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Mapster32 problems and bugs  "Please post them exclusively here"

User is offline   Forge 

  • Speaker of the Outhouse

#241

somehow the tiles.cfg was deleted from my build directory. replaced & fixed.


This is the log I get when I crash (in fullscreen mode) when switching from 2D to 3D:
0x4d94a5 : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (3656) : in function (WndProcCallback) 
Failed to init bfd from (C:\Windows\syswow64\USER32.dll)
0x75716238 : C:\Windows\syswow64\USER32.dll : gapfnScSendMessage 
Failed to init bfd from (C:\Windows\syswow64\USER32.dll)
0x757168ea : C:\Windows\syswow64\USER32.dll : gapfnScSendMessage 
Failed to init bfd from (C:\Windows\syswow64\USER32.dll)
0x75720ab0 : C:\Windows\syswow64\USER32.dll : FillRect 
Failed to init bfd from (C:\Windows\syswow64\USER32.dll)
0x75720ad6 : C:\Windows\syswow64\USER32.dll : CallWindowProcW 
Failed to init bfd from (C:\Windows\system32\DINPUT.DLL)
0x6d6b64b2 : C:\Windows\system32\DINPUT.DLL : DllUnregisterServer 
Failed to init bfd from (C:\Windows\system32\DINPUT.DLL)
0x6d6b67d7 : C:\Windows\system32\DINPUT.DLL : DllUnregisterServer 
Failed to init bfd from (C:\Windows\system32\DINPUT.DLL)
0x6d6b6846 : C:\Windows\system32\DINPUT.DLL : DllUnregisterServer 
Failed to init bfd from (C:\Windows\system32\DINPUT.DLL)
0x6d6af42c : C:\Windows\system32\DINPUT.DLL : DirectInputCreateEx 
Failed to init bfd from (C:\Windows\system32\DINPUT.DLL)
0x6d6b67d7 : C:\Windows\system32\DINPUT.DLL : DllUnregisterServer 
Failed to init bfd from (C:\Windows\system32\DINPUT.DLL)
0x6d6b68b6 : C:\Windows\system32\DINPUT.DLL : DllUnregisterServer 
Failed to init bfd from (C:\Windows\syswow64\USER32.dll)
0x75716238 : C:\Windows\syswow64\USER32.dll : gapfnScSendMessage 
Failed to init bfd from (C:\Windows\syswow64\USER32.dll)
0x757168ea : C:\Windows\syswow64\USER32.dll : gapfnScSendMessage 
Failed to init bfd from (C:\Windows\syswow64\USER32.dll)
0x75717d31 : C:\Windows\syswow64\USER32.dll : LoadStringW 
Failed to init bfd from (C:\Windows\syswow64\USER32.dll)
0x75718112 : C:\Windows\syswow64\USER32.dll : DispatchMessageA 
0x4d32a2 : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (760) : in function (handleevents) 
0x4d31f4 : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (699) : in function (initprintf) 
0x4d7a22 : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (2854) : in function (SetupOpenGL) 
0x4d842a : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (3205) : in function (CreateAppWindow) 
0x4d5427 : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (1732) : in function (setvideomode) 
0x48cb49 : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/engine.
c (8368) : in function (setgamemode) 
0x451e83 : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build.
c (5041) : in function (overheadeditor) 
0x44150e : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/build.
c (506) : in function (app_main) 
0x4d2d48 : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/winlayer.
c (495) : in function (WinMain@16) 
0x527766 : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : main.c 
0x4010db : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : crt1.c 
0x401158 : C:\Program Files (x86)\Duke3D\Build\mapster32.debug.exe : crt1.c 
Failed to init bfd from (C:\Windows\syswow64\kernel32.dll)
0x76bc3677 : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll)
0x777b9d42 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll)
0x777b9d15 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain


This post has been edited by Forge: 29 January 2011 - 06:15 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#242

Got my Nvidia card back. Installing it fixed all my video errors.

I'm still having problems with losing mouse look every time I lock onto a texture or wall or every time I use V to change a texture.
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User is offline   Forge 

  • Speaker of the Outhouse

#243

Thanks for all the help, but I figured it out myself

changed Mouse navigation from 1 to 0 in the mapster32.cfg file

edit: although my mouse aim is all messed up now, it's alot less annoying than losing mouse lock every time I click on something.

This post has been edited by Forge: 01 February 2011 - 03:32 AM

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User is offline   Gambini 

#244

I´m finishing my map, and everything worked like a charm with Mapster UNTIL NOW.

My map stats are 2348 sectors, 16322 walls and 13049 sprites. But when i reached the wall 16322 something weird happened SOMETHING VERY STRANGE. I was used to experiment this kind of problems in earlier mapster32 versions (three years ago, when I finished my previous map). But i was pretty confident i wouldn´t happen now.

When i traced the line 16322 a sprite appeared in one of its vertices. A sprite i didn´t put. it is a 0 tile blockable sprite relative to floor and with these values: z cordinate 1037451291; shade -72; pal 16; xvel 28736; y vel 2; zvel 9792a nd extra 16318.

If i go to 3d mode the program crashes. and in the console there are like 10 messages that say "map error: sprite #X(xcoord, y coord) with illegal sector (XXXX) map is corrupt!

I didn´t lose any work because i have a backup of one minute ago and it doesnt have any kind of error message. but i´m afraid adding more work to a map that will get corrupt again. Any idea? too many sprites? too many walls?
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User is offline   Mike Norvak 

  • Music Producer

#245

What if u try to use LeBuild?
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User is offline   Gambini 

#246

eh huh ;)

I don´t know how to use Lebuild and in any case, I would rather use it for tweaking some tricky effect when the map is done but not for regular building. However my post is mainly aimed to Helixhorned. Maybe he knows what internally happened in Mapster to produce that bug. I´ve already retrieved the work of a previous backup and been doing other stuff in the map with no problem. But that bug, that got triggered with no apparent reason scares the shit out of me.
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User is offline   Forge 

  • Speaker of the Outhouse

#247

View PostGambini, on Feb 12 2011, 01:15 PM, said:

I´m finishing my map, and everything worked like a charm with Mapster UNTIL NOW.

My map stats are 2348 sectors, 16322 walls and 13049 sprites. But when i reached the wall 16322 something weird happened SOMETHING VERY STRANGE. I was used to experiment this kind of problems in earlier mapster32 versions (three years ago, when I finished my previous map). But i was pretty confident i wouldn´t happen now.

When i traced the line 16322 a sprite appeared in one of its vertices. A sprite i didn´t put. it is a 0 tile blockable sprite relative to floor and with these values: z cordinate 1037451291; shade -72; pal 16; xvel 28736; y vel 2; zvel 9792a nd extra 16318.

If i go to 3d mode the program crashes. and in the console there are like 10 messages that say "map error: sprite #X(xcoord, y coord) with illegal sector (XXXX) map is corrupt!

I didn´t lose any work because i have a backup of one minute ago and it doesnt have any kind of error message. but i´m afraid adding more work to a map that will get corrupt again. Any idea? too many sprites? too many walls?


Too many walls, no matter what the max limit is "supposed" to be.
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User is offline   Hank 

#248

View PostForge, on Feb 12 2011, 03:51 PM, said:

Too many walls, no matter what the max limit is "supposed" to be.

How many walls will work then?
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User is offline   Forge 

  • Speaker of the Outhouse

#249

There's no specific number, it depends on the map. Once you start getting into the 16,250+ range (around 100 short of the max), you start flirting with corruption.
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User is offline   Scott_AW 

#250

Damn, good thing I read that, my first map is about 10k, my second map is 12k in walls and isn't close to being done... I think I'm going to have to rethink that one...
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User is offline   Gambini 

#251

Don´t take Forge´s word as sacred. He´s merely being gaga because all the mustard gas he voluntarily inhaled in his youth.
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User is offline   Scott_AW 

#252

Still, I wouldn't want to map myself into a corner.
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User is offline   Forge 

  • Speaker of the Outhouse

#253

I like mustard.


My word isn't "sacred", but I've experienced it twice now and Gambini is having the exact same problem with the exact same symptoms and weird sprites. In all instances, the maps were within 100 of max.

I scavenged walls back from other parts of the maps and went on to build what was needed with no problems, as long as I stayed under 16,250, so I'm no expert, but I'm just saying....

If it walks like a Gambini, talks like a Gambini, and smells like a Gambini, then it's probably a Gambini, or a mangy stray alley dog....either way I'm calling animal control

This post has been edited by Forge: 12 February 2011 - 08:00 PM

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User is offline   Gambini 

#254

Quote

If it walks like a Gambini, talks like a Gambini, and smells like a Gambini, then it's probably a Gambini, or a mangy stray alley dog....either way I'm calling animal control


some people still have humor ;)

I´ll try to take your advice and go below the 16250. I was just kidding. Just out of curiosity checked both Blown Fuses and DPCB. The first one has 16383 walls and the latter 16378. And didn´t suffer this particular issue in none of them. I had other worse problems with Blown fuses back then but after Mapster32 got that problem solved i could edit the map with no problems.
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User is offline   Forge 

  • Speaker of the Outhouse

#255

The problem is "recent", but not recent enough to easily track down where it started.

I recall that the max wall limit was a little shady a year ago (give or take a few months). I also posted on this site pretty much the exact same thing as Gambini around that time; complaining of weird sprites, sectors disappearing, sprites disappearing, and other odd anomalies anytime I got near the max wall limit

This post has been edited by Forge: 13 February 2011 - 04:23 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#256

Wow, this is pretty bad. Reminds me to rework Mapster's core functionality sometime. Meanwhile, my advice is to edit in small chunks when reaching the limit and to keep an eye on the corruption status (now in the upper left corner).
0

User is offline   Roma Loom 

  • Loomsday Device

#257

Is this me or mapster is failing to handle 2-textured walls? You know, the walls which have different textures for upper and lower part... The upper tile (under cursor) is shown as the lower tile of the wall and also I cannot assign a texture to the upper part of the wall.

This post has been edited by Roma Loom: 13 February 2011 - 09:41 AM

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User is offline   Gambini 

#258

Doesn´t happen here.

Are you using the standard method? First of all, aim the upper wall and hit "2" then, you can work on the walls separately -i just tested and it works-. What you can´t do is pasting in the upper part another tile taken from another wall that isn´t 2textuded, as that will remove the 2textured function and you´ll have to press 2 again.
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User is offline   Gambini 

#259

Funny the "insert outter loop and make red walls?" question pops up also if you drop a selection outside a valid sector. I wonder what it does if one answers yes.
0

User is offline   Roma Loom 

  • Loomsday Device

#260

I meant in polymer mode. It works in polymost but not in polymer.
0

#261

When I place sprites Mapster32 crashes, regardless of map or rendering mode, it usually crashes if I try to switch to 2D mode though sometimes it will crash as I start browsing textures of after I have browsed them, otherwise it is when I try to switch to 2D mode, even if I use G to change the sprite tile or don't alter it at all.

System Specs shouldn't be the problem;
Pentium D 920 @ 2.80Ghz - Stock Speed.
PNY nVidia GeForce 260 GTX - Stock settings, latest drivers though it happened with older ones.
4Gb RAM - Stock settings.
Windows XP Professional 32-Bit

No idea what the issue is, sometimes nothing goes wrong at all, especially if I reboot, but today it seems that there is nothing that will make it go away, even if I change builds of mapster.

Also, Mapster32.debug.exe will often not put a .crashlog file out at all though one is included.

Attached File(s)


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User is offline   Helixhorned 

  • EDuke32 Developer

#262

The particular crashlog you posted has the cause in some Polymer mouse picking code, but since you mentioned that it happens in other places too there's probably some general corruption going on. Does it still happen without the titty pack?
0

#263

I do believe, that removing the xxx pack has fixed the problem. I feel like such an idiot for not thinking to remove that, I forgot that Mapster still reads the .def files regardless of rendering mode.

This post has been edited by High Treason: 15 February 2011 - 08:58 AM

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User is offline   Plagman 

  • Former VP of Media Operations

#264

It's worth noting that mapster32 crashlogs are still named eduke32.crashlog.
0

#265

I used the seach function for the first time today, awesome stuff! The hightag seach option didnt find anything though, is it broken? The lotag seach option did find stuff though.
0

#266

hitag
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User is offline   Helixhorned 

  • EDuke32 Developer

#267

View PostWilliam Gee, on Feb 15 2011, 10:51 PM, said:

I used the seach function for the first time today, awesome stuff! The hightag seach option didnt find anything though, is it broken? The lotag seach option did find stuff though.

It works for me. Note that a sprite is only considered when all of its members are equal to those of the template. I would have liked it to be more general, but then it becomes a bit like using the scripting language in the first place, which you can of course also do.
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User is offline   Stabs 

#268

while we are at it, can the alt+tab crash get fixed?

I run windowed mode and can alt+tab 3-4 times and then it will start crashing unless i start using ctrl + p

you have to alt+tab and click on something, if you just scroll through progs it seems fine, but if you click elsewhere thats when it will crash

This post has been edited by DanM: 16 February 2011 - 10:48 PM

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User is offline   Stabs 

#269

In 3d mode with the latest mapster, placed sprites with S are going into the sky
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#270

View PostDanM, on Feb 27 2011, 10:11 PM, said:

In 3d mode with the latest mapster, placed sprites with S are going into the sky


Not for me?
0

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