Mapster32 problems and bugs "Please post them exclusively here"
#271 Posted 27 February 2011 - 03:25 PM
@anyone who is mapping near the limits: you're encouraged to try out the latest revision. Don't forget to follow Gambini's good example and keep backups, though!
#273 Posted 27 February 2011 - 09:22 PM
note: There´s no corruption message when loading the map, and the problem doesn´t exist in a mapster copy i have from january 2009 nor in 1798*.
*that number stands for the synthesis snapshot, and not the year. Just in case some genious had in mind to make a joke.
This post has been edited by Gambini: 27 February 2011 - 09:24 PM
#274 Posted 27 February 2011 - 11:19 PM
#275 Posted 28 February 2011 - 12:36 AM
In mapster 3d mode has a default global vis 512 changed via alt + ctrl + numpad+/- , setting this to 128 is far more like the edukes default 1.0 ambient lighting.
i think it would be best if mapsters global default vis is 128 which is very similar to edukes 1.0 setting
this will give mappers a far truer indication what their map will look like in-game.
off topic the vis is so heavy in this, there is no point for vis levels 120+ as it makes no difference at that point, but i guess thats an eduke issue, it could scale out the vis so much better, there is the 240 - 255 values but they are too extreme and leave things looking to bright.
#276 Posted 28 February 2011 - 09:36 AM
DanM, on Feb 28 2011, 12:36 AM, said:
In mapster 3d mode has a default global vis 512 changed via alt + ctrl + numpad+/- , setting this to 128 is far more like the edukes default 1.0 ambient lighting.
i think it would be best if mapsters global default vis is 128 which is very similar to edukes 1.0 setting
this will give mappers a far truer indication what their map will look like in-game.
I know you have been making a map for WGR2 lately, so keep in mind that the default visibility in WGR2 is different from regular Duke. If you are basing this off that map that may explain the discrepancy between mapster and game.
#277 Posted 28 February 2011 - 10:57 AM
As for the visibility -- I always thought that it was one of the more mysterious corners of Duke. Besides sector and per-player visibility, there's now also the Polym{ost,er} switches and I'm rather ignorant about how they relate to each other. What Mapster32 calls "global visibility" appears to be a preview feature for the game's per-player one, as seen in DNWMD's "blinding" Octabrains.
#278 Posted 28 February 2011 - 11:15 AM
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Great.
I don´t think visibility should be changed in mapster. in 8bits it´s pretty much accurate, and in polymost it used to be like that too. And with this i mean i didn´t ever notice a difference between game and editor.
#279 Posted 28 February 2011 - 12:22 PM
personally i wish the vis could get some good medium balance, its either too far away or too close
#280 Posted 28 February 2011 - 01:10 PM
DanM, on Feb 28 2011, 12:22 PM, said:
personally i wish the vis could get some good medium balance, its either too far away or too close
DEFAULTVISIBILITY as set in the standard USER.CON is 512. For WGR2 I changed it to 256, which lets you see twice as far. At that time all the maps were big outdoor daytime maps and it was annoying to have it fade to black a few hundred feet in front of your face for no apparent reason.
#281 Posted 28 February 2011 - 09:48 PM
When aligning a sprite to a wall (pressing O either in 2d or 3d mode) it usually gets stuck into the wall but facing it at 90 degrees.
This post has been edited by Gambini: 02 March 2011 - 03:58 AM
#282 Posted 02 March 2011 - 08:35 AM
You know that if you move sprites either one by one or by groups (sector selection seems to be the only exception) all the ones that are clipping into the floor/ceiling will be readjusted in their height (to be fully inside the space between floor and ceiling). Ok.
Now, the problem: When manipulating relative to floor sprites, if their z coordinate is higher than what it would be if they weren´t floor relative sprites mapster will adjust their height anyway. I mean: It´s difficult to explain: The sprites think they are relative to view and thus they are readjusted like if they were clipping the ceiling, even when they aren´t. It doesn´t happen with the floor AFAIK because their z position is taken from the bottom.
If it´s still difficult to understand, make this simple test:
- Put any no actor sprite sized z:8192 (the sector should be taller).
- Aling it to the ceiling, pressing ctrl+pgup.
- Press pgup a few more times (always aiming to the sprite) to make it clip the ceiling.
- Then go to 2d mode and move the sprite (or simply hold it with the mouse right buttom).
- Go to 3d mode again and you´ll see the sprite is again aligned to the ceiling.
Now, repeat the aforesaid process this way:
- Put any no actor sprite sized z:8192 (the sector should be taller).
- Make it relative to floor and two sided (the latter, just to make it easier to be seen).
- Aling it to the ceiling, pressing ctrl+pgup.
- Then go to 2d mode and move the sprite (or simply hold it with the mouse right buttom).
- Go to 3d mode again and you´ll see the sprite got moved down 8192 units.
As seen, in the second example, there´s something wrong.
I hope it´s easy to fix because every time I copy or move spritemade roof lamps, have to align its sprites manually.
This post has been edited by Gambini: 02 March 2011 - 08:37 AM
#284 Posted 02 March 2011 - 01:34 PM
#285 Posted 02 March 2011 - 08:07 PM
Anyone know what I'm doing to occasionally duplicate sprites when I select a sector with right-shift? It doesn't happen all the time, just some times.
#286 Posted 02 March 2011 - 08:18 PM
maybe it should say in the status bar "X SPRITES SELECTED" when you have sprites selected
This post has been edited by DanM: 02 March 2011 - 08:23 PM
#287 Posted 03 March 2011 - 05:27 PM
#288 Posted 03 March 2011 - 06:07 PM
#289 Posted 03 March 2011 - 06:33 PM
TX, on Mar 3 2011, 06:07 PM, said:
Wait, are you saying that the max grid size is going to be smaller from now on because it was discovered that large grids caused the problems you just mentioned?
#290 Posted 03 March 2011 - 06:37 PM
#291 Posted 03 March 2011 - 07:17 PM
#292 Posted 03 March 2011 - 07:54 PM
Also: another thing that has nothing to do with this:
The map where im working on now makes eduke32 crash when dnshowmap+textured automap are enabled. i wanted to run the debug eduke32 just to see if it could drop some usefull information but SURPRISE: there´s no way to make it crash in exactly the same situation! There HAS to be a difference between one and the other, and i suggest we could just take the good from one to the other.
This post has been edited by Gambini: 03 March 2011 - 07:57 PM
#293 Posted 03 March 2011 - 08:10 PM
As for the 2d map issue, the only difference between the exes is the optimization flags passed to the compiler/linker. The bug you're running into exists in both, it's just causing more problems that you can actually see in the optimized build because of how the compiler decided to move stuff around. Feel free to email us the map and we'll run it through valgrind or something.
#294 Posted 03 March 2011 - 08:24 PM
Personally I'd like to see the limits on at least walls increased, but thats just a suggestion. I find that you're more likely to run out of walls then sectors or sprites.
#295 Posted 03 March 2011 - 08:42 PM
#296 Posted 03 March 2011 - 08:51 PM
TX, on Mar 4 2011, 01:10 AM, said:
Granted. Now, i just have this thought: why not making something that enlarges (or just offsets) the grid when the map has gone beyond the limits? Case, this DPCB map. So people can keep editing the map, without the need of running into such a trouble of backdating mapster to an old and most likely unsafe version. I´m certainly scared of fucking things up if the snapshot i take has any kind of corruption problems like those we already know from a few years back.
The case of this map is that it is a community build project, and that isolated area i should move has been made by somebody that isnt around anymore, if i move the area within the new limit, some effects will stop working (as all those SE´s that are stuck underground) and i can´t really tell how they did them so i can´t fix them. Also, the rest of the map is just as big as the new grid limit and it´s also slightly outside of it. So overall i have to re-arrange the whole map with all the potential problems... just to delete a few sprites that are outside the valid sectors, and to fix a few sprites sectnum that are wrong.
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What´s valgrind? If the problem persists i´m gonna send you the map, but not before the beta stage. It´s just that the map is going to be an epic experience in your life, to the point that you will be ringing all your ex-classmates from elementary and high school to tell them how amazing it was! And i dont want to spoil an unfinished version yet.
#297 Posted 03 March 2011 - 08:56 PM
#298 Posted 03 March 2011 - 09:07 PM
This post has been edited by Hendricks266: 03 March 2011 - 09:07 PM
#299 Posted 03 March 2011 - 09:15 PM
Hendricks266, on Mar 3 2011, 09:07 PM, said:
It's too late for that. Even if the map were split up into multiple maps (which would be a nightmare at this point), there is still the problem of moving the part that is off the grid, and as Gambini explained that is the real problem.
Last time I checked, the map worked fine (aside from low frame rate in Polymer), so maybe it's best to leave it alone.
This post has been edited by DeeperThought: 03 March 2011 - 09:17 PM