted 08 October 2011 - 03:59 AM
It's just that I have some sprites in a sector with a pal 2 floor to look like blood and the sprites become pal 2 in game.
This post has been edited by Micky C: 08 October 2011 - 04:01 AM
#502 Posted 08 October 2011 - 04:14 AM
#503 Posted 08 October 2011 - 02:31 PM
Micky C, on 08 October 2011 - 03:59 AM, said:
It's just that I have some sprites in a sector with a pal 2 floor to look like blood and the sprites become pal 2 in game.
I think you can override this manually in EVENT_ANIMATESPRITES by getting the sprite's pal and setting it to its tsprpal.
#504 Posted 08 October 2011 - 02:36 PM
#505 Posted 08 October 2011 - 03:33 PM
#506 Posted 08 October 2011 - 04:31 PM
Hendricks266, on 08 October 2011 - 02:31 PM, said:
It's much simpler to use the spritenopal command.
#507 Posted 08 October 2011 - 05:11 PM
DeeperThought, on 08 October 2011 - 04:31 PM, said:
#508 Posted 10 October 2011 - 12:57 PM
I included the a.m32 with the console and wanted to use the EVENT_PREKEYS3D (description here: http://wiki.eduke32....script_examples), but it didn´t work. Did I miss something?
#509 Posted 14 October 2011 - 06:46 PM
Here are some images attached, gay circles indicate the visual error. Just after taking these screenshots went to downloaded the snapshot from the time i released this map (1854 from 3-23-11) and tried to reproduce the same scenarios, same player position and all the other variables but the errors don´t occur.
I post this here and not in "eduke32 and polymer" thread because i´m confident the only one who still plays around with the software renderer is Helixhorned.