True Room over Room "A truly 'über' feature for classic and Polymer"
#241 Posted 21 July 2011 - 07:44 AM
In testmap
In polymer mode those hom and slime trail errors on zigzag and floating ROR are gone.
Did a very complex ROR that looks like a ham (turns a lot).
In non polymer mode it does bugs (hom, slime trail etc)
In polymer is all gone and works perfectly fine.
Strange.
This post has been edited by Zaxtor: 21 July 2011 - 07:45 AM
#242 Posted 21 July 2011 - 09:28 AM
that would enable full 180 degree vertical look up/down, to compliment TROR?
I always found the limit on the angle you could look up and down to be limiting in duke3D.
It would be great to have a mod like this as an option within eduke32.
Or would this involve too much effort by having to fully redesign the source in order to overcome these limitations?
This post has been edited by EARTH DEFENCE FORCES: 21 July 2011 - 09:29 AM
#243 Posted 21 July 2011 - 09:32 AM
In cfg of Eduke32 you put 1 (on), put 0 (off) for polymers.
#244 Posted 21 July 2011 - 10:26 AM
#245 Posted 21 July 2011 - 10:53 AM
But in polymer is all fixed.
Did many tests.
#246 Posted 26 July 2011 - 06:33 AM
I have tried to do the things in the Tutorial, but nothing seem to work right now. So when will this feature be available?
Or is it a MOD?
#247 Posted 26 July 2011 - 06:47 AM
Nukemprime, on 26 July 2011 - 06:33 AM, said:
I have tried to do the things in the Tutorial, but nothing seem to work right now. So when will this feature be available?
Or is it a MOD?
did you download the latest version of Mapster32?
http://dukeworld.duk...ke32/synthesis/
#248 Posted 26 July 2011 - 07:00 AM
Hank, on 26 July 2011 - 06:47 AM, said:
Thanks for the link, i would never find it otherwise.
I downloaded the ZIP pack trough the main (eduke32) page, thought it was the latest version.
#249 Posted 31 July 2011 - 03:06 AM
One side effect of the bug is opening up a hole into void space, the other side effect can be this:
Where as soon as I insert a point, it automatically gets connected to some far off sector. You can see in the pic that some walls are grey, when they shouldn't be (I'm not sure whether this last one is directly related or not, but it's a bummer.)
This post has been edited by Micky C: 31 July 2011 - 03:18 AM
#250 Posted 31 July 2011 - 04:35 AM
#251 Posted 01 August 2011 - 11:09 AM
Micky C, on 31 July 2011 - 03:06 AM, said:
One side effect of the bug is opening up a hole into void space, the other side effect can be this:
Where as soon as I insert a point, it automatically gets connected to some far off sector. You can see in the pic that some walls are grey, when they shouldn't be (I'm not sure whether this last one is directly related or not, but it's a bummer.)
Wow, it turned out that your map had TROR-nextwall corruptions but they weren't shown because of a typo in the code. All you need to do now is 'corruptcheck tryfix', and they will go away. It had nothing to do with walls being grayed out since inserting a point considers all walls found on its upward and downward search.
#252 Posted 01 August 2011 - 12:19 PM
#253 Posted 01 August 2011 - 01:57 PM
#255 Posted 01 August 2011 - 06:06 PM
I'm actually surprised there isn't a dedicated keyboard shortcut for it.
#256 Posted 02 August 2011 - 09:10 AM
#257 Posted 02 August 2011 - 09:34 AM
Don't misunderstand me, I love the new effect and I applaud Helixhorned's effort. But the way it is now is really complicated to make things with really fine detail.
#258 Posted 02 August 2011 - 02:27 PM
Helixhorned, on 02 August 2011 - 09:10 AM, said:
Oh so if we do something that seems harmless, but causes a corruption, we should tell you about it because it's an error? Is there a list or explanation of what causes corruptions? I probably have a pretty good idea by now but it'd be nice to have a more solid understanding.
#259 Posted 02 August 2011 - 02:40 PM
#260 Posted 02 August 2011 - 04:06 PM
#261 Posted 03 August 2011 - 10:35 AM
DavoX, on 02 August 2011 - 09:34 AM, said:
Don't misunderstand me, I love the new effect and I applaud Helixhorned's effort. But the way it is now is really complicated to make things with really fine detail.
If it's your stadium map that is at risk then I better come up with something fast!
Micky C, on 02 August 2011 - 02:27 PM, said:
Since the task of the editor is to transform one uncorrupted map state into another, any failure to do so is a bug, yes. So, anything that corrupts a map by using the documented controls should be reported (unless you happen to like a particular bug for some reason). What I implied by "illegal" are certain operations that modify certain sector/wall/sprite fields directly. Here's a partial list:
- running m32scripts with script_expertmode on
- modifying wall[].x/wall[].y directly instead of using dragpoint
There are probably a couple of others, but when in doubt, just report it. I won't bite.
#262 Posted 05 August 2011 - 11:37 PM
Even when every layer except one has been grayed out, when I press 't' to enter a lotag, I have to go through every single sector which the mouse pointer is inside of. This can be up to 6 or more sectors, and I couldn't see any way to distinguish between them, so it becomes a matter of trial and error until you finally hit the right sector. Is there any way to fix this so entering sector tags is restricted to the current layer?
#263 Posted 06 August 2011 - 04:04 AM
MickyC: Good reminder. It should be better now.
#264 Posted 09 August 2011 - 12:04 AM
#265 Posted 15 August 2011 - 05:18 AM
EDIT: And visa-versa. If I move up into the upper section I can't move past the upper TROR sector either.
EDIT: Ok, just did some testing in the trueror1 map. If you fly above the water sector, when you drop down the floor turns solid. If you move into those side tunnel bits, the wall down to the subway then starts blocking the player.
This post has been edited by James: 15 August 2011 - 05:24 AM
#266 Posted 15 August 2011 - 01:17 PM
Edit: apparently it's been fixed in 1966, I'll check it out later today.
This post has been edited by Micky C: 15 August 2011 - 01:47 PM
#267 Posted 16 August 2011 - 02:47 AM
I hate to be a whinger, but the sprite dragging problem I mentioned a few posts back is also still an issue, with the sprites shifting to different layers upon being moved between sectors, and when this does happen it then means we have to flick through all the layers to find and delete the shifted sprite. Even in 3D mode sometimes, I press S on the ground, even on open ground away from walls, and the sprite would appear for a fraction of a second before disappearing to a different layer.
This post has been edited by Micky C: 16 August 2011 - 02:49 AM
#268 Posted 16 August 2011 - 02:49 AM
#269 Posted 16 August 2011 - 02:51 AM
James, on 16 August 2011 - 02:49 AM, said:
+ rep for the pun
#270 Posted 16 August 2011 - 11:29 AM
Micky C, on 16 August 2011 - 02:47 AM, said:
Can you prepare a map that shows these problems, preferably one by one? Right now I don't have the time to roam around randomly in search of bugs, so anything direct helps me getting them fixed quickly.