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Messages - richlv

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Bugs prior to release 2.3 / Re: Unreachable staircase in "oriental_big" map
« on: December 13, 2009, 06:59:42 pm »
thank, explanation seems fine to me.
i did both, shifted the stairs (along the incline) and cut out the ceiling, as doing only one would result in an ugly result. i started with stairs and when that reached actor limits, i cut out corresponding area from the ceiling

Bugs prior to release 2.3 / Re: Unreachable staircase in "oriental_big" map
« on: December 13, 2009, 03:20:21 pm »
ok, this should be fixed in revision 27454.
i didn't expect actor to need that much headroom.
i couldn't find specific headroom details in - could you add some simple explanation ?

regarding small carpet brushes, i couldn't find any, but some of the wall brushes had incorrect levelflags, thus small openings in walls in second level could show detail from lower floors - could that be what you saw ?

i had to increase stair opening by much more than 2 mapunits, were you referring to map units or some other measurement unit ?

Bugs prior to release 2.3 / Re: Unreachable staircase in "oriental_big" map
« on: December 13, 2009, 12:13:01 am »
ok, it's house_h
attempts to fix it failed so far, will look at it later

Bugs prior to release 2.3 / Re: Unreachable staircase in "oriental_big" map
« on: December 12, 2009, 11:09:37 pm »
geever pointed me at this thread - how did you manage to test it ? :)
i can't enter dash in the console (and it looks like commandline max length is too short to test it anyway), and alias trims at 64 chars, which is far too little.

and which is the guilty tile in here ?

Bugs prior to release 2.3 / Re: Pathing error in farm-map
« on: April 27, 2009, 08:26:01 pm »

stack trace might be enough as it stands, but i don't code, so you might be required to provide 'bt full' output from within gdb :)

Bugs prior to release 2.3 / Re: Pathing error in farm-map
« on: April 27, 2009, 01:23:06 pm »
1. mattn recently fixed some segfault with shooting at empty space or something - maybe you can try latest trunk (and always run trunk in gdb... see wiki for details)
also, that's not connected to pathfinding ;)

2. rma = random map assembly. essentially, maps that are compiled from multiple tiles. they appear in your console log as +name (having '+' in front of the mapname)

Bugs prior to release 2.3 / Re: Pathing error in farm-map
« on: April 26, 2009, 08:25:23 pm »
I think the texture is set up to high
If ground is pixel 0 the texture seams to be set on pixel 3

from the mapping point of view, that's not possible - textures are applied to brush faces, so texture _is_ brush face (or ground in this case).

if there is no alignment error for the tiles themselves, then this is some rendering glitch or so.

Bugs prior to release 2.3 / Re: Pathing error in farm-map
« on: April 25, 2009, 10:21:29 am »
i think the intensity of the lines can depend on resolution, yes.
looking at them, it seems to be slight misalignment of individual tiles, but that's just a guess :)

Bugs prior to release 2.3 / Re: Pathing error in farm-map
« on: April 24, 2009, 11:31:19 pm »
for the record, i don't read forum much, so if somebody wants my input, ping me on irc (like borsti did ;) )

as for the issue, i have tested farm map several times. i managed to see lines like that a few times, but they are barely visible for me, and only at some angles, as if tiles are misaligned for a pixel or two. i suspect this to be a renderer issue, and not connected to the pathfinding problems (unless tiles are misaligned enough to cause pathfinding issues, which i don't view as a likely cause)

as for the cause of inpassable tiles, i think duke is correct - this gotta be pathfinding, maps indeed haven't changed in a notable way since pathfinding merge. and given that even non-rma maps have pathfinding issues, i'm pushing the blame here ;)

Mapping / Re: Mapeditor Improvement: Inconsistency
« on: February 06, 2009, 01:30:45 pm »
i like the treelist proposition - though there probably should be some smart decision mechanism that could decide when to list entities at what level of detail

Mapping / Re: Mapeditor Improvement: Inconsistency
« on: February 05, 2009, 02:57:47 pm »
more from the irc :

for entity browser key list, inconsistent values would also be tinted.
ideally a tooltip upon mouseover a particular key could inform user how many entities from the selection has that key. mouseover value would maybe show some stats about value distribution (or most often used top 3 values or something like that).

<RudolfoWood> we could detect that a value is inconsistent, popup could display a (editable) combobox with different values (+ count). You could choose to set a given value or a new value to all...
<Richlv> when clicked, i suppose ?
<RudolfoWood> when clicking on value to change it

Mapping / Re: Mapeditor Improvement: Clipper tool
« on: February 05, 2009, 02:44:44 pm »
contentfalgs are supposed to be the same for all faces, so that's easy - just set the same as the other faces have.

surfaceflags and texture are a bit harder. voting of the remaining faces sounds usable.

popup might be problematic when you keep both sides after clipping - you'd get two popups and maybe you intended to remove on of the sides anyway, so i'd vote against popup.

Mapping / Re: Mapeditor Improvement: Inconsistency
« on: February 05, 2009, 02:40:56 pm »
conspect of the irc discussion :)

if multiple faces are selected, show data for the last selected. tint slightly fields that have different values for the selected faces;
untint as they are edited to indicate that this field now is consistent for all selected faces; by tinting i really mean very slight, unpobtrusive field background colour change, maybe 10% grey.
when a field is changed, that field and only that field is changed for all the selected faces.

as a completely separate issue - change somewhat the hilight of the face in 3d view for which the non-uniform data is displayed in the surface inspector, but previous description does not depend on this item in any way.

<RudolfoWood> and you don't think it could be good to let the editor choose which face of current selection he wants to change?
<Richlv> i think that would be pointless ;)

because you can select that face. such a choice would be redundant and clutter the interface/workflow - i have never ever wished for anything like that because that's what selection is for afterall.

now entitybrowser, that's a bigger mess.
i think first should come that key selection from entities.def or whatever the file is.
one thing that would make sense right away - if keys are updated for multiple selection, only valid keys are written back, if possible, so if i select multiple thingies and apply angles to them, only entities able to receive that key get it. i don't know how doable this would be, though.

Sounds and Music / Re: License/DAW Source files for my tracks
« on: January 16, 2009, 09:37:38 am »
thanks. all updates committed to svn.
regarding the licence, i think it there are two main problems :
1. it does not allow _any_ use commercially, which is gpl incompatible. it would, for example, prevent ufoai inclusion in a boxed, sold linux distribution, i think;

2. it prohibits work being used to promote anything else but the work itself (again, i think gpl incompatible), and it would, for example, prevent the audio material from being used in ufoai promotional video =)

again huge thanks for the licence change. we'd probably have to hunt down some other contributors or redo their work, but this is a large step forward :)

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