Ingame Glitch
#1 Posted 27 May 2011 - 04:25 AM
But my map has a glitch which is really irritating me.
As soon as i walk on soon places , the entire road suddently is missing.
Can someone tell me how to fix it so i can finally finish the map.
This post has been edited by wesley025: 27 May 2011 - 04:59 AM
#2 Posted 27 May 2011 - 05:08 AM
Although the most likely thing to have gone wrong is that you probably made a larger child sector around a smaller child sector. When making a room, always make the larger sectors first, then work inwards.
This post has been edited by Micky C: 27 May 2011 - 05:45 AM
#3 Posted 27 May 2011 - 05:40 AM
http://www.mediafire...0cghr5put654f2r
http://www.mediafire...5hu57nt7mc5hc#1
The links for the Screens.
Don't complain that i didn;t add them here but i had some trouble.
If there is more you need then say so and i will do it right away
#4 Posted 27 May 2011 - 05:45 AM
I think I have an idea what might be the problem, but it's hard to explain. Post up the map and I'll see if I can fix it, if you want.
Oh and here's a great site for photos that I use all the time: http://photobucket.com/ If you upload your photos there, you can link them, insert images, insert click-able thumbnails and all sorts of things, and it's easy to use and free.
This post has been edited by Micky C: 27 May 2011 - 05:49 AM
#5 Posted 27 May 2011 - 06:47 AM
http://www.mediafire...5nvw5j47xjl59gd
Micky , Dont bother the Read me XD
But the same glitch can be found in the Left Above Sectors where the Doors with Buttons above can be found.
This post has been edited by wesley025: 27 May 2011 - 06:48 AM
#6 Posted 27 May 2011 - 02:47 PM
Those glitches shouldn't happen anymore, but with the room to the right of the map with the cars, the room with the sprite bridge and the funhouse, to get rid of the glitch it looks like I changed something with the roof, you might have to delete that room with the sprite roof and remake it, which shouldn't be a problem as it was a tiny room. Also you'll need to finetune the shape of the footpath in the street which I fixed, as I had to delete and redraw that.
Having a quick look at your map, it was far larger than I expected, so well done. There were also a few innovations which is rare for a new mapper, which is also good. If I were going to be completely honest, it looks a lot like a noob map, even if you were to add more detail and lighting to it, but so does everyone's first map. But that doesn't mean it can't be fun and enjoyable, which it probably will be as long as people don't expect the super-detailed standards of today's maps.
Also I noticed you haven't really put any lighting in. It might be a good idea to instead of using sector based lighting, you use polymer lighting, as per the first post in this thread: http://forums.duke4....and-eduke32-20/
To use polymer, open up the console with ~ and type "setrendermode 4" without quotation marks, and press enter (but make sure you're using 32-bit mode mapster first) then to see the polymer lights, press ' and x at the same time.
That reminds me, if you can't attach a file to your post, put it in a .zip, and it should work
Attached File(s)
-
city_crisis.zip (364.81K)
Number of downloads: 148
This post has been edited by Micky C: 27 May 2011 - 02:48 PM
#7 Posted 27 May 2011 - 02:58 PM
Micky C, on 27 May 2011 - 02:47 PM, said:
Or not. I sure hope you aren't using that idea while making your maps. Forgetting sector base lighting is a recipe for a boring, bland, and undetailed map. Polymer is amazing, but as long as this is a 1996 engine, we have to conform a bit.
#8 Posted 27 May 2011 - 03:30 PM
#9 Posted 27 May 2011 - 05:09 PM
Micky C, on 27 May 2011 - 02:47 PM, said:
Is there a list for all those console commands? Until I read your post I did not even know ~ opens up anything
#11 Posted 27 May 2011 - 06:19 PM
Micky C, on 27 May 2011 - 05:56 PM, said:
Now I'm even more lost, all those work in Mapster32? I thought they apply during playing?
wait!! corruptcheck tryfix is not on the list.
This post has been edited by Hank: 27 May 2011 - 06:23 PM
#12 Posted 28 May 2011 - 12:36 AM
This post has been edited by wesley025: 28 May 2011 - 12:37 AM
#13 Posted 28 May 2011 - 01:02 AM
Hank, on 27 May 2011 - 06:19 PM, said:
wait!! corruptcheck tryfix is not on the list.
I'm not all too sure about that list actually, I know some of them work in mapster but I haven't tried many of them. It's probably slightly out of date too in that case. The problem with an on-going project like eduke32 is that when developers add new key functions and things, it's hard to spread the word of what they are and what they do because having to add them to the wiki each time is annoying, on the other hand it forces you to check the forums for when these features first come out so that you can learn how to use them while the threads are still around, such as the TRoR, but that's not necessarily a bad thing.
#14 Posted 28 May 2011 - 04:08 AM
Micky C, on 28 May 2011 - 01:02 AM, said:
To check the forums with words like 'console', gives me hundreds of hits. The SVN or whatever has not even a search function, or it was not written down to be found. It may be time consuming to upkeep a wiki or a blog, but not doing so will consume the time for all those wanting to use the features down the road. Eduke has not changed. It's a very exclusive club, neither good nor bad, as you wrote, simply is.
#15 Posted 28 May 2011 - 04:13 AM
#16 Posted 28 May 2011 - 04:30 AM
The Commander, on 28 May 2011 - 04:13 AM, said:
I was revering the '~' command. If you go to http://wiki.eduke32....yboard_Commands you will not find any reference to it. What we need is a Bishop or Usurper, people with good english willing to log the development of Mapster32.
#18 Posted 28 May 2011 - 07:26 AM
wesley025, on 28 May 2011 - 06:33 AM, said:
for your future reference
Helixhorned, on 17 May 2011 - 10:04 AM, said:
#19 Posted 28 May 2011 - 08:29 AM
wesley025, on 28 May 2011 - 06:33 AM, said:
no it's not
Somewhere in your map you joined close but not attached sectors together or deleted a sector. No warnings from the program and you developed onwards. Now other sectors disappear from view yet look normal on 2D view. I have no experience yet with the console commands and how to use them, or if your problem can be fixed with it. So far the revised map version Micky C uploaded, shows a completely unrelated wall in the middle of nowhere. So the core problem still exists, even so it's hidden for now. Reference are the first two thumbs
Bottom line, be careful about deleting and joining sectors. Deletion has to be done in reverse sequence of creation, and only true adjacent sectors can be joined. I found the very same problem with other maps, and my very own first map. They will play and you will be able to build with it, but only to an unknown point. Then you select one wall, and a seemingly other sector get's connected, and you are forced to stop progressing with the map, and the map is toast. In the third thumb, I outlined one your of your core corruption area, you may be able to trace your steps and fix this area, and move to the next corrupt area. If not, I politely suggest to redo the map.
Also, if you don't want the thumbs, pm me and I delete those. It's your map not mine
This post has been edited by Hank: 28 May 2011 - 09:35 AM
#20 Posted 28 May 2011 - 10:02 PM
#21 Posted 29 May 2011 - 08:19 AM
As I said before we need another Bishop or Usurper.
#22 Posted 29 May 2011 - 10:55 AM
Hank, on 28 May 2011 - 08:29 AM, said:
There's no such restriction with deleting sectors. If something breaks by deleting them in arbitrary sequence, it's a bug. About joining them, Mapster32 allows it, but what may happen with them afterwards hasn't ever been tested.
#23 Posted 29 May 2011 - 11:06 AM
what can i do to delete the glitch
This post has been edited by wesley025: 29 May 2011 - 11:08 AM
#24 Posted 29 May 2011 - 11:52 AM
It's a quote from Ken himself, 'delete in the opposite direction as you created', even so Mapster has no longer that restriction, I will stay behind my suggestion.
Lets say you have one sector; you split the sector in two, or three parts. Later on, you decide you do not want those sectors. You should join those sectors back together and not delete them by creating a white-wall area and delete it. - Let's say you have two sectors in one large sector, joining those together even so they look adjacent is not a good idea. Doing it things like that will get you a map as above, well in the old days.
#25 Posted 29 May 2011 - 01:43 PM
Hank, on 29 May 2011 - 11:52 AM, said:
It's a quote from Ken himself, 'delete in the opposite direction as you created', even so Mapster has no longer that restriction, I will stay behind my suggestion.
Where's that quote from?
Quote
Yes, because drawing a white wall around them doesn't make sense -- it will create a totally unrelated new sector, assuming there's no SoS going on. Whether you first join them or not shouldn't have any effect.
Quote
I can't recall that deleting inner sectors ever caused problems. You're only making yourself too much trouble by sticking to such "advice". Just give it a try!
Attached File(s)
-
city_crisis_fixed.zip (97.19K)
Number of downloads: 146
#26 Posted 29 May 2011 - 04:18 PM
This post has been edited by Hank: 29 May 2011 - 06:22 PM
#27 Posted 30 May 2011 - 12:31 PM
#28 Posted 31 May 2011 - 12:28 AM
#29 Posted 31 May 2011 - 01:36 AM
basically if an SE cannot see a sector through a white wall it will not light it, using this effect you can create nice lighting trims around more simple geometry like corners for a good effect with no leaks and not having to resort to spotlights.
an easy way to find a trim angle is to draw a line out from the SE and see what angle it makes when it hits certain corners, this will give you an idea of the trim angle you will need, and you will need to use this technique for smaller and more complex structures.