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Mapster32 problems and bugs  "Please post them exclusively here"

User is offline   Stabs 

#301

Look i ran lebuild over it, moved sectors in as close as i could to the standard board size, there was a ton of sprites that did not belong to their sector and 2 sprites that where in some totally fucked up place that caused draw errors in the 2d map, also about 5 lines that where intersecting, i hope this has fixed it for you

Attached File  dpcbp.zip (242.55K)
Number of downloads: 327
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User is offline   Gambini 

#302

Thanks mate, i also ran the map problem list of Lebuild. Where you think i took that the map has sprites outside the sectors? The problem is that when you move complete areas some sprites z positions are changed, and that can break some effects and visual things. I´m gonna play your version to see if everything works well, although i can´t speak for the other members of the project, as i dont exactly recall what happened and what not in their parts.
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User is offline   Stabs 

#303

If you wanted a less modified version you will just have to remove the 2 sprites, i remember 779 being one of them in the really weird area.

if you goto global map properties in edit menu, you can enter a sprites id number and then change its properties for its x,y, just put that at 0 , 0 and the sprite should appear in the middle of that blue cross which is in every lebuild map.

I think the other sprites are still usable you may just have to drag them into an adjacent area, you might have to run "update sprite sectnums" afterwards though.
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User is offline   Forge 

  • Speaker of the Outhouse

#304

...or you could look at the date that the map was released and get a corresponding mapster32 snapshot and fix it. It was the mapster being used back then, so it's not going to "break" anything.
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User is offline   Forge 

  • Speaker of the Outhouse

#305

something I noticed:

tab a free standing wall aligned, viewable from both sides, and non-blocking sprite

paste ("s") tabbed sprite to make another free standing wall aligned sprite, and it will randomly be one sided viewable, and blocking

no big, but caught me off guard the 1st time when I pasted from the non-viewable side and I wondered where the hell my sprite went, then I made several more before going into 2d to see what was going on
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User is offline   Gambini 

#306

AFAIK everytime you put a sprite in 3d mode it´s blocking, unless you aim a wall.
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User is offline   Danukem 

  • Duke Plus Developer

#307

When you insert a sprite, it will use the picnum, size and pal that is on the cilpboard, but it will not use the other clipboarded properties, such as lotag, hitag, extra, cstat, etc. You have to press Enter on the sprite after placing it to copy the rest of the properties to it.

This post has been edited by DeeperThought: 05 March 2011 - 09:41 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#308

View PostGambini, on Mar 5 2011, 10:21 AM, said:

AFAIK everytime you put a sprite in 3d mode it´s blocking, unless you aim a wall.


i don't think putting a sprite onto a wall has anything to do with it's blocking properties. but it does effect it's 2-sided viewable properties


in 3d mode
if i pick a non-character/actor sprite (i.e. for instance one you would normally use for a wall or door texture)
I give the sprite the properties of:
wall aligned
free standing
viewable from 2 sides (normally default unless it's put onto a wall)
non-blocking

if i tab it and then use "s" to make a new, free standing sprite; an exact duplicate with above said properties should come into existence.

I am saying that at random times, the 2 sided viewable and blocking properties are removed.

This post has been edited by Forge: 05 March 2011 - 10:34 AM

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User is offline   Helixhorned 

  • EDuke32 Developer

#309

Are you sure you're not accidentally hitting a wall? It's exactly then that the two properties are cleared.
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User is offline   Danukem 

  • Duke Plus Developer

#310

View PostHelixhorned, on Mar 5 2011, 10:58 AM, said:

Are you sure you're not accidentally hitting a wall? It's exactly then that the two properties are cleared.


Is that true even for the red walls that can't be seen in 3D mode?
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User is offline   Forge 

  • Speaker of the Outhouse

#311

If I were hitting a wall, then i wouldn't be mentioning it here (and there are no intersecting sectors -red walls- nearby)

I'm in a wide open area, i can tab the sprite then make one right next to it. Randomly (if i had to guess 1 or 2 out of 10) will change properties as i've previously mentioned



it wouldn't surprise me if this was related to my trackball issue. i can't aim right at anything unless i'm on the same plane as it. If i'm above something i have to aim about 2 (screen) inches below it to lock on to it. Flip it if I'm below; i have to aim 2 inches high. (though I am compensating for aim when i create my sprites & i aim low so they're made right next to the original. still, i'd have to aim incredibly high to be aiming at the closest wall)

i had to set mousenavigation = 0

every time i locked onto something i'd lose mouse look and have to hit f3. gets really annoying when i'm trying to move something and i can't see what the hell i'm doing with it

This post has been edited by Forge: 05 March 2011 - 12:32 PM

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User is offline   Mark 

#312

I also have had the same experience with a copied sprite being pasted as 1 sided instead of 2 sided as the original. Its one of the few bugs I've just learned to live with.
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User is offline   Forge 

  • Speaker of the Outhouse

#313

i was hoping it was related to that stupid mouse look problem i have, but i guess not. just real hard to aim at something small and it can get annoying.

i think the mouse problem has to do with windows 7 x64. i've changed mice and that didn't fix anything (one used logitech drivers, the other microsoft drivers)
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User is offline   Scott_AW 

#314

Are you using polymer, polymost or 8bit in mapster? I don't think I've noticed problems in 8bit on Win7
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User is offline   Forge 

  • Speaker of the Outhouse

#315

32bit. I tried it in polymer and it did the same thing, but I never tried 8 bit.
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User is offline   Plagman 

  • Former VP of Media Operations

#316

Mouselook in polymer should be pixel-accurate; what version are you using? Can you attach a map that shows the problem?
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User is offline   Forge 

  • Speaker of the Outhouse

#317

tried 8 bit, 32 bit, polymer all windowed or fullscreen. used two different mice with two different drivers and i get the same results.


when i left click to lock onto something i lose the ability to look around with the mouse and have to hit f3 after every use of the left mouse button
i also lose mouse look every time use "v" to change a texture

This post has been edited by Forge: 05 March 2011 - 03:55 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#318

I can reproduce the issue you posted earlier (inserted sprites becoming 1-sided) and will investigate it. The mouse problem seems to be unrelated though, since it's fine on my end.
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User is offline   Forge 

  • Speaker of the Outhouse

#319

Aaarrrgggghhh!!

The stupid f5 key keeps me from losing mouse look.

i !never! had to use it before so i never paid attention to it

This post has been edited by Forge: 05 March 2011 - 03:40 PM

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User is offline   Gambini 

#320

Are you sure that your aim problem also happens in 8bits Forge? You´re pretty much describing exactly what happens with polymost.
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User is offline   Scott_AW 

#321

I know its been mentioned that Polymost has a less accurate mouse, I can't speak for polymer.
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User is offline   Forge 

  • Speaker of the Outhouse

#322

Polymost makes no difference. Polmyer and 8 bit are just as far off

here's a couple screen shots(in polymer) to show how far the aim is off

this shows how far below a target i have to aim at it in order to get a lock on it with the mouse (flip it if it's above; i have to aim over it)
I'm not even at normal duke "gravity" height, i'm just a few bumps up from the floor, and the higher i get the lower i have to aim to hit the object



btw, why aren't the hrp & polymer check boxes available on the mapster launcher when i put my autoload folder into my build directory?
Mapster just automatically assumes that's what i want since the folder is there. no options.

This post has been edited by Forge: 06 March 2011 - 05:59 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#323

tile #660 waterdrip

it acts almost like the opposite of fire & fire2

instead of being created two clicks above the floor, it's created 2 clicks below the floor

(i.e. make a normal, free standing sprite in the middle of a floor, use "v" to change that sprite to the waterdrip and now it's below the floor-be sure to keep your mouse button locked on it or you will lose it)
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User is offline   Gambini 

#324

It has always been like that with waterdrips, it´s the way that sprite works. Sometimes if you put it in 2dmode the sprite doesnt even show up (i assume it´s because is below the floor). Just put them in 3dmode aiming the floor and hit ctrl+pgup.
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User is offline   Forge 

  • Speaker of the Outhouse

#325

really? i must have been doing something wrong during my first two maps, because every time I made one, it came out at floor level.
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User is offline   Gambini 

#326

There´s the case when the waterdrip is the most used sprite, so every time you put a sprite a waterdrip (most likely hidden into the floor) is going to spawn. What would be cool is that: if the waterdrip is the most used sprite, mapster just takes the next most used so there are no invisible/hard to track/annoying waterdrip sprites.

EDIT: Just cheked: the only way the sprite shows up is putting it in 3d mode and aiming to the ceiling. That´s annoying indeed.

This post has been edited by Gambini: 06 March 2011 - 08:38 AM

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User is offline   Scott_AW 

#327

I just made my own waterdrop, since the original kind of sucks and has a stupid delay.
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User is offline   Gambini 

#328

I´m sorry for this, mapster has became more stable when working on the edge of the walls limit but there are still errors. I´m in about 16360 walls and get map corruptions every once, the console says something like: Wall[15365]. NEXTWALL=16345 out of .NEXTSECTOR=2365´s bounds / suggest setting wall[15365].nextsector to 2364 / corruption level 4 had to copy it manually, there are 8 things like that in this last corruption i got.
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User is offline   Helixhorned 

  • EDuke32 Developer

#329

View PostDeeperThought, on Mar 5 2011, 08:50 PM, said:

Is that true even for the red walls that can't be seen in 3D mode?

Inserting sprites in 3D mode is based on 'hitscan' with CLIPMASK1.


View PostForge, on Mar 6 2011, 04:16 AM, said:

Polymost makes no difference. Polmyer and 8 bit are just as far off

here's a couple screen shots(in polymer) to show how far the aim is off

this shows how far below a target i have to aim at it in order to get a lock on it with the mouse (flip it if it's above; i have to aim over it)
I'm not even at normal duke "gravity" height, i'm just a few bumps up from the floor, and the higher i get the lower i have to aim to hit the object

So the right shot shows how far you have to aim below in order to get the correct result shown in the left shot?

View PostForge, on Mar 6 2011, 04:16 AM, said:

btw, why aren't the hrp & polymer check boxes available on the mapster launcher when i put my autoload folder into my build directory?
Mapster just automatically assumes that's what i want since the folder is there. no options.

TX has mentioned several times that autoload is deprecated. I don't even think that Mapster32 supports it.


View PostGambini, on Mar 7 2011, 08:26 AM, said:

I´m sorry for this, mapster has became more stable when working on the edge of the walls limit but there are still errors. I´m in about 16360 walls and get map corruptions every once, the console says something like: Wall[15365]. NEXTWALL=16345 out of .NEXTSECTOR=2365´s bounds / suggest setting wall[15365].nextsector to 2364 / corruption level 4 had to copy it manually, there are 8 things like that in this last corruption i got.

When do they appear? Can you monitor the corruption progress with the new snapshot? It should do a check every time it creates a new snapshot now, so basically on every edit.


About the waterdrip sprite: it's really one of the annoying leftovers from Duke3D. The issue is that (the absolute value of) tile 660's y offset (in pixels) is greater than or equal its pixel height, in this case meaning that you won't see it when completely on the floor. My solution to this is to make such ill-behaved sprites have their per-sprite y offset set to the negated tile y offset. When you switch to a "good" tile, it should be cleared, but if for some reason it isn't and you're wondering why a certain sprite is off, the sprite info display in 3D mode now shows an asterisk (*) when it has a nonzero x- or y-offset.

About Forge's problem again: I can't reproduce it after all because I copied a one-sided sprite in the first place (facepalm). So apparently the weird mouse issue is responsible for everything.
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User is offline   Gambini 

#330

Yeah, I always keep an eye on corruption messages (as you adviced me). The problem appears when saving the map after a change (I always see the purple message at the top left, just after saving at least).

The only instance I can call is when inserting vertex into a red line (some specific red lines seem to be). I once thought it was a soft limit so I should remove some lines to make it safe. I did so, reduced the walls from 16370 to 16353 deleting details and such then went back to the same problematic line, inserted a vertex and the error popped up again. I´m finising this map this week one way or another, if you can wait for the beta stage i´ll send you a copy of this pandora box so you can explore these problems.

EDIT: Is there any chance of compiling an special version of mapster, a script or whatever it could be so i can manually change sectnum in some sprites? i really need that and I use Lebuild for it but everytime i make a change in Mapster the sectnums are reset. There are so many cool things one can do messing with sectnums!

This post has been edited by Gambini: 07 March 2011 - 10:34 AM

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