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Mapping questions thread

User is offline   Forge 

  • Speaker of the Outhouse

#511

View Postck3D, on 04 September 2020 - 11:22 AM, said:

But one can pull it off just like that without fucking shit up, there's no real science to it?

iirc, it's called 'expert mode'
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User is offline   Aleks 

#512

View PostForge, on 06 September 2020 - 08:18 AM, said:

iirc, it's called 'expert mode'


Yeah, it can be turned on and off in the console to allow joining non-adjacent sectors, no idea however if there is any other purpose to it. Doesn't change the fact that joining non-adjacent sectors can still mess up things pretty bad :)

I think I managed to get around the issue with fake-SOS windows, but I'd still appreciate more robust solutions to the problem. In general, what I did was copying the exact, tiny bit of the map with window and the outside to a new map, edit it to get the effect working in an old Mapster version and copy it back - without even moving or touching - to the "main" map. It is considered as 2 level 4 corruptions, which can be however "fixed" by either automatic tryfix command or just moving one of the odd vertices to turn the "fake red wall" white. There is a limited possibility to still manipulate this window, by selecting the fragile vertices with Shift along with some other sprite/vertex, the dragging the whole selection by that sprite. Also, doing any sector split in the outer sector blocks the window and essentially messes up the effect, so gotta be really careful around it.
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User is offline   ck3D 

#513

View PostAleks, on 06 September 2020 - 11:49 AM, said:

Also, doing any sector split in the outer sector blocks the window and essentially messes up the effect, so gotta be really careful around it.


This reminds me, one of the maps I'm sitting on has this weird thing going on with one particular sector that if I try to go and split it, or create another island sector inside of it, consistently the level just goes and nukes most of the map, turning red walls white, deleting chunks of seemingly random rooms and whatnot. This really isn't much of a problem as that map is 99.9% finished design-wise so I don't *need* to add to that sector (I can always fine-tune the detailing with sprites if anything), but I gotta be careful around that one too. It's only puzzling me because the map has zero detected corruption, but the sector is huge and while it's stacked under many layers of SOS (it's one big subway track that loops around and under most of the map), the splits/island sectors I've tried to make before were in 'clear' areas devoid of SOS so there should be very few odds of interference. The subway train in that sector used to behave weirdly too, as at first I couldn't get it to work for no discernible reason, then people on here suggested I'd check the sectnums and that's when I realized somehow the editor had somehow been copy pasting several iterations of the subway sectors right atop of one another (and in 2D mode I was tagging the wrong layer), but I fixed that a long time ago. Basic charming Build jank I guess.

On a side note while I'm at it, here's a screenshot of the only occasion I ever got the special sprites to show up in game somehow, while beta-testing Woudrichem War for Maarten. You can see the Music&SFX sprite but also some Respawns or Locators high up in the sky in the distance, and also half the city not rendering properly/displaying HOM. The map kept giving me weird stuff that time (then I realized it must having my computer not handling it right in the moment, my OS was trying to update itself in the background, etc.), walls that wouldn't draw/display HOM/could be clipped into and a lot of random nonsense which honestly was fascinating, just very confusing to face for fifteen minutes first thing when you just launched the level for beta testing. After a few crashes/relaunches all giving different random results every time I managed to progress into the level enough to destroy some sprites (and/or my computer felt better) and it all played perfectly and from then on I could never replicate it again be it in the beta or final map. Was wary of posting the screenshot not to give Maarten's level bad press around the time of its release (although the issue was never on the level's end), but there's been water under the bridge since and all things considered, it's a pretty cool curiosity.

Attached Image: woudrichem-hom-bug-4.png

This post has been edited by ck3D: 07 September 2020 - 12:00 AM

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User is offline   Mark 

#514

I thought that working with conveyor belts was going to be quick and easy. Not this time. I needed to chain together 4 sectors for a pathway to drag something. I created and adjusted the first sector with the Conveyor and Speed SE and it worked fine. Then I created 3 more sectors and placed the SEs into them. Tested the map and the first sector stopped working while the other 3 worked fine. I went thru the process of rebuilding a few times in different ways but still couldn't get all 4 sectors working. There was always at least 1 sector not moving. After about 30 minutes of failure I stumbled on the fix. It seems I have to create all 4 sectors at the same time and then place the SEs in them all at the same time too before saving the map. Thats odd. I never used anything other than a single sector conveyor before this so I have no idea if they have always been this finnicky.
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User is offline   Aleks 

#515

^ Never knew about this/noticed it, now that might be quite useful in the future.

A little Mapster question: Is there any way to make the "invisible" ('+I) sprites not automatically adopt the blocking and hitscan bits active in the game? It seems that no matter how I set them in Mapster, they still are always blocked and hitscan active in the game...
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#516

Can't test right now, but maybe you could try manually adding 32768 to the CSTAT field in the F8 menu?
See this for CSTAT bits, just add the ones you want together; https://wiki.eduke32.com/wiki/Cstat

May require script_expertmode to be enabled, may revert if you work on the map with it disabled in the future, may not, unsure of whether it's as strict as messing with things like sectnum.

This post has been edited by High Treason: 26 September 2020 - 09:56 AM

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User is online   MetHy 

#517

I found that using command line was easier than using the F8 menu as far as cstats are concerned.

Select your sprite and type in the console:
do for i selsprites cstator 32768

Or, to remove or add certain bits (example for blocking):
do for i selsprites xor sprite[i].cstat 1

This post has been edited by MetHy: 26 September 2020 - 10:47 AM

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User is offline   Aleks 

#518

Thanks, guys.

I figured it's something to do with CSTAT, but in F8 menu it seems there is no field for CSTAT (even in expert mode), unless it's something you have to enable manually. I'm using r8930 build which is pretty recent.

As for the console command, changing CSTATOR for 32768 instead of turning the sprite invisible with I+' might indeed be a better idea, as the sprites have correct CSTAT values in Mapster and only change in game. However, the console commands you mentioned, MetHy, doesn't seem to work (again, I have expert mode enabled) - I get 2 error messages that "symbol 'i' is not a game variable" and "unkown iteration type 'elsprites'" (I typed it correctly, so it's not a typo with "elsprites" :) ). Anyway, is there some proper guide to Mapster console commands? The ones on EDuke wiki or infosuite seems rather humble...
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User is offline   oasiz 

  • Dr. Effector

#519

Try this.

In console:
`include cstat`

And use ALT C


Also to enable iterator i, you need to type `do gamevar i 0 0` in console once.

Attached thumbnail(s)

  • Attached Image: cstat.png

Attached File(s)

  • Attached File  cstat.zip (1.11K)
    Number of downloads: 11

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User is offline   Aleks 

#520

Thanks, that cstat script should be very useful for me!

After doing some more investigations on the issue, it turned out to be far more trivial than I thought - it has nothing to do with sprites being invisible, it's just that these particular sprites (which were switches) have default cstator for blocking and hitscan bits automatically added, which is something that actually never occurred to me before (or it did many years ago and I forgot). The simple solution was making the switch 1-sided, turned away from the player and invisible on top of that, so it doesn't get in path of the bullets.

Ah well, at least I've learned a little console commands, which still seem like black magic to me :)
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User is offline   oasiz 

  • Dr. Effector

#521

If you get blocked, DNDEBUG can help you see how the game messes up with any internals in case you run into weirdness.
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User is offline   pavigna 

#522

hey ok so it's worth asking here. i'm making a rock in the desert that explodes and reveals a boss. thing is, i gave the collapsing sector's gpspeed a 64 lotag, like the one in E1L2, but it immediately drops and not slowly. I connected the whole mechanism to a touchplate and have about 400 c9's connected to this mechanism.
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User is offline   ck3D 

#523

Is your SE for the destruction effect pointing down? That's an easy one to overlook. Should be placed at the correct height too.

Could be half a dozen of things, you shouldn't need to touch your C9's though: https://infosuite.du...e_demolition_a3

This post has been edited by ck3D: Yesterday, 05:24 AM

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User is offline   pavigna 

#524

View Postck3D, on 30 October 2020 - 05:23 AM, said:

Is your SE for the destruction effect pointing down? That's an easy one to overlook. Should be placed at the correct height too.

Could be half a dozen of things, you shouldn't need to touch your C9's though: https://infosuite.du...e_demolition_a3



well, did what you told me, and just by facing down the sprites it worked lol. as simple as that, i just forgot a simple thing. thanks a lot!
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