Mapster32 problems and bugs "Please post them exclusively here"
#541 Posted 12 November 2011 - 04:49 AM
get into squished sector, aim at "ceiling" and lock onto it with mouse, hit pgn dwn and the floor lowers
this leaves a gap where you can actually see instead of being in a kind of hom squished state. then you can lock onto the "ceiling" and raise it.
worse case you may have to lower the adjoining sector to give yourself some room if the target sector is too thin
#542 Posted 12 November 2011 - 03:31 PM
Helixhorned, on 12 November 2011 - 04:19 AM, said:
The functionality I am trying to achieve works when I mouse cursor at a squished sector wall and press and hold the LEFT "ALT" while i tap the "PGUP"/ "PGDN" to adjust walls vertically. I am actually starting to prefer this method a lot more! I was just so accustom to "PGUP"/ "PGDN" within a squished sector, like in build. Helix, once again... you've solved all my problems and I have been mapping all day in Mapster today! Thanks Man!!! =)
I appreciate it!
Paul
This post has been edited by Paul B: 12 November 2011 - 10:41 PM
#543 Posted 14 November 2011 - 04:45 PM
#544 Posted 14 November 2011 - 11:46 PM
Micky C, on 14 November 2011 - 04:45 PM, said:
It has been that way for years now, I think. If the sprite didn't stop it would either have to go inside the floor of the next sector, or have its height changed to be on the floor of that sector. Either one of those could be desirable, or could be bad, depending on the mapper's intentions. No matter what the behavior is, someone is not going to like it.
#546 Posted 15 November 2011 - 12:19 AM
#547 Posted 15 November 2011 - 04:33 AM
ADDED: I went back to old project folders that have earlier versions from late 2010 and the glitch was not present. So it happened somewhere between 1743 and whichever newer version I installed a few weeks ago. Later today I will load a few random versions to try and narrow it down a bit. But it seems it's something I have noticed within the last month.
This post has been edited by Marked: 15 November 2011 - 04:49 AM
#548 Posted 15 November 2011 - 08:39 AM
It was set that sprite height would be equal from one sector to another, unless the sector being moved to was higher than original sprite height. Then it put the sprite on the floor.
#549 Posted 15 November 2011 - 11:08 AM
Drek, on 15 November 2011 - 08:39 AM, said:
It was set that sprite height would be equal from one sector to another, unless the sector being moved to was higher than original sprite height. Then it put the sprite on the floor.
According to my previous experience this has always been like this, ever since the days of build. I have been mapping in build for a while and any time I ever wanted to drag a sprite which is lower than the sector I am moving it into I have to raise the sprite to the same level before it will allow me to drag it into the adjacent sector. I believe this bug you are referring to is actually a feature. That way your sprites are not embedded in some floor or ceiling so that you can't even locate the sprite.
This post has been edited by Paul B: 15 November 2011 - 11:15 AM
#550 Posted 15 November 2011 - 04:28 PM
This post has been edited by Marked: 15 November 2011 - 04:32 PM
#551 Posted 02 December 2011 - 09:08 AM
btw helix can the extended part not give a shit about ceiling height/floor height, just find the most common height and just extend around that, i really dont mind a bit of manually adjustment, finding one sector that accidently got raised is a bit painful sometimes.
#552 Posted 03 December 2011 - 04:19 AM
#553 Posted 03 December 2011 - 04:28 AM
#554 Posted 03 December 2011 - 05:04 AM
#555 Posted 03 December 2011 - 05:33 AM
#556 Posted 06 December 2011 - 05:31 AM
#557 Posted 06 December 2011 - 05:47 AM
P.S. Now that +rep point was really undeserved for such a trivial change. I did in fact think about making smaller deviations ask for confirmation (like, a 2/3 majority is needed, at most 3 different heights are allowed, and the z difference is at most 512*16 units), but it seems like the current informational message is enough?
#558 Posted 06 December 2011 - 06:16 AM
#559 Posted 09 December 2011 - 02:30 AM
#560 Posted 09 December 2011 - 11:36 AM
Nevertheless, an update to r2172 is highly recommended because there were some pretty bad bugs lurking which have been squashed there.
#561 Posted 12 December 2011 - 12:41 AM
#562 Posted 12 December 2011 - 03:37 PM
DanM, on 06 December 2011 - 05:31 AM, said:
A prototype is now in r2178.
Micky C, on 12 December 2011 - 12:41 AM, said:
r2179's a.m32 state 'print_parallel_midpts' prints out the wall indices of the midpoint walls between two parallel segments. The interesting part is filtering out those you want to keep; right now you'll probably encounter many false positives due to TROR. Also, deletion would have to be done manually.
#563 Posted 12 December 2011 - 05:11 PM
#565 Posted 12 December 2011 - 07:01 PM
But yeah props on the vertical automatic texture alignment, can't wait to try it out. 4 layers is a nightmare to allign by hand
Thanks again. Eduke is lucky to have such great developers
This post has been edited by Micky C: 12 December 2011 - 07:02 PM
#566 Posted 13 December 2011 - 08:01 AM
Plagman, on 12 December 2011 - 05:11 PM, said:
Oh, why is that?
Micky, there's nothing dangerous about the script, all it does is some printing to the console -- you then [']+[j], [w] to the desired wall and drag that if you find that it's redundant. What I meant by "false positives" is the following: consider a sector that has (among others) 3 parallel line segments. Extend that sector, and in the original one, add a passageway connected to the middle sector. Then, the script would print out the two middle points of the extended sector's parallel segments, but you certainly want to keep them!