CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#91 Posted 27 January 2014 - 01:10 PM
This post has been edited by MetHy: 27 January 2014 - 01:10 PM
#92 Posted 27 January 2014 - 01:11 PM
#95 Posted 27 January 2014 - 01:19 PM
#96 Posted 27 January 2014 - 01:52 PM
#97 Posted 27 January 2014 - 02:13 PM
#98 Posted 27 January 2014 - 03:19 PM
#99 Posted 27 January 2014 - 04:02 PM
Daedolon, on 27 January 2014 - 02:13 PM, said:
You can't publish grps though and Megaton doesn't support Midi files which MetHy explained he only wants in this project. Maybe if people wanted to publish their individual maps sure...
But that's not the point, I can't wait to see all the floors created
#100 Posted 27 January 2014 - 04:25 PM
As for staying on topic, I finished the first version of my car, it's good to go as is. I'll even revise and use it for my own maps afterwards. Now back to finishing this goddamn floor...
#101 Posted 27 January 2014 - 07:00 PM
MetHy, on 27 January 2014 - 12:20 PM, said:
Oh I just recall that area in IT Lives that was flooded. It was really cool. Flooded scenes never seem turn out well for me when I try to create them. You need a hyperactive imagination to pull them off and since nobody mentioned a flooded floor which probably could only be in a basement level I thought Gambini would have been a good fit for the task.
#102 Posted 28 January 2014 - 02:40 AM
#103 Posted 28 January 2014 - 03:14 AM
Although now that you mention it I *think* I may have encountered the same problem as you where the relativity bit was not set but making new walls changed the alignment, but I'm not certain, I kinda discovered it afterwards like you.
#104 Posted 28 January 2014 - 03:15 AM
@Helixhorned: Creating new child-sectors in this map cause the child sectors' textures (ceiling/floor) to act in a similar fashion to being set to be relative to the firstwall, although this is not true. The textures are not set relative but they never behave like the sectors surrounding them. Important!
#106 Posted 28 January 2014 - 03:54 AM
#107 Posted 28 January 2014 - 04:43 AM
Daedolon, on 28 January 2014 - 03:15 AM, said:
Instructions to reproduce, please. Specifically, what's the supposedly "bad" sector's index? I tried the large outer one, and splitting it did not result in the relativity bit on the ceiling being set when it wasn't before.
#108 Posted 28 January 2014 - 04:49 AM
Helixhorned, on 28 January 2014 - 04:43 AM, said:
I copied the broken texture from my map onto a sector and created a child sector inside it. I didn't do anything else. Check the file and see for yourself:
templatebroken.zip (5.98K)
Number of downloads: 152
#109 Posted 28 January 2014 - 05:36 AM
#110 Posted 28 January 2014 - 06:03 AM
#111 Posted 28 January 2014 - 06:18 AM
Helixhorned, on 28 January 2014 - 05:36 AM, said:
While child sectors should ALWAYS take the panning of the parent sector.
Helixhorned, on 28 January 2014 - 05:36 AM, said:
I don't know, it just started behaving like that all of a sudden, and I want to know what causes it so I can overcome it.
#112 Posted 28 January 2014 - 06:31 AM
Daedolon, on 28 January 2014 - 06:18 AM, said:
Yes, agreed. I cannot reproduce what you describe though, hence my request for a step-by-step instruction.
For reference, I tried:
1. TAB-copying a ceiling in the initial room (tried 3 different ones)
2. Creating a new sector in the outer room
3. Pasting the ceiling texture to the new sector's ceiling. Repeat is kept, as expected.
4. Create a child sector inside the new sector. Repeat is kept again, no anomalities for me.
Quote
You mean, it behaves nondeterministically, making it impossible to provide instructions that would produce the bug on my end with high probability?
#113 Posted 28 January 2014 - 07:08 AM
#114 Posted 28 January 2014 - 07:15 AM
Just kidding.
This post has been edited by Paul B: 28 January 2014 - 02:36 PM
#115 Posted 28 January 2014 - 08:26 AM
Helixhorned, on 28 January 2014 - 06:31 AM, said:
Create a new map, set the ceiling to #742 and change the panning to 128, 128. Create a child sector and the child sector is set to 0, 128 instead.
#116 Posted 28 January 2014 - 08:52 AM
Steambull, on 28 January 2014 - 06:03 AM, said:
I'm not sure what you mean, you mean the textures on the outside walls of the building? I wouldn't care about that if the player can't see them in first person without having to cheat.
Edit : Mister Sinister's map is done and is really good! Pretty long too as it the final version took me 15 mins even though I had already played through a beta version.
DavoX, on 27 January 2014 - 01:11 PM, said:
So are you in or not?
This post has been edited by MetHy: 28 January 2014 - 09:39 AM
#117 Posted 28 January 2014 - 11:09 AM
Daedolon, on 28 January 2014 - 08:26 AM, said:
Now I got it, and it's fixed in r4275. The problem was that in the non-Lunatic build, sector[].*xpanning is used for the bunch number, and the engine function that resets the bunch numbers of a sector's ceiling/floor unconditionally cleared them to 0. The reason why I didn't get the issue at first is that I'm usually running the Lunatic build these days. D'oh! Thanks for the explicit instructions.
Now, xpanning is always kept -- if a bunch number is reset, only a cstat bit is cleared. I find that it leaves around "garbage" that way, but it's better than the bug you expecienced, I guess.