Mapster32 problems and bugs "Please post them exclusively here"
#211 Posted 20 November 2010 - 09:10 PM
As for polymer specific effects, there's only the lights at the moment as far as I can tell, and this is how you add them?
Pointlight; casts light in all directions, will not cast a shadow:
SE 49
hitag: radius
To edit colours, press F8 in 2D mode on the SE, then the x, y, z velocities control the magnitude of red, green and blue colour (I don't remember which one controls which, you'll have to play around and find out).
Spotlight; casts light in one direction, casts shadows:
SE 50
hitag: distance of light
shade: width of spotlight
extra: up/down angle (100 points straight ahead)
x,y,z velocities work the same as with the pointlight
owner: equal to the tile number you want to project, (-1 means no texture projection), not recommended as it projects the texture upside down and back to front
The included a.m32 script allows you to see the radius and colour of the lights in 2D mode along with other features that make editing easier. Here's the page for it: http://wiki.eduke32....script_examples
Hope that helps WG
Edit: also note that 255 is the highest you can set each colour, and that if you wanted say a whitish light (x:250, y:220, z:220), you can dim it down by keeping the ratios the same but lowering the magnitudes, e.g dividing by 2: (x:125, y:110, z:110). The colours mix pretty much the same way they do in microsoft paint, which can sometimes help you find a specific colour.
This post has been edited by Micky C: 20 November 2010 - 11:06 PM
#213 Posted 20 November 2010 - 10:51 PM
This post has been edited by Norvak: 20 November 2010 - 10:51 PM
#214 Posted 20 November 2010 - 11:21 PM
Edit: I will just try a clean install.
EDIT: Yup still same problem. Using polymer of cause.
Attached File(s)
-
mapster32.log (3.87K)
Number of downloads: 396
This post has been edited by William Gee: 21 November 2010 - 12:50 AM
#215 Posted 21 November 2010 - 04:43 AM
#216 Posted 21 November 2010 - 08:59 AM
I will try that one now.
This post has been edited by William Gee: 21 November 2010 - 09:00 AM
#217 Posted 22 November 2010 - 06:18 PM
Is it posible to make a rotating spotlight? or a pulsating spotlight? or hmm I could have alot of ideas.
#218 Posted 22 November 2010 - 07:59 PM
You can make Pulsating lights with DukePlus, rotating have not been done yet but you might be able to drop a light in a rotating sector with a Relative floor, it definitely works on Subways.
This post has been edited by High Treason: 22 November 2010 - 08:01 PM
#219 Posted 22 November 2010 - 08:01 PM
William Gee, on Nov 22 2010, 08:18 PM, said:
Is it posible to make a rotating spotlight? or a pulsating spotlight? or hmm I could have alot of ideas.
Maybe this help u...
Or better see the dukeplus documentation due the format of the attached file...
This post has been edited by Norvak: 22 November 2010 - 08:11 PM
#220 Posted 23 November 2010 - 12:24 AM
#221 Posted 23 November 2010 - 02:06 AM
High Treason, on Nov 23 2010, 02:29 PM, said:
You can make Pulsating lights with DukePlus, rotating have not been done yet but you might be able to drop a light in a rotating sector with a Relative floor, it definitely works on Subways.
It doesn't seem to work with two way trains though, which is a bummer.
I tried making the SEs floor aligned, and the lights didn't show up in-game. Now I have no idea about how flags and tags and all that jazz works but it'd be nice for example that if a polymer light SE was floor aligned, that would tell the engine to keep the light relative to its position in the sector rather than have fixed grid coordinates.
#222 Posted 23 November 2010 - 04:26 AM
I've never tried on two-way trains though.
#223 Posted 23 November 2010 - 12:34 PM
#224 Posted 23 November 2010 - 09:51 PM
William Gee, on Nov 23 2010, 12:34 PM, said:
In the first post of the Polymer and EDuke32 thread in the main modding forum, I explained the basics of how to set up the lights in mapster. The information is probably somewhere more official by now, though I'm not sure where.
#226 Posted 26 November 2010 - 06:53 PM
#227 Posted 18 January 2011 - 01:47 PM
Windows 7 64x
AMD Athlon II x2 220 Processor (2.8 ghz)
4 gb ram
ATI 760g (Radeon 3000) (<-yea,yea, I'm waiting for my Nvidia 9800 gtx to get back from warranty work, but I've had no problems with the core game other than this...so far)
mapster32 log:
Mapster32 2.0.0devel 20100521
Using C:/Program Files (x86)/Duke3D/Build/ for game data
Windows 7 (build 6.1.7600) w/ nedmalloc.dll
Initializing DirectDraw...
Loading "m32help.hlp"
Loading NAMES.H
Read 765 lines, loaded 737 names.
Initializing DirectInput...
- Enumerating attached game controllers
* JOYSTICK: Logitech RumblePad 2 USB
Controller has 4 axes, 12 buttons, and 1 hat(s).
Initialized 16.0M cache
Enabling desktop composition...
Setting video mode 1152x864 (8-bit fullscreen)
Loading sounds from 'game.con'
Loaded 376 sound definitions.
Loaded map /12_12.map successfully
Disabling desktop composition...
Setting video mode 1152x864 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
Fatal Signal caught: SIGSEGV. Bailing out.
Uninitializing DirectDraw...
Uninitializing DirectInput...
ATI problem?
#228 Posted 18 January 2011 - 05:49 PM
However, it seems to crash most if I have been placed/fiddled with a sprite in 3D Mode, either trying to enter 2D Mode or on rare occasions, when the editor tries to autosave, it crashes.
Also, it says failed to save board when I try to save but seems to save the map just fine. It often crashes shortly after saving though.
It won't be an ATi issue in my case though as I am using an nVidia card.
This post has been edited by High Treason: 18 January 2011 - 05:50 PM
#229 Posted 19 January 2011 - 03:52 AM
High Treason, on Jan 19 2011, 02:49 AM, said:
Please do that.
Quote
The "on rare occations" part make it quite hard. Are you sure you can't narrow it down?
Quote
That sounds familiar, though I've never experienced it myself. Are you runnning the latest snapshot? What exactly is the message it displays?
#230 Posted 19 January 2011 - 04:30 AM
High Treason, on Jan 18 2011, 08:49 PM, said:
I have the same message when I save, and it also seems to save alright.
I'm running r1775.
This post has been edited by Forge: 19 January 2011 - 06:04 PM
#231 Posted 19 January 2011 - 06:05 PM
Another problem I'm having in 3D mode (windowed): when I lock onto a texture or wall, or when I change a texture, I lose mouse look. Could be another ATI problem.
r1768 is the last release before the "failed to save" message occurs.
This post has been edited by Forge: 20 January 2011 - 11:42 AM
#232 Posted 19 January 2011 - 09:30 PM
If a I accidentally go through a solid wall into the void in 3d mode, then it crashes out hard.
The other crash I noticed is when you quit out from 3d mode, it gives a crash error but doesn't do anything negative(I think).
*Frame still locked 1 times when showframe() called.
Uninitializing DirectDraw..*
Other than that, the only other wierdness I noticed is a total freeze of the engine if you try and change the resolution in-game setup to a lower one while in 8-bit mode and in full screen.
Don't have any logs of this on hand, but I'll see if I can get the last one to happen again in eduke32.debug when I get a chance. Anyone experience the first two often?
This post has been edited by Scott_AW: 19 January 2011 - 09:50 PM
#233 Posted 20 January 2011 - 04:05 PM
I find those crashed rather worrisome. They seem to be common, yet I've never experienced them myself. So don't hesitate to dump logs and crashlogs to http://eduke32.pastebin.com/ and provide a link here. The more data, the better.
Forge, on Jan 20 2011, 03:05 AM, said:
Weird. Were you using Polymer?
#234 Posted 20 January 2011 - 05:10 PM
Helixhorned, on Jan 20 2011, 04:05 PM, said:
I noticed that yesterday and thought something was wrong until I realized it did save, oh and it seems like it won't hard crash if you go through a wall into the void, just gets you stuck and allows you enough time to get back to 2d.
#235 Posted 20 January 2011 - 06:06 PM
Helixhorned, on Jan 20 2011, 07:05 PM, said:
no. I've never mapped in polymer. how do I enable it to test it?
edit:
nevermind, my build folder is not the same directory as my duke3d folder; i didn't have a copy of the autoload folder in my build directory.
fyi (if it's of any importance) rendmode 3
This post has been edited by Forge: 22 January 2011 - 11:22 AM
#236 Posted 20 January 2011 - 06:22 PM
Forge, on Jan 20 2011, 06:06 PM, said:
fyi (if it's of any importance) rendmode 3
change that to rendmode 4 in mapster32.cfg
#237 Posted 20 January 2011 - 06:29 PM
using polymer made no difference
This post has been edited by Forge: 22 January 2011 - 11:21 AM
#238 Posted 23 January 2011 - 07:01 AM
text cannot be edited
CTRL-T to edit text
error message:
"Alphabet configuration not read"
#239 Posted 23 January 2011 - 08:32 AM
Also, I don't get a .crashlog file from Mapster32 when it does crash, am I supposed to? If I am, then I assume it crashes before it can dump it.
#240 Posted 23 January 2011 - 09:06 AM
Forge, on Jan 23 2011, 04:01 PM, said:
text cannot be edited
CTRL-T to edit text
error message:
"Alphabet configuration not read"
You mean, r1778 introduced it? Otherwise it's loaded from tiles.cfg, so you need it in one of the directories that Mapster checks.
High Treason, on Jan 23 2011, 05:32 PM, said:
Also, I don't get a .crashlog file from Mapster32 when it does crash, am I supposed to? If I am, then I assume it crashes before it can dump it.
Crash logs are produced only with mapster32.debug.exe. It can happen that they aren't, under certain circumstances, I guess...
Check out the newest revision, it should be a bit more stable.