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Old 08-03-2008, 08:07 AM   #81
Sang

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Re: Mapster32 Suggestions
Quote:
Originally Posted by Spiker View Post
Can someone finally make stuff (monsters, weapons etc) appear in mapster having the proper size (size that they will be dispalyed in game). Because usually many things are oversized when you put them in and in case of monsters even reloading of a map doesn't help. Sometimes it makes difficult to set proper proportions.
Well you can press Caps Lock a few times and have the Z movement mode or whatever it's called set to "Gravity". I believe that you're then of the same size that Duke would be in the game.
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Old 08-03-2008, 08:21 AM   #82
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Re: Mapster32 Suggestions
Quote:
Originally Posted by XTHX2 View Post
I don't know why it's changed for you, but it absolutely works for me as I've just done some mapping... Perhaps you've changed your configurations?
Nope, I've even deleted the config file.
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Old 08-03-2008, 08:29 AM   #83
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Re: Mapster32 Suggestions
Then it's most likely your keyboard then... I was unable to edit sprite properties(F8) with my old keyboard and it's F8 button was working well... I had to buy another one.
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Old 08-03-2008, 09:26 AM   #84
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Re: Mapster32 Suggestions
It happens on three keyboards that I have, so I doubt that. I also cannot pan textures on walls, it only sizes the texture.
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Old 08-04-2008, 12:16 AM   #85
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Re: Mapster32 Suggestions
Quote:
Originally Posted by Roger View Post
Have the controls been changed? I know I haven't touched this in about two years, but some of the basic controls either feel wrong or don't work. I can't use -/+ to lighten/darken, it only seems to move the tile number up and down for the item underneath the cursor. Flipping is also extremely selective about when it works.
to change tiles use the +/- next to back space
to shade walls/floors use the +/- on the numpad

Quote:
It happens on three keyboards that I have, so I doubt that. I also cannot pan textures on walls, it only sizes the texture.
hold shift while pressing the 2,4,6,8 to pan instead of size

afaik this has been the default since the beginning
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Old 08-04-2008, 07:04 AM   #86
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Re: Mapster32 Suggestions
http://wiki.eduke32.com/wiki/Build/M...board_Commands

All the controls are listed on that page.
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Old 08-04-2008, 04:02 PM   #87
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Re: Mapster32 Suggestions
Quote:
Originally Posted by eyceguy View Post
to change tiles use the +/- next to back space
to shade walls/floors use the +/- on the numpad
Oh, clears that up.

Quote:
Originally Posted by eyceguy View Post
hold shift while pressing the 2,4,6,8 to pan instead of size
It randomly gets stuck in a rut where it doesn't seem to properly detect the shift key in 3D mode. Sometimes it pans, sometimes it only stretches the texture. I try with both shift keys and check the other modifier keys to make sure they're not stuck, too, but it still just stretches when I run into that.

Also, there's a window that randomly pops up when using Mapster32. I don't know what it is because it always immediately closes, but sometimes it screws with it when I'm holding a modifier key or even removes focus from Mapster32 so that I have to alt-tab to the window to get to it.
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Old 08-04-2008, 04:10 PM   #88
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Re: Mapster32 Suggestions
Quote:
Originally Posted by Roger View Post
Also, there's a window that randomly pops up when using Mapster32. I don't know what it is because it always immediately closes, but sometimes it screws with it when I'm holding a modifier key or even removes focus from Mapster32 so that I have to alt-tab to the window to get to it.

It sounds like the problem isn't mapster, but whatever program or process it is that is making a window pop up.
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Old 08-04-2008, 05:10 PM   #89
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Re: Mapster32 Suggestions
The window only comes up with Mapster32 and sometimes EDuke32. Probably more of Vista's baggage.
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Old 08-04-2008, 05:26 PM   #90
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Re: Mapster32 Suggestions
It may be the sticky key feature that is on. It was somewhere in the accessibility options in Windows XP.
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Old 08-06-2008, 08:53 PM   #91
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Re: Mapster32 Suggestions
I've disabled that and the other extra crap. I've actually determined that the window itself flashes off and on. I have no clue what triggers it and it's really frustrating when you can't pan textures and it gets in the way of anything involving selections.
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Old 08-06-2008, 09:52 PM   #92
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Re: Mapster32 Suggestions
Quote:
Originally Posted by Roger View Post
The window only comes up with Mapster32 and sometimes EDuke32. Probably more of Vista's baggage.
I use Vista as well. Don't run in windowed mode and don't alt-tab away from mapster and expect it to run properly when you come back to it.
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Old 08-07-2008, 01:04 AM   #93
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Re: Mapster32 Suggestions
Actually I have the same problem in window mode. And in full screen i have problems with colours
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Old 08-07-2008, 05:33 PM   #94
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Re: Mapster32 Suggestions
Quote:
Originally Posted by DeeperThought View Post
I use Vista as well. Don't run in windowed mode and don't alt-tab away from mapster and expect it to run properly when you come back to it.
That makes sense, I tend to do a lot of alt-tabbing.
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Old 08-27-2008, 09:04 PM   #95
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Re: Mapster32 Suggestions
Correct me if Im wrong but..

It seems if I tab a item in 3dmode that has a xvel or yvel and then past it, press enter on it, the xvel and yvel doesnt past...

On the other hand if I copy/past in 2D mode it does.

Can the ability to tab and past x z and yvel in 3dmode be added?
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Old 08-27-2008, 09:52 PM   #96
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Re: Mapster32 Suggestions
heh, I didn't know those pasted in any mode. xvel, yvel, zvel and extra should all paste imo.
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Old 08-27-2008, 10:15 PM   #97
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Re: Mapster32 Suggestions
It would help a lot in DP projects.
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Old 08-28-2008, 08:27 AM   #98
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Re: Mapster32 Suggestions
Changes in next version:

New auto-size setting for the grid
Little tic things at the halfway point of walls that show which sector of the two which meet at a red wall is the highest, like in Doom Builder
Clipboard pastes xvel/yvel/zvel

I'll probably do some more stuff today, anyone have any decent requests?
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Old 08-28-2008, 09:33 AM   #99
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Re: Mapster32 Suggestions
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Old 08-28-2008, 09:51 AM   #100
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Re: Mapster32 Suggestions
^I don't get it. SoS thing or the "edit"?
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Old 08-28-2008, 09:57 AM   #101
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Re: Mapster32 Suggestions
No he wants to show the little pointy things at the middle of the walls I think, as I didn't see them before. Nice addition.
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Old 08-28-2008, 10:28 AM   #102
Spiker

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Re: Mapster32 Suggestions
I think it was mentioned already but I don't know if there was any answer. I think that "first wall" should not be assigned automatically to a newly created wall but should remain on the old one. This can be quite annoying sometimes.
Last edited by Spiker; 08-28-2008 at 10:42 AM.
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Old 08-28-2008, 03:01 PM   #103
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Re: Mapster32 Suggestions
Sector height tics look a bit busy to me. Could you make them not display on white walls?
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Old 08-28-2008, 03:10 PM   #104
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Re: Mapster32 Suggestions
I'm probably just going to make them smaller.
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Old 08-28-2008, 03:44 PM   #105
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Re: Mapster32 Suggestions
Quote:
Originally Posted by XTHX2 View Post
No he wants to show the little pointy things at the middle of the walls I think, as I didn't see them before. Nice addition.

I completely missed those. That is helpful. . .
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Old 08-28-2008, 08:50 PM   #106
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Re: Mapster32 Suggestions
Where do I need to go with this to make it better?

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Old 08-28-2008, 09:58 PM   #107
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Re: Mapster32 Suggestions
1. I think any color but white would be fine for the wall joints. Yellow, green, blue...white is permanently associated with blocking walls/nullspace for me.
2. I'm red/green colorblind. It looks like you've changed the red wall color, which is giving me major problems seeing it. I need a higher level of contrast between the wall colors. It's hard to explain to somebody who isn't colorblind without sounding batshit insane. I'm not against changing the colors in principle, and I liked what you'd done back in the days of DOS Mapster with the even more dramatic recoloring, but this particular set of shades isn't working for me.
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Old 08-28-2008, 11:34 PM   #108
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Re: Mapster32 Suggestions
Looks like red walls have been changed to grey. Personally, I think it's too hard to distinguish between the two this way.

Vertices also seem unnecessarily pronounced to me. It seems like they're thicker, not to mention the same color as the walls as Usurper pointed out.

Aesthetically, it has a nice uniform look, but it doesn't feel quite as practical as the old colors. :b
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Old 08-29-2008, 12:05 AM   #109
TerminX

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Re: Mapster32 Suggestions
Yeah, I should have figured that it might be hard to see the grey walls on some monitors. Oh well, I'll come up with something else. Trying to find a good balance between aesthetically pleasing and functional is a pain sometimes. Maybe it's time to implement color settings...
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Old 08-29-2008, 12:52 AM   #110
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Re: Mapster32 Suggestions


Better?
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Old 08-29-2008, 01:24 AM   #111
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Re: Mapster32 Suggestions
That could work, but yeah having colour settings that could be changed in the "mapster32.cfg" could be nice to or simular.
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Old 08-29-2008, 03:20 AM   #112
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Re: Mapster32 Suggestions


I think I like this best.
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Old 08-29-2008, 04:57 AM   #113
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Re: Mapster32 Suggestions
Well I'm used to have them in red color but that looks pretty nice. I may have a small request. Is it possible to make our own enemies move like the original enemies of Duke 3D do in Mapster? I always wanted to be able to do that.
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Old 08-29-2008, 05:00 AM   #114
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Re: Mapster32 Suggestions
I dunno, Im not getting a feel for that colour. Something feels off to me, mind you screen shots taken in 2D do stuff up a bit.
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Old 08-29-2008, 12:18 PM   #115
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Re: Mapster32 Suggestions
I like the yellow vertex/orange wall one the best of the three. The brighter colors stand out better than the original dull red, still feel somewhat familiar (red and orange are both "warm" colors), and still contrast well with the white walls and blue and white sprites.

I'm sure people will adjust regardless of which colors you end up using, but I agree that making them customizable would be a nice feature. :>
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Old 08-31-2008, 10:39 AM   #116
HellFire

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Re: Mapster32 Suggestions
Hey TX, i have 2 sugestions, both from doom builder that i think would be useful to use in mapster:

1 - When Moving an vertex or creating the lines, show the lines lenght:


And another one that isnt that useful, only for perfectionists like me

2 - The "remove unused textures" in Tools menu (of doom buidler), it removes textures in walls with textures that u cant see, between 2 sectors with same height...
ill show an example:


Its annoying when my map is full of textures in lines like that, since mapster put textures when i dont want to... but i think in build engine isnt possible to remove the texture at all so i think it should be better if it reset the texture to 0 (the brick one) with shading 0 too and etc to the default

I hope u like my sugestions... and sorry for my noob english
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Old 08-31-2008, 04:22 PM   #117
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Re: Mapster32 Suggestions
The first suggestion is a good one, but the second is fairly useless in Build maps. It helps in Doom maps because the textures in Doom are assigned by strings instead of by tile number, so unused textures in a Doom map actually make the resulting file bigger. In Build, the tile number is going to take up the same amount of space in the map no matter if it's 0 or 10000.
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Old 08-31-2008, 06:28 PM   #118
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Re: Mapster32 Suggestions
Yeah, I like the first idea. That would be very helpfull in mapster.
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Old 09-01-2008, 06:44 PM   #119
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Re: Mapster32 Suggestions
I have no idea how it could or should be done, but oftentimes editing a map with sector-over-sector is murderously hard. I'm not sure that the Mapster/Build editor is even aware of which sectors intersect--but it would be nice to have some way to select which of overlapping sectors you want to work in.

Actually, Mapster32 has to have some way to figure out what sector is at a given x-y coordinate, so it might be doable. Maybe if you hit a key, it finds the next higher-numbered sector that contains the cursor, rotating back to the first when you get to the last one (so the key effectively does nothing visible to the user if there are no overlapping sectors).
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Old 09-01-2008, 08:43 PM   #120
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Re: Mapster32 Suggestions
tdvance: I'll have to think about that for a while. I think all of the functions that determine what the mouse is point at would have to be altered to account for a z coordinate which the user could set at any time.

Anyway, HellFire's request is done:

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