
Mapping questions thread
#661 Posted 16 April 2023 - 01:49 PM
It has the same wall length as another normal slide door I made with the same speed setting.
Is this because the effector is drifting out of the door volume or is diagonal movement outright not supported for slide/bridge types?
#662 Posted 17 April 2023 - 07:11 AM
even if you made it perfect / on a straight grid & then rotated it diagonal, it would still drift. I'm going to guess it's due to the effector sprite 'aiming' angles.
Rotating doors do the same thing.
i'm too lazy to figure out how to keep it from drifting, I just take the path of least resistance and fiddle with masterswitches and whatnot to make the sector move only once and never again.
This post has been edited by Forge: 17 April 2023 - 07:24 AM
#663 Posted 17 April 2023 - 09:10 AM
It's probably just due to the way the movement mechanics of those doors are hardcoded, I always imagined something somewhere was rounding up in order to calculate the door's next position instead of keeping track of its default coordinates and dragging the wall points back there, instead it just improvises some bullshit that's only meant to look like it does what it's really supposed to be doing. One good way of observing what I mean there is by trying and making a diagonal four-way Star Trek door or whatever those are called, the engine completely loses track of the default position as soon as the first activation, assumes the wall point movement should be straight regardless of the actual wall geometry and basically starts pulling into itself.
This post has been edited by ck3D: 17 April 2023 - 09:11 AM
#664 Posted 18 April 2023 - 06:28 PM
For pushable slidedoors you can prevent the player from interacting with it by putting the white wall facing away from a hole for the object to be moved into (kind of like blocks in Zelda). It would have to all be 1 sector though- room and hole.
#665 Posted 19 April 2023 - 12:07 AM
lllllllllllllll, on 18 April 2023 - 06:28 PM, said:
For pushable slidedoors you can prevent the player from interacting with it by putting the white wall facing away from a hole for the object to be moved into (kind of like blocks in Zelda). It would have to all be 1 sector though- room and hole.
If you have a slide door made of multiple sectors, you can tag only one of them with ST25 and just add SE15 with matching hitags in the others, so that they will all move together - this way, the door will only operate when you press "use" on the ST25 sector, which can be e.g. concealed inside the wall to prevent from more than a single operation. Another idea is, if the door is textured with one of the tiles marked as "doortile##", then you can add a wall lotag matching the activator in the door sector, so this wall will act like a switch (doortiles also can work as switches when used as sprites BTW). It's a good idea for pushable objects when you want to mimick the fact Duke has to push them from a specific side for operation - as you mentioned the Zelda puzzle, you might check how I've done this in Back in Business 4th level (Piggish Prison), where at one point you have to push around a stack of furniture in the proper order so that they don't "overlap" to make your way to the door.
#666 Posted 19 April 2023 - 06:53 AM
an activator sprite and a masterswitch sprite
one time activation & no manual usage afterwards

has to be switch or touchplate activated for the first and only use. Using the switch again, or manually pushing on it at any time won't do anything.
this could probably be exploited if a multi-use touchplate activated something else repeatedly, but you wanted a sector to move and stay put on the same tag
This post has been edited by Forge: 19 April 2023 - 07:07 AM
#668 Posted 20 April 2023 - 03:54 AM
Mike Norvak, on 19 April 2023 - 02:59 PM, said:
Will I map again?
🤔
There's a very simple block diagram to answer this question:
Have you every mapped before?
Yes. -> You will eventually map again.
No. -> You may or may not map in the future.
#669 Posted 20 April 2023 - 03:32 PM
Mike Norvak, on 19 April 2023 - 02:59 PM, said:
Will I map again?
🤔
you could. against your will, but i currently respect your wishes.
#672 Posted 05 June 2023 - 07:31 AM
I would like to know if it is normal that the aspects of the sprites' propotions in mapster32 (and ingame) are different depending on whether they are flat or not?
Here is a screenshot with a basic example with a square sprite (64*64 pix): on the right it is flat (pasted on the wall) and looks square, and on the left it is not flat and looks not square.
Before doing this test, i reset the mapster32 config (by deleting the mapster32.cfg and restarting mapster32).
Thanks in advance
#673 Posted 05 June 2023 - 07:56 AM
zazo, on 05 June 2023 - 07:31 AM, said:
it's been like that for a very long time. As long as I can remember at least.
the only thing i would suggest checking is to see if it was like that back in the original dos build.exe
#674 Posted 05 June 2023 - 08:27 AM
Forge, on 05 June 2023 - 07:56 AM, said:
the only thing i would suggest checking is to see if it was like that back in the original dos build.exe
OK, i thought I had a configuration problem with the graphics card... so, if you want to have a sauare pixels aspect with non-flat sprite, you have to adjust the values of sizeat, sizeto, xrepeat, etc.... in a non-homothetic way (for example : sizeat 64 48 )
#675 Posted 06 June 2023 - 07:15 AM
This post has been edited by Forge: 06 June 2023 - 07:18 AM
#676 Posted 21 June 2023 - 04:42 AM
#677 Posted 21 June 2023 - 05:29 AM
VGames, on 21 June 2023 - 04:42 AM, said:
Double check that you're not confusing FIRE with BURNING just in case (one of them is coded to instantly expire, the other one stays, forgot which is which), and another general rule is the sprites shouldn't be blocked or hittable in the map itself or else they will disappear when shot/hit.
This post has been edited by ck3D: 21 June 2023 - 05:29 AM
#678 Posted 21 June 2023 - 05:46 AM
ck3D, on 21 June 2023 - 05:29 AM, said:
Yeah I’m using fire and not burning. I understand the difference between them. But I think u hit the nail on the head. I don’t recall disabling their hitscan flag. I did remove their blocking abilities but not their hitscan flags. I’ll double check that. Thanks for the tip.
#679 Posted 20 October 2023 - 04:06 AM
I have a question about coding:
i'm trying to change the player coordinates (x,y,z), specialy to the coordinates of another actor, but the player remains stuck following this change (you can no longer move in x, y, z only turn on yourself).
The code I wrote is simply this:
inside an actor code :
if (condition to replace the player) ife removeplayer 0
{
geta[].x temp setplayer[THISACTOR].posx temp
geta[].y temp setplayer[THISACTOR].posy temp
geta[].z temp setplayer[THISACTOR].posz temp
set removeplayer 1 // done
}
Do you know another way to assign a new coordinate x,y,z, to the player in the map, without a blockage ?
Thanks in advance
#680 Posted 20 October 2023 - 10:50 AM
If the actor you are porting to is blocked you might be getting stuck in it.
If the actor you are porting to has its Z inside world geometry you could get stuck too. Or a sloped surface with it's first wall higher than the spot you're popping up at.
You might try to also set the player's sector to the actor's sector.
#681 Posted 22 October 2023 - 02:32 PM
lllllllllllllll, on 20 October 2023 - 10:50 AM, said:
If the actor you are porting to is blocked you might be getting stuck in it.
If the actor you are porting to has its Z inside world geometry you could get stuck too. Or a sloped surface with it's first wall higher than the spot you're popping up at.
You might try to also set the player's sector to the actor's sector.
I may be the solution... But is there any piece of code to make a proper teleport sprite... ?
#682 Posted 10 November 2023 - 12:16 PM
So I undo the mess this has made again and this time have the mirrors as entirely unconnected sectors with white lines, only this time their vertex(s) for the face of the mirror overlap on the grid. Running this one causes these completely unconnected sectors to have the vertex(s) on both ends fused together.
#683 Posted 10 November 2023 - 12:46 PM
This post has been edited by ck3D: 10 November 2023 - 12:47 PM
#684 Posted 10 November 2023 - 01:12 PM
; Auto corruption check interval (seconds) autocorruptchecksec = 0 ; Ignore 'already referenced wall' warnings corruptcheck_noalreadyrefd = 0 ; Flag Duke3D issues corruptcheck_game_duke3d = 0 ; Auto-correct inconsistent ceilingstat/floorstat bit 2 and .heinum? ; Set to 2, also warn on 'corruptcheck'. corruptcheck_heinum = 2 ; Fix sprite sectnums when saving a map or entering 3D mode fixmaponsave_sprites = 0
Also, you might want to run the command
script_expertmode 1in the console (can also be set up in m32_autoexec.cfg).
As for what ck3d pointed, that indeed happens with BillyBoy window trick, which is a deliberate abuse of wall corruption - but it can be pasted into new editors and with autofixes disabled, Mapster won't screw it up, as long as you don't touch any affected vertices. So I just edit the necessary part in an older Build and paste it back into the new one when ready.
#685 Posted 10 November 2023 - 11:35 PM
#686 Posted 25 November 2023 - 04:38 AM
BTW, spritenums are also dictating the order in which viewscreens show the image from the linked cameras, starting from the camera with the highest spritenum and going down in a descending order.
#687 Posted 24 January 2024 - 08:02 PM
Before:
3D mode glitch (right): https://cdn.discorda...16/capt1344.png
Automap (glitchy map state): https://cdn.discorda...22/capt1343.png
The engine is trying to render too much stuff at once at the same time but can be mitigated by adding splits/drawing walls if necessary.
Wall/split length seems to matter, with trial and error I've found 8193 max length seems the safest max to me, but might depend on level geo habits.
Long walls that are bound to be visible from afar I always split every 8193 units for that reason, e.g.. the splits on the red walls already were there but work as a different safeguard portal.
Drawing walls with splits to fix: https://cdn.discorda...55/capt1347.png
After (glitch free):
3D mode: https://cdn.discorda...98/capt1346.png
Automap (fixed map state): https://cdn.discorda...02/capt1345.png
Sometimes the problematic area/angle to rework isn't so clear cut. In those cases what I usually do is point at the glitchy sector/texture in 3D mode and temporarily mark it as ill with palette 6. Then once it's easy to locate, with the player camera back to the glitchy viewpoint start drawing a straight line from there to the center of the ill sector, and see if it cuts any massive line or space, I've been in situations where sometimes it would be just a single wall that's longer than 8193. Try splitting that/those wall(s).
This post has been edited by ck3D: 24 January 2024 - 08:04 PM
#688 Posted 25 January 2024 - 01:51 AM
Not really sure what's going on in your screenshots TBH, I would probably pin this thing on something wrong with parallaxed skies or slopes (I've just noticed slopes can be a bitch for rendering in particular, having more glitches in my current map with them than with super-complex TROR).
ck3D, on 24 January 2024 - 08:02 PM, said:
That's a great tip though, I also do that temporary coloring on glitchy stuff, especially when making some tricky SOS effects, "painting" every floor and ceiling differently to see which one bugs out.
#689 Posted 26 January 2024 - 07:47 AM
This post has been edited by ck3D: 26 January 2024 - 07:48 AM