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#81 | |
Re: Mapster32 Suggestions
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#82 |
Re: Mapster32 Suggestions
Nope, I've even deleted the config file.
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#83 |
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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#84 |
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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#85 | ||
Re: Mapster32 Suggestions
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to shade walls/floors use the +/- on the numpad Quote:
afaik this has been the default since the beginning |
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#86 |
Re: Mapster32 Suggestions
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#87 | |
Re: Mapster32 Suggestions
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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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Last edited by DissidentRage; 08-04-2008 at 04:05 PM.
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#88 | |
Re: Mapster32 Suggestions
Quote:
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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#89 |
Re: Mapster32 Suggestions
The window only comes up with Mapster32 and sometimes EDuke32. Probably more of Vista's baggage.
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#90 |
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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#91 |
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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#92 |
Re: Mapster32 Suggestions
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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#93 |
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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#94 |
Re: Mapster32 Suggestions
That makes sense, I tend to do a lot of alt-tabbing.
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#95 |
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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Last edited by William Gee; 08-27-2008 at 09:50 PM.
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#96 |
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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#97 |
Re: Mapster32 Suggestions
It would help a lot in DP projects.
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#98 |
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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#99 |
Re: Mapster32 Suggestions
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#100 |
Re: Mapster32 Suggestions
^I don't get it. SoS thing or the "edit"?
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#101 |
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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#102 |
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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#103 |
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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#104 |
Re: Mapster32 Suggestions
I'm probably just going to make them smaller.
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#105 | |
Re: Mapster32 Suggestions
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![]() I completely missed those. That is helpful. . .
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#106 |
Re: Mapster32 Suggestions
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#107 |
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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#108 |
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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#109 |
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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#110 |
Re: Mapster32 Suggestions
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#111 |
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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#112 |
Re: Mapster32 Suggestions
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#113 |
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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#114 |
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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#115 |
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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#116 |
Re: Mapster32 Suggestions
Hey TX, i have 2 sugestions, both from doom builder that i think would be useful to use in mapster:
1º - When Moving an vertex or creating the lines, show the lines lenght: ![]() And another one that isnt that useful, only for perfectionists like me ![]() 2º - 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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#117 |
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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#118 |
Re: Mapster32 Suggestions
Yeah, I like the first idea. That would be very helpfull in mapster.
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#119 |
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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#120 |
Re: Mapster32 Suggestions
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Tags |
bug, bugs, issues, mapster32, problem |
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